Wednesday 27 January 2021

Monsters/Racial Templates: Sidhe and the Others

Monsters/Racial Templates: Sidhe and the Others

Dominions has several "elven" races based on the Irish folklore. Fir Bolg are only slightly elvish. Sidhe are elvish. Tuatha are even more elvish. There's also Nemedians who are identical to the tuatha in terms of mechanics, and Partholonians who do not need a racial templates, because there's only one left. I've also included the sidhe from D&D. I know that there's firbolgs in D&D too, but they are spelled differently, so I will include them in a separate post. And they are giants, not elves.


Fir Bolg

27 points
Attribute Modifiers: ST+1 [10].
Secondary Characteristic Modifiers: Will+1 [5]; Basic Speed +0.25 [5].
Advantages: Extended Lifespan 1 [2]; Magic Resistance 1 (Improved, +150%) [5].
Creature Type: Humanoid.

Typical Stats

ST:

11

HP:

11

Speed:

5.25

DX:

10

Will:

11

Move:

4

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

9

Parry:

Block:

11U

11

DR:

3 (torso)

    Axe (13): swing 2d-1 cutting, Reach 1. 

    Traits: Extended Lifespan 1; Magic Resistance 1 (Improved). 
    Skills: Axe/Mace-13; Shield-13. 
    Creature Type: Humanoid. 
    Gear: Axe (4 lbs.); Medium Light Shield (DB 2; 7 lbs.; DR 2; HP 16; Cover DR 6); Light Scale Armor (torso; 16 lbs.; DR 3). 

Sidhe (Dominions)

41 points
Attribute Modifiers: ST+1 [10]; DX+1 [20].
Secondary Characteristic Modifiers: Will+1 [5].
Advantages: Extended Lifespan 1 [2]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 5 [5]; Voice [10].
    Glamour: Obscure 4 (Vision; Costs Fatigue, 1 FP, -5%; Defensive, +50%; Magical, -10%; Shuts down on a successful hit, -20%) [10].
Disadvantages: Vulnerability (Iron, x3) [-30].
Quirks: Supernatural Dislike (HT; Iron) [-1].
Creature Type: Fey.

Typical Stats

ST:

11

HP:

11

Speed:

5.25

DX:

11

Will:

11

Move:

4

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

9

Parry:

Block:

12

12

DR:

3 (torso)

    Spear (14): thrust 1d+1 impaling, Reach 1.
    Glamour: A sidhe can create illusory doubles of him. This reaches to a two-yard radius around the sidhe. With care, he can include a few friends as well. Subtract 4 from any attempts to see anything in this area using vision; there is no resistance roll. The boundaries of the area, however, are detected at +4. Even if someone does manage to see the sidhe, subtract 4 from any attack roll against him that relies on vision to hit. The sidhe himself can see perfectly while using this ability. He activates this ability by taking a Concentrate maneuver. Each activation lasts for 1 minute. However, if the sidhe is attacked and successfully hit (the hit does not have to deal injury), this ability turns off.

    Traits: Extended Lifespan 1; Magic Resistance 2 (Improved); Night Vision 5; Supernatural Dislike (HT; Iron); Voice; Vulnerability (Iron, x3).
    Skills: Shield-14; Spear-14; Stealth-14.
    Creature Type: Fey.
    Gear: Spear (4 lbs.); Medium Light Shield (DB 2; 7 lbs.; DR 2; HP 16; Cover DR 6); Light Scale Armor (torso; 16 lbs.; DR 3).

Tuatha

48 points
Attribute Modifiers: ST+1 [10]; DX+1 [20].
Secondary Characteristic Modifiers: Will+2 [10].
Advantages: Extended Lifespan 2 [4]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 5 [5]; Voice [10].
    Glamour: Obscure 4 (Vision; Costs Fatigue, 1 FP, -5%; Defensive, +50%; Magical, -10%; Shuts down on a successful hit, -20%) [10].
Disadvantages: Vulnerability (Iron, x3) [-30].
Quirks: Supernatural Dislike (HT; Iron) [-1].
Creature Type: Fey.

Typical Stats

ST:

11

HP:

11

Speed:

5.25

DX:

11

Will:

12

Move:

4

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

9

Parry:

Block:

12

12

DR:

3 (torso)

    Spear (14): thrust 1d+1 impaling, Reach 1.
    Glamour: A tuatha can create illusory doubles of him. This reaches to a two-yard radius around the    tuatha. With care, he can include a few friends as well. Subtract 4 from any attempts to see anything in this area using vision; there is no resistance roll. The boundaries of the area, however, are detected at +4. Even if someone does manage to see the tuatha, subtract 4 from any attack roll against him that relies on vision to hit. The tuatha himself can see perfectly while using this ability. He activates this ability by taking a Concentrate maneuver. Each activation lasts for 1 minute. However, if the tuatha is attacked and successfully hit (the hit does not have to deal injury), this ability turns off.

    Traits: Extended Lifespan 2; Magic Resistance 2 (Improved); Night Vision 5; Supernatural Dislike (HT; Iron); Voice; Vulnerability (Iron, x3).
    Skills: Shield-14; Spear-14; Stealth-14.
    Creature Type: Fey.
    Gear: Spear (4 lbs.); Medium Light Shield (DB 2; 7 lbs.; DR 2; HP 16; Cover DR 6); Light Scale Armor (torso; 16 lbs.; DR 3).

Sidhe [PC1 - Tall Tales of the Wee Folk]

83 points
Attribute Modifiers: DX+1 [20].
Advantages: Charisma 1 [5]; Doesn’t Breathe (Gills, -50%) [10]; Extended Lifespan 4 [8]; Night Vision 5 [5].
    Personal Invisibility: Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Sorcery, -15%) [66].
Disadvantages: Vulnerability (Iron, x3) [-30].
Quirks: Supernatural Dislike (HT; Iron) [-1].
Features: Early Maturation 3.  
Creature Type: Fey.

Typical Stats – Sidhe Warrior

ST:

10

HP:

10

Speed:

5.25

DX:

11

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

11

DR:

-

    Quarterstaff swing (12): swing 1d+2 crushing, Reach 1-2.
    Quarterstaff thrust (12): thrust 1d crushing, Reach 1-2.
    Personal Invisibility: A sidhe can use an ability that is identical to the Personal Invisibility spell.

    Traits: Charisma 1; Doesn’t Breathe (Gills); Early Maturation 3; Extended Lifespan 4; Night Vision 5; Supernatural Dislike (HT; Iron); Vulnerability (Iron, x3).
    Skills: Staff-12; Stealth-12.
    Creature Type: Fey.

Typical Stats – Sidhe Leader

ST:

12

HP:

12

Speed:

6

DX:

14

Will:

12

Move:

6

IQ:

12

Per:

12

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

9

Parry:

13

DR:

-

    Quarterstaff swing (16): swing 2d crushing, Reach 1-2.
    Quarterstaff thrust (16): thrust 1d+1 crushing (KYOS: 1d+2 crushing), Reach 1-2.
    Personal Invisibility: A sidhe can use an ability that is identical to the Personal Invisibility spell.

    Traits: Charisma 1; Doesn’t Breathe (Gills); Early Maturation 3; Extended Lifespan 4; Night Vision 5; Supernatural Dislike (HT; Iron); Vulnerability (Iron, x3).
    Skills: Diplomacy-16; Fast-Talk-16; Leadership-16; Occultism-16; Staff-16; Stealth-16.
    Creature Type: Fey.

Typical Stats – Sidhe Priest

ST:

10

HP:

10

Speed:

5.25

DX:

11

Will:

13

Move:

5

IQ:

13

Per:

13

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

11

DR:

-

    Quarterstaff swing (12): swing 1d+2 crushing, Reach 1-2.
    Quarterstaff thrust (12): thrust 1d crushing, Reach 1-2.
    Personal Invisibility: A sidhe can use an ability that is identical to the Personal Invisibility spell.
    Druidic Spellcasting: Improvisation up to 2 points, hardcore improvisation up to 27 points. Typically, a sidhe priest knows the following spells:
    Create Water 1 (13);
    Earth to Stone 2 (13);
    Tangle Growth (14).

    Traits: Charisma 1; Doesn’t Breathe (Gills); Early Maturation 3; Extended Lifespan 4; Night Vision 5; Sorcerous Empowerment (Druidic) 2; Supernatural Dislike (HT; Iron); Vulnerability (Iron, x3).
    Skills: Herb Lore-13; Innate Attack (Gaze)-14; Naturalist (Earthlike)-16; Religious Ritual (Druidic)-14; Staff-12; Stealth-12; Theology (Druidic)-14.
    Creature Type: Fey.


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