Elemental Control - 40 point reserve, extra time - 1 phase (-1/2), concentrate - half DCV (-1/4) - Cost 23
A. Mind Control (Charm Person spell) - 8D6 effect, telepathic command (+1/2), reduced endurance - 0 END (+1/2), one command - "I'm your friend." (-1/4), limited power - only vs. humanoids (-1/4) - Cost 80/12
B. Mind Control (Hypnotism spell) - 16D6 effect, charge - 1 (-2) - Cost 80/11
Language: any (native) - Cost 0
Optional
Life Support - longevity - 200 year life span - Cost 1
Disadvantage
Characteristics - -2 CON - Cost -4
Distinctive Features - adept, small group, noticed - Cost -5
Distinctive Features - colorful wings, and fey-like features, concealable with effort, noticed - Cost -10
Hunted - by anti-faerie forces, more powerful, 8 or less - Cost -10
Reputation - Flighty faerie-kin, 8 or less - Cost -5
Conversion Notes: This package is based on the half-fey race from Advanced Dungeons & Dragons role playing game. The half-faerie racial package can stand alone or can be applied on top of most other racial packages. Half-faeries tend to be either very beautiful or very ugly, so I didn't include a COM bonus or penality, but a player should probably pick either a high or low COM. This write-up uses Champions 5th edition rules.
Fearies are well known for their curiosity about mortal creatures. Often times this curiosity leads to romance, and the product of this kind of union is the half-faerie. Similar to their mortal parent, but with strange faerie-like powers and attributes, the half-faerie doesn't fit fully into either world.
Half-faeries look mostly like their mortal parent, but have colorful butterfly-like wings which allow flight and occasionally other odd physical features. They can magically make people like them, and once per day can hyptnotize one target into doing their bidding. They are often long lived compared to their mortal parent race.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - December, 2003