Wisps of Repter:
Earth, fire, water, and wind fairies traverse through Outerah, distributing energy throughout the universe in their wisp form. As one of these fairies, you can move greater distances within your elemental affinity. A fire fairy has double Move through any body of fire; a water fairy has double Move through any body of water, a wind fairy’s fly is doubled while airborne; an earth fairy has double move if they are traversing through natural terrain though they must be walking, not flying, to gain this effect.
You can activate this power once per day for one hour. You gain an additional hour every level divisible by 5, capping out at 8 hours at Lvl 35. Leaving or being knocked out of said element ends the skill’s effect for the day.
The Wisp Within:
As a light fairy in wisp form, you are able to hide within inanimate objects. Within the object, you can animate it using no more than what the object has to work with and nothing more. A robotic arm that isn’t being controlled by an AI can be used to bend and rotate, while cords can slither like a snake and move to tie up a target. While possessing a book will allow you to flip through pages, and a ball can roll away. Objects that are immobile, such as bricks, will render you such for the duration in which you possess said object as a wisp.
You can activate this power once per day for one hour. You gain an additional hour at Levels 5, 10, 15, 20, and 30. Your total should be six hours at Level 30.
The Mimic:
Shadow fairies are known to transform into mimics. They lay idle, sleeping in treasure chest mode, waking up when an unfortunate being opens the chest and falls victim to a nasty surprise. Mimics always gain an Opener when this happens; the Fairy weakens their prey in an attempt to quickly defeat it to then steal the soul of the unsuspecting traveler. Upon defeat, the fairy floats back into the spirit world, spawning inside their designated pod once their soul completes the journey back.
You can activate this power once per day for one hour. You gain an additional hour at Levels 5, 10, 15, 20, and 30. Your total should be six hours at Level 30.
Earth fairies are most common around forests. They are one with nature, able to communicate with it and plant additional life within a given area. These fairies are seen circling trees and other vegetation within the area, usually within their wisp form. Parties whom are looking to explore nature without getting lost, works to protect nature, or is one with nature themselves may find having an earth fairy with them as a friend or even a guide the best option.
Fire fairies are the rarest fairies around and are usually found within space. It is said that they are distributors of fire energy, creating stars and galaxies within Outerah. Parties who want to explore the worlds of Outerah would benefit a great deal with one of these blazing buddies!
Light fairies are the most peaceful fairies around. This subtype hides within objects when in danger. While shadow fairies prey upon the living, stealing their souls by nefarious means such as murder, light fairies deliver the souls of those who have already passed away. As such, these fairies must travel back and forth to deliver these lost souls, which the party must factor into their schedule if they do decide to stick together.
Shadow fairies are the most aggressive and unliked beings due to their trickery of treasure. This subtype is the most common of the six, able to take out the weak from the gene pool. Parties may enjoy having a shadow fairy on their team to bring surprise to their opponents, and the change of pace of watching the urge of treasure seekers biting someone else in the butt is always a plus! These beings must still travel back and forth to deliver souls, which the party must factor into their schedule if they do decide to stick together.
Water fairies are found all throughout the oceans and other waterways that exists on all planets. Parties which enjoy traversing the seas in search for treasure and the secrets which lay below may find one of these beings a perfect choice in that regard! While these fairies can traverse land, the dryer the environment is the less willing a water fairy is willing to enter. You won’t be finding one of these traveling through a desert, at least not unless it is against their will!
Wind fairies traverse both air and space, but are seen more commonly on planets in areas which the wind blows stronger. Hurricanes form where there are ample amounts of wind varies conjugating within a given area. A party can enjoy a cooling breeze with one of these beings around them. Though parties with one as its member are normally wandering travelers, as these fairies enjoy exploring the great unknowns whether within land or space, always on the move just like the winds.
Fairy
-
Initial Attibutes +10SPT; +5AGI; Subrace
Earth: STR:5, AGI:15, VIT:10, INT:20, WIS:5, CHA:15, SPT:20, LUK:10 Fire: STR:25, AGI:20, VIT:10, INT:10, WIS:5, CHA:5, SPT:10, LUK:10 Light: STR:5, AGI:15, VIT:10, INT:20, WIS:5, CHA:15, SPT:20, LUK:10 Shadow:STR:20, AGI:15, VIT:5, INT:5, WIS:10, CHA:10, SPT:20, LUK:15 Water: STR:5, AGI:10, VIT:5, INT:20, WIS:15, CHA:10, SPT:15, LUK:20 Wind: STR:10, AGI:20, VIT:10, INT:10, WIS:5, CHA:5, SPT:10, LUK:25
-
Age ???
Fairies have no finite age; they can survive as long as their spirit wisp form is intact. If the wisp form is destroyed, they die.
-
Evolution Bargistan
Your evolutionary roots stem from the barg humans. You are part of the bargistan family.
-
Size Small
Fairies are around 2 feet tall. Small units take up one-fourth a cell and suffer half Movement penalties due to each cell counting as two.
-
Racial Variations Small
A fairy’s skin tone is a key indicator of what element the fairy is. Fairies who have higher Magic potential (80+ Intelligence) possess a hair color depending on what their element is. Likewise, their hairstyle reflects their element. A fire fairy will orange hair and may be spiked and bright, appearing as if it’s on fire, while an earth fairy could have vines for hair that resemble a bird’s nest. Those with elemental hair have a shine which causes dim light in a 3x3x3 area and adds an extra 10% damage relevant to your elemental affinity. However, you receive a Minus Charge on Stealth Checks. The glow might even blow your concealment behind an object!
-
L.A.W.S Land, Air, Water, Space
Thanks to their ability to fly, fairies are able to travel at the same speed as that of a medium creature and they are twice as fast in wisp form. Fairies don’t breathe oxygen like most other races and instead breathe the gas produced by spirit energy. Due to their unique biology, fairies can breathe on Land, in Water, and in Space.
-
Languages Humish; Elvion
You can speak, read and write humish and elvion. A fairy can communicate in wisp form via telepathy on the same plane of existence.
-
Breaks Duo Dreamer
Light fairies turn themselves into a wisp and can sanction a willing unit sleeping into a Spirit Dream World. You and them can interact with one another during your resting hours. A positive interaction grants both units (level*2) Temporary Hit Points while a negative interaction leaves each unit's Hit Points 10% less than max. Shadow fairies turn into a mimic while resting. If someone opens the chest you instantly wake up and perform your trigger action. After the battle is over you go back to sleep as if nothing happened.
-
Vision Normal
Fairies have no special vision.
-
Deity Bonds Proterius, Repter
Light and Shadow fairies were brought forth by Lord Proterius as a means of guiding beings into the afterlife, giving you access to the Paladin Class, Jeweler DLC, and Soldier DLC. Lord Repter saw how efficient this process was, and made his own fairies to distribute elemental energy, giving you access to the Druid Class, Alchemist DLC, and Chef DLC.
-
Elemental Boons Subrace:0
The elemental type determines your elemental immunity. An attack against you of your elemental affinity deals no damage to you.
-
Elemental Banes Corruption:150
Fairies take 50% more damage from Corruption-based attacks.
-
Elemental Laws Subrace Dependent
Your element is determined by your subtype. For example, a shadow fairy will always be shadow.
Fairy Skills
A fairy can enter its wisp form to evade attacks, swapping back and forth using their Specialty Action. Wisp Mode increases your Move by 1 on land, +3 Move in air, +5 Move in water or space, and grants a flat 25% chance to be hit (rolling a 1D4), but the fairy cannot use their Main-hand or Off-hand Action while in this form.
Earth fairies are expert tunnel diggers; the subterranean world is your ally as you can swiftly maneuver through it, leaving your enemies unable to catch you. As a fairy you can either create tunnels underground using both your Movement Action and Main-hand Action together, or double your Move within wisp form without excavating the dirt while underground, allowing you to pass right through it as if they were empty Cells.
Earth fairies can communicate with the natural world around them. They can ask nature for one of five things, and can ask for such guidance twice per day. Every 6 Levels grants an additional guidance usage.
- Concealment: You’re an expert at hiding within forests, gaining a Plus Charge on Stealth Checks until you leave the woodland area.
- Fruits: The trees can feed a person with its fruits, granting a random positive Buff; the effect is determined by the Outeran Guide.
- Health: The trees can heal you for 1D6 + your Level, or remove a negative condition from you. An extra 1D6 is added to the roll every 4 Levels.
- Information: The trees can point you in the right direction or find a nearby item that you or direct you towards someone else might be lost.
- Protection: Allows you to be immune to Wind or Earth elemental attacks for 1 minute.
Within Wisp Mode you can traverse through fire and lava at double the Move. When moving within Wisp Mode out of these flames you leave a trail of flames behind you which deals [1D4] Fixed Fire-based damage [+1D4 e3 Lvls].
A Light Fairy sleeps in wisp form, hiding within an inanimate object. When this object is touched while sleeping, the fairy wakes up startled, shocking the creature for light damage for 1D10 damage at level 1, and an additional 1D6 damage every level divisible by 5.
A fairy’s clothes contain the same effect as the endless pocket, which is linked to the fairy for collecting souls and other smaller things. They can use the pocket cloth once per day to capture an incoming projectile and then release it at the same speed and power as it was caught. This move can be used again by expending an Affinity Charge. The pocket cloth can be used indefinitely to carry and drop off souls.
As you sleep, you turn into a mimic to disguise yourself. When the chest is open you instantly awake to surprise attack the unexpected prey. Sleeping as a mimic for 12 hours is similar to an 8 hour day for a human, healing 25% slower, but a battle does not affect the hours lost. The opening attack is set depending on your primary class and does not cost resources.
- Athlete: Pegs the opponent in the head with a bowling ball.
- Druid: Vines spout, blocking the path of the attacker in a 3×3 area. Each vine has 20 hp and deals 1D4 damage if touched.
- Grand Healer: Casts slow on the target.
- Hunter: A random arrow type is shot out.
- Nightblade: A random equipment item is stolen from the creature who fails an AGI save.
- Paladin: Spits out a shield at the target. May cause a stun effect.
- Performer: Removes all buffs from the creature.
- Puppeteer: Cast chains on the target. On a failed STR or AGI save, the opponent is controlled by the mimic.
- Soul Knight: Rips the soul out a spiritually attuned target, starting them out in spirit mode.
- Sorcerer: Cast fireball spell in front of the chest. A successful Agility Save halves damage.
- Summoner: Cast two portals 10 squares away, teleporting the unit 10 squares away. Roll 1D6; 1:North, 2:South, 3:East, 4:West, 5:Above, 6:Below
- Tradesmaster: Hurls a bomb at the target which breaks one piece of gear. Roll a 1D6; 1:MainHand, 2:OffHand, 3:Armor, 4:Headgear, 5:Footwear, 6:Accessory
- Trickster: A card disguised as a scroll blows out from the chest, exploding when grabbed for 2D6 damage.
- Warrior: Critically hits the creature with a bite for 1D10 damage
When you move through water, or are hit by an Elemental endowed water attack, you absorb some of this energy. You have two options, or modes to choose from; collecting or filtering. If you collect the Elemental power, you can use your action to expel it.
- Collecting: You can collect 2 times your Level in stacks. Each stack is collected per every 2 Cell Move, or per Elemental attack towards you. Every stack reduces your final damage taken by the set amount regardless of if it was a magical or physical attack. As an example, 10 stacks reduce damage by 10. Every 10 Stacks lowers your Move and Speed by 1.
- Filtering: You release the mist as you move, allowing those who breathe the mist in to be inflicted with the Burn Effect.
- Expel: You release all the energy around you, dealing the stack amount of damage to all in a 3×3 area which cannot be resisted (fixed). At Level 40 the max amount of damage is 80. All stacks must be removed at the same time.
Water fairies can extend their arms temporarily for 3 Rounds to be used as a grappling hook up to 4 cells in any direction (+1 Cell e10 Lvls), or deal damage [1D8 +Lvl] Water damage up to 2 Cells away. This damage increases [1D8 e4 Lvls]. These ropey appendages can stick to walls and allows you greater mobility by swinging around or repelling yourself down a wall. This ability can be used at the cost of your Main-hand Action and when swinging, your Movement remains unchanged from its current modifier.
You can spread your wings out as they glow your elemental affinity. A blast of your energy fires in all directions from you in a 3x3x3 area as if you explode, dealing [2D6 +3 +INT] damage with your power. Useable once per day. At level 15 and 30 you gain a second and third use of this skill. Your damage increases another [2D6 +3 e5 Lvls].
You can use your wings to produce a violent stream of wind, which can cause Push(1) at the target 1 Cell away. At level 14 the skill becomes Push(2), while at level 28 you can reverse the wind to pull a target towards you up to 2 cells away, granting Pull(2).