CHARACTER STATS

In most roleplayed scenes, stats will not matter, as players can agree on outcomes OOCly and go from there. However, in GM-run scenes (Run by Sajhiri or another designated Assistant GM), if your character attempts actions which could have positive or negative effects on them, Sajhiri will roll their applicable attribute or skill scores and report the results to the player. The following are explanations of the character stat sheets. It is a simplified and modified version of the system used in the RIFTs RPG.
¤¤¤ Info ¤¤¤
Basic information about the character
Rank: Your character's current court rank
Stage: Your character's current life stage
Max Skills: The max number of skills your character can have.
Max Skill Level: The highest percentage your character can have in this skill (dependent on IQ. 3-6=50% | 7-10=65% | 11-14=80% | 15-18=95% | 19+=100%)
Max Spell Level: Determined by your IQ divided by 4
Max Spells/Level: 1 per every 10% of Magic skill
Spells per Day: 1 for every point of IQ over 10
¤¤¤ Attributes ¤¤¤
These are your character's mental, physical, and social attribute scores. They are derived from a roll of 3d6 each. If a 16, 17, or 18 is rolled, 1 more d6 is rolled and the result added to the score. (Scores can be seen as follows: 3-6=Poor | 7-10=Below Average | 11-14=Average | 15-18=Above Average | 19+=Exceptional)
IQ : Intelligence Quotient. This is the intelligence of the Fey.
ME : Mental Endurance. This is the Fey's ability to tolerate extremes of mental and emotional stress.
MA : Mental Affinity. This is the Fey's personal charm and charisma (used to invoke trust or intimidate, as well as lead)
PS : Physical Strength. The raw strength of the fey.
PP : Physical Prowess. The fey's agility and dexterity.
PE : Physical Endurance. The fey's stamina and durability.
PB : Physical Beauty. The physical attractiveness of the fey.
Spd: Speed. How fast your fey can move. Spd x 20 is the number of yards a fey can run in a minute. Double this value for flight speed.
¤¤¤ Skills ¤¤¤
These are the various things your character is learned or gifted at. Some skills don't require a roll as anyone can do an average job at them, such as cooking or swimming. If there is no negative repurcussion to the character when attempting the skill, you do not need to roll or even possess the skill. If there IS a chance of a negative effect (like cooking for a king, or swimming in your armor) you must roll. If you do not possess the skill, you have a base chance of succeeding at it at the base score of the most applicable attribute you have for it (Ie, you would be able to try to swim based on your Physical Strength score. If you had a PS of 15, you'd have a 15% chance to not drown if trying to swim in armor or in rough waters)
Acrobatics: Gymnastic abilities such as tumbling and balance.
Alchemy: Ability to brew potions, poisons, and powders for various applications.
Art: Drawing/painting/sculpting
Bowyer/Fletcher: Ability to craft bows and arrows (including crossbows and bolts)
Carpentry: Ability to craft items and furnishings from wood.
Climb: Ability to scale surfaces.
Conceal: Ability to hide items where they wont be seen, on one's person or otherwise.
Cooking: Self Explanatory
Dance: Self Explanatory
Detect Ambush: Ability to determine that enemies are lying in weight from clues such as noticing an out of place shadow or movement ahead.
Detect Concealment: Ability to determine that someone is trying to hide nearby.
Diplomacy: Ability to negotiate in diplomatic situations.
Disguise: Ability to make oneself look like someone else, or go unrecognized.
Escape Artist: Ability to escape if bound or locked in.
Etiquette: Knowledge and practice at proper courtly manners.
Fey Lore: Knowledge of history and folklore of Tir Nan Og
Fishing: Ability to catch fish with pole or spear.
Flight: Maneuverability in flight.
Gaian Lore: Knowledge of history and folklore of Gaia
Hand-to-Hand Combat: Ability to fight without a weapon, with your fists and feet (Brawling).
Hunting: Ability to track and kill animals.
Knowledge - (Specialty): All of the skills listed here can also be taken as a knowledge. This would be the book study of such things, and will permit someone with that knowledge to train another Fey in the skill, even if they aren't that skilled in it themselves. In addition to knowledge of the skills listed, there are other knowledges available, including the following: Heraldry (Court Heraldry and Blazoning Heraldic Devices), Nobility (knowledge of the rulers, duties, and rank structures of the fey), Fey History (history of Tir Nan Og and the Fey), Scribal (Court Scribing), Tactics (Combat and War strategy), Moon Court (Inner workings and practices of the Moon Court), and Sun Court (Inner workings and practices of the Sun Court). Each Knowledge counts as a separate skill.
Magic: Skill at the manipulation of Fey magics
Medicine: Knowledge of healing techniques.
Melee Combat: Ability to use a melee weapon such as a sword or staff
Music: Ability to play musical instruments. 1 per 10% of the skill.
Pick Locks: Ability to pick locks on doors and chests, etc.
Pick Pockets: Ability to lift coin or other items off someone's person without their noticing.
Prowl: Ability to be sneaky by hiding in shadows and moving silently.
Ranged Combat: Ability to use a ranged weapon such as a bow or cross bow, or thrown weapons such as daggers.
Run: Ability to run distances.
Swim: Ability to not drown!
Sewing: Ability to repair or make garments and other cloth based items.
Singing: Self Explanatory.
Smith: Skill to forge weapons/arms/items from metal.
Track: Ability to track humans or animals from signs left behind.
Wilderness Survival: Ability to live off the land if deprived of food/water/shelter.
Writing: Skill at writing in such a manner others would care to read it (scribal, poetry, stories).
¤¤¤ Spells ¤¤¤
Lvl 1:
Blinding Flash - Creates a sudden burst of light blinding everyone within a 10' radius.
Cloud of Smoke - Creates a 20'x20'x20' cube of white or black smoke centered on the caster. The caster is able to see through it.
Globe of Daylight - Creates a 50' globe of light the equivalent of daylight for 10 minutes per 10% of magic skill.
See Aura - Ability to sense if a being is Fey, Kithain, Human. Mundane, or Magical.
See Invisible - Ability to see through magical invisibility.
Sense Evil - Ability to sense the presence of an evil being within 100 feet. This lasts for 2 minutes per 10% of magical skill. If within 30' they can pinpoint where it is emanating from.
Sense Magic - Ability to sense the presence of an magic being cast or in effect within 100 feet. This lasts for 2 minutes per 10% of magical skill. If within 30' they can pinpoint where it is emanating from.
Lvl 2:
Befuddle - Temporarily causes the target to be confused or disoriented. (Resisted with Mental Endurance) Lasts for 2 minutes per 10% of magical skill.
Chameleon - Changes the color of the fey's body and clothes to blend in with whatever they stand in front of. Lasts 10 minutes per 10% in magic skill.
Concealment - Ability to make a small object invisible for 5 minutes per 10% of magic skill.
Detect Concealment - Instantly negates a concealment spell within 30' of caster and reveals magically concealed items or people. Does NOT reveal mundanely concealed items or items and beings using a full invisibility spell.
Extinguish Fire - Puts out a 20' area of fire.
Fear - Causes fear in all those within 100'. Resisted with Mental Endurance.
Levitation - Ability to levitate items up to 10 pounds per 10% in magic skill.
Lvl 3:
Energy Bolt - Creates a bolt of energy shot from the fey's hands which does 4d6 damage. Dodged with Physical Prowess.Fuel Flame - Doubles the size of an existing flame.
Ignite Fire - Ignites a 3' area of burnable material.
Extinguish Fire - Puts out a 20' area of fire.Impervious to Fire - Makes caster temporarily immune to magical and normal fire damage. Lasts 5 minutes per 10% of magic skill.
Invisibility (Simple) - Renders the caster and what he/she is wearing invisible. Lasts 3 minutes per 10% of magic skill.
Negate Poison/Toxin - Turns a poisonous substance inert in a person or item. Does not repair damage already rendered.
Paralysis (Lesser) - Paralyzes a victim's chosen limb for 1 minute per 10% of magic skill.
Resist Fire - Caster can make 1 person per 10% of magic skill resistant to fire damage for 5 minutes per 10% of magic skill. Fire, normal and magic, only does half damage.
Silvan Armor - Creates soundless, invisible armor of force around the caster which gives them shielding from attacks for 10 points of damage per 10% of magic skill.
Telekinesis - Caster can move up to 60 pounds (Fey equivalunt) and throw them up to 60' away. Lasts 1 minute per 10% of magic skill.
Lvl 4:
Blind - Blinds 1 person or animal for 5 mibutes per 10% in magic skill.
Carpet of Adhesion - Creates a sticky carpet up to a 10' by 20' area, that will adhere to anyone touching it. Lasts 1 minute per 10% of magic skill.
Charismatic Aura - Enhances the subjects Physical Beauty and Mental Affinity by 8 for 5 minutes per 10% of magic skill.
Cure Minor Disorders - Cures minor disorders such as headache, nausea, muscle pain, low fever, etc.
Energy Field - Makes a protective globe of energy around the caster that prevents people and items (like arrows) from entering. Protects for 20 points of damage per 10% of magic skill or 1 minute per 10% of magic skill, whichever happens first.
Fire Bolt - Bolt of fire identical to Energy Bolt, but can ignite flammables.
Magic Net - Ensnares 1-6 beings within a 10' area. Range is 60'. Lasts 1 minutes per 20% of magic skill.
Seal - Prevents an inanimate object from being opened. Lasts 2 minutes per 10% of magic skill.
Shadow Meld - Lets the caster step into a shadow to become total invisible (even to a see invisible spell). There must be a shadow big enough to accomodate them. Lasts 2 minutes per 10% of magic skill.
