FOGGY HILLS
A Supernatural Roleplay Game for Second Life
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_________________________________________________________________________________________________________________________________________________________________FAERYN POWERS
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GLAMOUR
Used by : Tuathan, Pixie, Gnome, Puca, Satyr, Goblin, Shape.
+1 to Charisma per level
At level 1 of this power
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You may create tangible illusions.
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These illusions can be felt by touch, they may emit warmth or cold, but they may not do damage.
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Upon rough contact these illusions will disappear.
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You may leave these illusions in place, replaying a loop, for 24 hours.
At level 3 of this power
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Cloud someone's memory, making them forget a select memory. (Charisma vs Perception)
At level 5 of this power
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Turn invisible by slipping in a thin layer between worlds. Any physical interaction with someone or something (including attacks) will reveal you for a few seconds, long enough for others to attack you normally.
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Any attacks made out of invisibility come with surprise attack bonus.
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Any attacks made vs you while you are invisible come at -3 penalty.
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You may be seen by those that see incorporeal beings.
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MORPH
Used by: Triton, Siren, Dryad, Hag, Puca, Troll, Gnome.
+1 to Intelligence per level
At level 1 of this power
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Take an animal form. This provides no stats.
At level 3 of this power
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You may turn someone into an animal for amount of turns equal to successes scored. (Intelligence vs Perception)
At level 5 of this power
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Take the form of a fantastic beast that you most relate to. Add +3 Strength, Dexterity, Constitution, and +1 Armor.
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This does not grant extra powers, so turning into a small dragon for example won't allow you to breathe fire.
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Sirens and Tritons take a hybrid form that's usable on land and water, like a cross between shark and human for example.
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CACOPHONY
Used by: Siren, Banshe.
+1 to Charisma per level
At level 1 of this power
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Anyone who has heard your voice is hesitant to hurt you either due to awe or fear. -1 to all rolls vs you.
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There no way to resist this effect once you heard the voice.
At level 3 of this power
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Entrance others with your voice, making them travel right to you or smooth the aggression and turn someone a bit more passive. (Charisma vs Perception)
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This can be singing or just beckoning, alluring or haunting.
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Anyone who fails to resist it will travel to you or have their aggression halted for amount of turns equal to successes scored, unless attacked.
At level 5 of this power
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Emit a powerful scream that will rend flesh and break glass. Damage is done as per usual. (Charisma vs Dexterity)
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BLOOD THIRSTY
Used by: Triton, Goblin, Troll, Dullahan, Shape.
+1 to Strength per level
At level 1 of this power
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Your attacks are so strong/ferocious that the pain they cause gives the victim a -2 penalty to a next roll.
At level 3 of this power
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You may leap up to 20 meters horizontally or vertically.
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They may leap in and out of combat, but may not attack on the same turn as leaping.
At level 5 of this power
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Your attacks ignore 1 Armor.
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NATURE SKINNED
Used by: Triton, Troll, Dryad.
+1 to Constitution per level
At level 1 of this power
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Your faeryn form skin is tough, +1 Armor.
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This is usually representative of what you are. Dryads often will have tree bark like skin, trolls would have stone or hide, aquatic faeryn might have scales, etc.
At level 3 of this power
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Crits require 1 extra success to affect you.
At level 5 of this power
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Anyone who succeeds landing an unarmed physical attack on you will also suffer 1 damage.
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PLANT CONTROL
Used by: Pixie, Dryad.
+1 to Intelligence per level
At level 1 of this power
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Make smaller vegetation grow or bloom faster, making for flowery spectacle.
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You also may anime existing plants to a minor degree, to block someone's path and such.
At level 3 of this power
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You can summon thorny vines from the ground and use them like whip-like tentacles for your attacks by controlling them. (Intelligence vs Dexterity)
At level 5 of this power
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While in presence of substantial greenery (more than few house plants), you regenerate 1 HP per 2 turns.
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OBJECT MANIPULATION
Used by: Gnome, Hag.
+1 to Intelligence per level
At level 1 of this power
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You may make an item to perform one of its normal objectives on its own. A door may open or close, a car may start or stop, etc.
At level 3 of this power
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You may make objects perform unusual feats, such as rope wrap around someone, or chair shake someone off, or horse statue start galloping. (Intelligence vs Dexterity)
At level 5 of this power
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You now may temporarily turn objects into living things. Bullets may be turned into insects, table turned into a bull, and so on.
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When turning an object to an assistant, they will take stats of medium animal (see bestiary), and will last for number of turns equal to successes scored. (intelligence roll)
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OMEN
Used by: Banshe, Dullahan, Shape, Hag.
+1 to Constitution per level
At level 1 of this power
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You gain a power of flight.
At level 3 of this power
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The sight of your true form is seen as a bad omen, all rolls made around you come at -2 penalty.
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Faeryn that possess omen power are immune to it.
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This power does not stack with itself, so two+ omens in a scene won't make the penalty go up.
At level 5 of this power
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You have an ability to create balefire, a green flame that has several properties.
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When lit up, it will reveal any spirits or invisible entities in a 10 meter range.
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It may be used as ranged attack (Perception vs Dexterity)
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You may even light up your hands or melee weapon to give hand to hand and melee attacks balefire effect.
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Balefire does ignore 1 Armor.
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PAN
Used by: Satyr.
+1 to Charisma per level
At level 1 of this power
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You may escalate or de-escalate an emotion that someone is experiencing. (Charisma vs Perception)
At level 3 of this power
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Your music may force an emotion of your choice in anyone present. (Charisma vs Perception)
At level 5 of this power
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You may intoxicate people with a mist that you summon with music or singing. This gives everyone a -3 penalty to all rolls.
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The mist can be of any color you like.
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Since it must be breathed in, this have no effect on undead.
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HASTE
Used by: Tuathan, Siren, Pixie, Puca, Satyr, Goblin, Banshe.
+1 to Dexterity per level
At level 1 of this power
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Due to your quickness, your senses are also honed. +1 Perception per level.
At level 3 of this power
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You may run on water.
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Move up to 20 meters per turn and execute your action.
At level 5 of this power
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You may see things in slow motion, gaining +2 to defense vs all attacks that hit you directly, aka not mental.
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BRIGHT ONE
Used by: Tuathan.
+1 to Charisma per level
At level 1 of this power
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You may call attention to yourself, even putting others in light daze. Anyone who wishes to attack you shall hesitate for one turn. (Charisma vs Perception)
At level 3 of this power
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You may create a fetch, which is a copy of someone.
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The Fetch is made out of sticks, mud, rocks, etc, as well as a small amount of blood of a target. The fetch assumes some personality traits of the person but does not possess their memories nor special powers. Instead it's stats are that of Human Companion from Bestiary.
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The Fetch may be deployed to do Tuathans bidding or to be near them and serve as a companion.
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Tuathan may only have one fetch at the time.
At level 5 of this power
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You may issue hypnotic command to a single target that you may see, within 20 meter range. No eye contact is required. (Charisma vs Perception)
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This can be anything and will last for a number of turns equal to successes scored by you.
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If ordered to harm themselves then the target will attack themselves until they have taken damage equal to the number of successes the faeryn scored and then snap out of it.
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You can set trigger conditions to make something occur when the conditions of the command are met.
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BASE POWERS & WEAKNESSES
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HUMAN FORM
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All Faeryn have a power to take human form. It is their defensive mechanism that they developed over ages. It allows them to blend in, and even substitute children at birth.
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The human form is set once it's taken. Meaning that Faeryn only have one human form, they may not turn into just anyone.
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The human form often resembles their Faeryn form in facial features and stature.
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DOUBLE LIFE
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Some faeryn are swapped with human children, taking their place in a crib. Many only realize what they are way later in life. Faeryn do that to punish certain family or to place their own into future position of power. Regardless of that, this gives this Faeryn a normal life. They have ID, human friends, usually even a job.
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This double life have many perks, such as them being registered citizens, and therefore not having to deal with constant hiding from authorities as many other preternaturals do.
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IMMORTALITY
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The Faeryn do not die a natural death but they may be killed.
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WEAKNESSES
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The Faeryn are least durable of all preternatural. Any normal means that would kill a human, would also kill Faeryn.
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WATER BREATHER
(Triton & Siren Only)
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Tritons and Sirens can breathe underwater in either faeryn or human form. Other Faeryn cannot do this and like all other creatures (Except undead) must take a turn a breath every three turns.
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POWERS PER TYPE
BANSHE: Cacophony, Haste, Omen.
DULLAHAN: Blood Thirsty, Haste, Omen.
SHAPE: Glamour, Blood Thirsty, Omen.
TROLL: Blood Thirsty, Nature Skinned, Morph.
GOBLIN: Blood Thirsty, Haste, Glamour.
SATYR: Glamour, Haste, Pan.
PUCA: Glamour, Haste, Morph.
HAG: Omen, Moprh, Object Manipulation.
GNOME: Glamour, Morph, Object Manipulation.
PIXIE: Glamour, Haste, Plant Control.
DRYAD: Morph, Nature Skinned, Plant Control.
TUATHAN (Elf): Glamour, Haste, Bright One.
SIREN: Haste, Cacophony, Morph.
TRITON: Morph, Nature Skinned, Blood Thirsty.