Fairies (Fey) are low on the food chain.  If not for their magic and tiny weapons, they'd likely have all been eaten years ago.<br/><br/>You're a fairy (see text for full character list options).<br/><br/>You need to protect your clan from the creatures that want to eat you all.<br/><br/>Background: In this world fairies have lost much of their magic, this is based on Dungeons and Dragons, not Disney Fairies.  Races include Pixies (1-2 ft tall with mothlike wings), Fairies (6 inches tall with butterfly wings), Sprites (1-2 ft tall with damselfly type wings) and Pixie hybrids (Pixie-Fairies, Pixie-Brownies, Pixie Leprechauns and Pixie-Sprites, whos wings resemble dragonfly's).  Elves (4-5 ft tall) and special concepts (like someone turnded into a frog) are ok by permission.<br/>(Male Pixie kin are 18 inches tall plus or minus 1-4 inches, Females are 16 inches plus or minus 1-4 inches.  Male Fairies are 5 inches tall plus 1-3 inches, females are 4 inches tall plus 1-3 inches.  Female elves are 50 inches tall, +/- 1 to 10 inches)<br/><br/>Elves are female members of the order of I'se Toirchiad Siuddithsi, who's sect has the power to consume and reincarnate others by rebirthing.  At low levels they can only do this with micro prey like fairies and hybrids.   I want to keep a minimum ratio of 3 fairies per Elf.<br/><br/>Fairies have minor innate magical powers like being able to fly and turn invisible for 10 or more minutes per day.  I'll be specific when we start and give more description of the appearance.<br/><br/>Powers are consistent with D&D character classes: Fighters, Clerics, Wizards, Thieves, Rangers, Druids, etc.  Fairy-kin and Elves can use two classes at once.  Unless there's a consensus that we actually use D&D or Hackmaster Rules, I'm just planning to keep it as roleplay without using dice and such.  You tell me the action you want to take and I'll tell you if you succeed.<br/><br/>Again, don't worry about game rules.  Concentrate on your character concept and we'll adapt it, a good character concept can be great fun to adapt and play.<br/><br/>Though you shouldn't worry about game rules, I'll explain more about D&D and this world, so you understand what I'm considering when I run combat.<br/>The D&D (first edition, 2nd edition and Hackmaster-given here) rules use up to 8 character statistics to reflect how well the characters do things.  These statistics are:<br/>Strength, Dexterity, Intelligence, Wisdom, Constitution (health), Charisma (people skill), Comliness (attractiveness) and Honor.<br/>Strength (Str.) can affect how much damage you inflict on opponents and how much you can lift.  Dexterity (Dex) can let you dodge blows or pick pockets.  Intelligence (Int.) is how well you understand things like magic and language, while Wisdom (Wis.) is common sense and willpower.  Constitution (Con.) is how healthy you are and can add to hit points if it's high enough (over 15), Charisma (Cha.) is fast talking and Comliness (Com.) is pretty.<br/>Honor was developed in the Oriental Adventures and Hackmaster settings.  Here, if you do evil deeds you'll be dishonorable and hated, while good deeds will earn you honor and acceptance.  Traditionally evil races like Grunge Elves (Grel), Drow and Half Orcs must adventure for a while to become accepted.<br/>Hit Points are a measure of how hard you are to kill.<br/>There are racial adjustments to characteristic scores, as follows:<br/>Pixies:<br/>Fairies:  -8 Str., +3 Dex., +3 Cha., +4 Com.<br/>Sprites:  -6 Str., +1 Dex., +2 Int., +2 Cha., +2 Com.<br/>Pixie-Fairies:  -6 Str., +2 Dex., +1 Int., +1 Wis., +2 Cha., +3 Com.<br/>Pixie-Brownies:  -6 Str., +2 Dex., +1 Int., +2 Cha., +1 Com.<br/>Pixie Leprechauns:  -6 Str., +1 Dex., +1 Con., +1 Wis., +3 Cha.<br/>Pixie-Sprites:   -6 Str., +1 Dex., +2 Int., +2 Cha., +3 Com.<br/>Elves:  +1 Dex., -1 Con., (+1 Com for Wood Elves, +2 Com. for Gray & High Elves, -1 Com for Grunge Elves, -2 Com. for Drow)<br/><br/>Yes, I know the penalty for fairy strength is harsh, but remember that these guys are roughly the size of Barbie dolls.  They aren't built like "Conan the Fairybarian".  Part of the fun is the strategy behind dealing with the effects of low strength or powergaming the strength for a big surprise - for your enemies.<br/><br/>Base Theiving Skills: pick pockets 15% open locks 10% find traps 5% remove traps 5% move silently 10% hidein shadows 5% detect noise 15% climb walls 60% read  languages 0%<br/>Theiving Skill Racial Modifiers:<br/>Elves: pick pockets +5% open locks -5% find traps +5% remove traps -- move silently +5% hidein shadows +10% detect noise +5% climb walls -- read  languages -- (-- means "no adjustment)<br/>Any Fairy Species: pick pockets +10% open locks -15% find traps -15% remove traps -15% move silently +20% hidein shadows +30% detect noise +10% climb walls -50% read  languages -10%<br/>Dexterity based Theiving Adjustments: There are negative thief skill adjustments for Dexterity of 12 or lower, and positive thief skill adjustments for dexterity of 16 or higher.  Because there are so many, I'll post them when your thief's dexterity is finalized.<br/>When your thief's base scores have been modified by racial and dexterity modifiers, you have 65 points to distribute among all your theiving skills.  No more than 30 points can be allotted to a single skill, otherwise you can distribute as you like.  When you raise levels you get 35 more points to distribute among the skills you've used in that level, no more than 15 per skill.<br/><br/>The D&D world setting is like a mix of Tolkien's “Lord of the Rings”, traditional mythology and a few other fantasy world settings.  Fighters hack with swords, wizards cast spells, thieves sneak around and disarm traps while clerics heal the sick and blast undead with the aid of their Gods.<br/>On this world however, the clerics have a problem.  The Gods appear to be dead or missing following a God's war hundreds of years ago.  Traditional D&D clerics are limited to 2nd level spells unless they gain the favor of a “Guardian Angel” who can grant spells up to 4th level.  They cannot turn undead at greater than 7th level of effect unless they bear a holy item of their faith (an “Amulet against Undead” will allow clerics their normal Turning ability).  They cannot cast spells of 5th level or higher unless they wield a holy artifact of their faith (which are usually reserved for NPC high level clergy, not player characters).  This has practically eliminated resurrection magic.<br/>Druids don't have this limitation.  Worshipping the “circle of life” and tapping into the forces of nature, they can advance normally.  Except for the order of the sisters of “I'se Toirchiad Siuddithsi”, or “She who Bears Those She Devours”.<br/><br/>At 1st level they gain the ability to vore and reform creatures 2 size classes smaller than themselves (humans or elves eating fairies).  They are limited to live prey, even if it's severely injured.  At 3rd level, they gain the standard druid abilities to identify plants, animals, and drinkable water.  They cannot pass without trace.  At 5th level they can vore/reform creatures 1 size class smaller than themselves (humans can eat hobbits).   At 7th level they can V/R creatures their own size.  At 9th level they can insert their patients into their vaginas to unbirth and rebirth them, rather than having to swallow them.  At 11th level they gain the ability to reform if eaten, in the female that eats them or the nearest female relative of a male that eats them.  At 13th level they gain immunity to the attack form that killed them when a creature eats them and they reform.   At 15th level they gain the ability to use the attack form that killed them, from the creature that eats them, so they can defend themselves when they reform (they must choose whether they take the defense or the attack, not both).  At 17th level they gain the ability that they can vore and reform the freshly dead (less than a week).  If they V/R the living, it does not count against that person's number of times they can be resurrected before permanent death.  They cannot use healing or reincarnation magic.  At 19th level they stop aging.  Because of the unique nature of the order, Female Elves (of any subrace) have unlimited level advancement.