Playable Species - Sprites (Part 2 - Everything Else)
Published by Eight Star in the blog Eight Star's Work Load. Views: 238
Primary Deity
Uriani is really the source of fae magic. So she’s the only deity a fae would listen to. (Except in alternate universe games where the deity of fae is someone completely different.) Because of this, sprites will follow her laws… with their own little verbal spin of interpretation on it.
1: Everything Crumbles with Time – Not something that concerns them often. Sprites do not stop the falling of empires, and refuse to rescue those who are dying of old age. They are to accept death by age, and are not to use their magic to stop such events from occurring. In shorter-lived species, time-based pixies will sometimes de-age those who are willing to pay a fair price, but only a few years.
2: The Law of Pull (Gravity) Must Be Obeyed – For pixies, who fly, this isn’t a bothersome law. The only time this really comes into effect is with space-based pixies. They can’t remove the effects of gravity from someone. They can reverse it, and they can increase it, but they cannot remove it completely. Allowing flightless creatures to levitate free of strain is careless and not in accordance.
3: Do Not Put Into Motion That Which Has No Target – An interpretation of the original Elsendyr script “No Arrow is to Be Fired Without Target.” This law cuts down on a fae’s level of fun-having. Sprites interpret the original script as meaning that they shouldn’t use magic that is doing something effectual without a reason. Nothing lethal is to be fired without a good cause. Nothing curative is to be applied without a reason or to an unknown target. Practice in such things cannot be held without an impending purpose that needs to be practiced for. Luckily, things that really have no impact need no purpose.
4: Do Not Defy Time – Simply put… no time travel is allowed. The lines of time are confusing enough as it is. A time-based fae may slow or fast forward time in a localized area, or on a specific target, but cannot displace targets from the complete time line. They cannot go back in time, and cannot send things back into time. They can reverse the time of a certain target, but they are staying on the same local timeline, meaning that everything around them is still forward, while they are in a state they were for a reverse. Point is… just no timeline displacement… that’s a big no-no, and not just in the eyes of Uriani.
So aside from following those four laws to the letter, sprites don’t do much in worship of Uriani other than existing for her. Sure, if they see a chaos born, they will attempt to fulfill their purpose. If she happens to contact them directly, they’ll happily obey. Otherwise, they’re obviously made by her, so by existing and being proof of her awesomeness, they don’t really do anything else for her.
Because of the assistance Uriani received from the Ether Mistress in the creation of the sprites and pixies specifically, they will listen to her as well, should they be contacted. However, the Ether Mistress, otherwise known as the Mana Goddess, does not talk often.
Background Options
(-20) Dual Affinity: This sprite has a secondary elemental base, allowing them to combine and empower effects without entering a Binding ritual. This also means that they can triple (or rarely quadruple) their affinities with a Binding ritual. Of course, combining more elements means more price for the magic.
(-5) Chosen: Acting in the belief that they are chosen by Uriani to perform a great task. This allows them to justify more impactful magic “for the cause.” This also allows them to be more focused on the task at hand.
(+5) Vice: Most fae actually have a vice, but only some of the sprites really have a vice. This is something that they will go out of their way to obtain. They will happily incur magic costs upon themselves to obtain their vice. No amount of their vice will make them happy; “There’s no such thing as TOO MUCH CHOCOLATE!”
(+10) Schizophrenic Dual Affinity: Must be taken in conjunction with Dual Affinity. This background makes it so the double effects are on a switch. When a certain trigger occurs, their elemental bases change from one to the other. If combined with their Vice, if it’s a consumable, they can use that as their switch variable. Otherwise, it’s likely to be an emotional thing.
Species Skills
Reduce Chaos
Cost: 1* SP (Up to Willpower in cost.)
This skill, when used in combat, auto-hits a target that has been infected with Vir’Zixl’s chaos. This ability damages the target’s SP for an amount equal to twice the amount spent on this ability.
If the target’s SP is reduced to zero, they are then reverted to the state they were in before they were infected with the chaos.
This skill ignores the chaos-borns normal immunity to SP damaging attacks.
Ritual of the Binding
Requirement: 3[SUP]rd[/SUP] Tier Magic-Based Class Mastered
Cost: An offering of fresh-picked fruit.
This ritual skill takes about a half hour of exchanging vows, and to other species can easily be related to Marriage. However, this ritual binds two target Faekin to one another FOREVER! Both parties must be willing and agree without trickery, (Uriani can tell.) Once bound, they share souls, adding each one’s SP total to the others. When one takes SP damage or spends SP, the other loses the same amount. Any fae that are bound together can use the species skills and fae related magical abilities of one another. If both parties are sprites or pixies, this allows them to combine and mix their Pixie Magic elements. More powerful magic still comes at a higher price, of course. Faekin can only participate in a Binding Ritual once, and cannot use the ritual on themselves, (they have to pick two others.) So to put it plainly; once you’re bound, you can’t bind again… and you can only bind to one other fae. Period. No exceptions. Uriani will smite you otherwise.
Portal Pod
Requirement: 12 Magic
Cost: A Baby Tree or Flower Seed
This skill empowers a growing seed with vines that will open a small pond portal. After the plant grows, it’ll have an unexplainable branch with a small watery-looking pool in one of its flowery buds. Only one portal pod can be planted by a single sprite at a time, and smells unique from sprite to sprite. The portal will close when the plant is not in bloom or blossoming.
Sprite Portal
Requirement: Portal Pod petal opened.
Cost: 4 SP
This skill opens a sprite-sized portal that leads to this sprite’s portal pod. The portal they open will close when they step through, but other sprites or sprite-sized creatures can hop through it and appear in their Portal Pod before they go through. Going through this portal is like swimming up from underwater. One can travel to the open end of the one-way portal quicker if they have a good Swimming skill.
Commune
Cost: Remaining WP
With this skill, a sprite is able to become a conduit to turn raw elements into mana, much like a mana crystal. This allows them to feed themselves in a bland environment, and allows mages around them to re-charge directly from the sprite. This will convert the elements of the surrounding 20’ around the sprite, but will do no harm to the surrounding raw elements. Purities and Meta-Elements cannot be communed, only natural elements. Commune starts when the sprite enters a meditative sleep, and ends when his or her WP has been refreshed during this resting state. The sprite must have at least 60% of their maximum WP available when starting this skill.
Fae-Sleep
Passive Skill
While asleep, the sprite’s ethereal dream self ends up in the fae-realm, where they are able to communicate with all of their friends and family. They can learn skills and pass information while in fae-sleep, but cannot be awoken by sounds or movement from the natural realm. The only thing that can wake them pre-maturely is actual damage taken to their body. The shock will send them back.
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