Fey Metahumans

Metahumans with fey powers.

Andlit

Metahumans whose form change as their character does.
  • Lifespan : 120 years
  • Diet: Common mortal fare, though some variations may occur
  • Habitat: Anywhere
  • Socioeconomic Status: Privileged oppressed
Polymorphic metahumans who change form as their character changes. Any change in stats, skills, powers, or motivations will alter their bodily form.

Most start out looking like their parents, but they very quickly begin to develop new features. Their features can range from hair or skin color, height, weight, number of limbs, extra eyes, to gaining features not common to humans such as wings, antennae, horns or antlers, hooves, claws, and so on. Others gain truly uncommon features, such as bone ridges, new organs, new layers of flesh, new kinds of bodily fluids, completely new formats or shapes to the body, and so on.

Andlits have no control over how their forms shift - there is no one-to-one correlation between character and form changes. They are never deleterious, however, and sometimes, they do reflect the character changes. Changes take effect sporadically as their character develops (mechanically, when the character sheet is updated or after eight hours of sleep, depending on when the GM and player can get to it).

Most andlits gain special powers as they grow due to gaining new sensory organs or other bodily features. Some common ones include the following:
  • Sense fey energies (antennae)
  • Sense emotions (heart changes)
  • View fate (third eye)
  • View dreams (third eye)
  • Understand languages (third ear)
  • Acidic spit (second stomach or new saliva glands)
  • Mist breath (extra lung)
  • Fairy light flesh
  • Faeriefire hair
  • Lucky finger
  • Double voice (second larynx)
Other powers are possible. Consult with the GM. Not all bodily changes bring new powers - these happen about once every 10 changes or with a major change. Bonuses from magical objects do not count as a change to a stat or skill.

The most prominent nation of andlits were nomadic tribes in the west. They revered their witches,called voelva, as great leaders, and sought to live lives that upheld certain values. They were warriors, mystics, and farmers. Those who come to the colonies come for many reasons, but mostly as immigrants seeking different lives and opportunities away from that culture. They might keep certain rituals, cuisine, music, or stories, but they generally try to hide these or keep to themselves, maybe keeping to their families.

In the colonies, andlits are not specifically discriminated against, but they are generally discriminated against as immigrants. Some are more able to assimilate than others, if their forms remain more like a basic human.

PRO 8 ATH 8 STR 8 AWA 8 WIL 9 PRS 8 STH 8

Pesperian

Metahumans imbued with the powers of fortune.
  • Lifespan : 120 years
  • Diet: Common mortal fare
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed
Pesperians are humans with purple or blue hair and skin that changes hues over the course of their life, ranging through the entire color spectrum, ending in deep purple at their oldest. Their average height is 5' instead of 6.

Pesperians can sense the winds of fortune. They know which way they are blowing, and thus, they know when to take risks. They are affected by shifts in fortune, and they can grant shifts in fortune to others with a wink.

The winds of fortunes blow in these directions:
  • Critically bad fortune - GM simply narrates failures on all rolls
  • Exceptionally bad fortune - low die-3
  • Specially bad fortune - take low die
  • Normally bad fortune - -1 to all rolls
  • Neutral - take middle die
  • Normally good fortune - +1 to all rolls
  • Specially good fortune - take high die
  • Exceptionally good fortune - high die+3
  • Critically good fortune - player simply narrates successes on all rolls
Fortunes shift on various dice rolls:
  • 111: critically bad fortune
  • 123: reverse fortune down one level
  • 222: specially bad fortune
  • 234: opposite fortune
  • 235: roll d12s instead of d10s
  • 248: reverse fortune down two levels
  • 333: normal good fortune
  • 345: improve fortune up four levels
  • 357: roll d20s instead of d10s
  • 369: improve fortune up two levels
  • 444: normal bad fortune
  • 456: expand neutrality (add two more die to rolls)
  • 468: roll d8s instead of d10s
  • 555: reset to neutral
  • 567: reverse fortune down four levels
  • 666: improve fortune up one level
  • 678: reverse fortune down three levels
  • 680: roll d6s instead of d10s
  • 777: critcally good fortune
  • 789: improve fortune up three levels
  • 888: exceptionally bad fortune
  • 890: expand randomness (only roll one d10 on rolls)
  • 999: specially good fortune
  • 000: exceptionally good fortune
The wink of a pesperian shifts fortune based on the pesperian's fortune. Their fortune is determined by the winds blowing around them (or supernatural effects from others). If their fortune is bad, they cannot wink and give someone good fortune. If their fortune is good, how much they can give is determined by the level of fortune (improve by 1 level - normal luck, improve by 2 - special luck, improve by 3 - exceptional luck, improve by 4 - critical luck).

Pesperians live on sky islands and engage in games of incredible risk. Their culture is one of adventure and stories, which they share regularly, of games of chance, of strange sports, and of many, many forms of flight.

Their obsession with risk means they have a very odd society. Those with the best luck are the default leaders, and they follow the decisions of these people no matter what.

Pesperians make terrible slaves unless their luck is bad, which is the status of most pesperians who end up as slaves. Those who end up free in the colonies sometimes stay because the winds of fortune pointed them that way.

PRO 7 ATH 7 STR 7 AWA 7 WIL 7 PRS 7 STH 7
Topic revision: r1 - 14 Aug 2025, SallyJaneBlack
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