Elemental Control - Sirine spells, 12 point reserve, concentrate - half DCV (-1/4) - Cost 12/10
A. Change Environment (Fog Cloud spell) - to make fog, 32 inch radius, -3 to all sight group rolls, lasting one hour, charges - 1 (-2), extra time - one phase (-1/2) - Cost 46/13
B. Drain - 1D6 effect, vs. INT, recovers 5 active points per year (+2 1/2), reduced endurance cost - 0 END (+1/2), can be reversed by a dispel magic (-1/4) - Cost 40/19
C. Invisibility (Improved Invisibility spell) - to sight group, useable by other (+1/4), charges - 1 lasting 20 minutes (-1/2) - Cost 25/7
D. Mind Control (Siren Song) - 8D6 effect, telepathic command (+1/2), reduced endurance - 0 END (+1/2), area of effect - radius (+1), one command - "I'm your friend." (-1/4), incantation - singing (-1/2), limited power - only vs. humanoids (-1/4), no range (-1/2) - Cost 120/39
E. Shape Shift (Polymorph Self spell) - any form, to sight and touch, charges - 1 lasting 1 hour (-1/4), extra time - one turn (-1), extra time - 1 turn (-1) - Cost 35/7
Enhanced Senses - infrared vision, night vision - Cost 10
Life Support - breath water - Cost 5
Multipower - 30 point reserve, linked to shape shift (-1/2), extra time - 1 turn (-1), charges - 1 lasting 1 hour (-1/4) - Cost 30/11
Swimming - +10 inches, only in hero ID (-1/4) - Cost 10/8
Variable Power Pool - 20 point control, 10 point pool, no skill roll required (+1), only to grant abilities of polymorphed form (-1/2), linked to shape shift (-1/2) - Cost 50/30
Language: faerie (native) - Cost 0
Disadvantage
Distinctive Features - adept, small group, noticed - Cost -5
Distinctive Features - beautiful woman with odd skin tint, easily concealable, noticed - Cost -5
Hunted - by anti-faerie forces, as powerful, 8 or less - Cost -10
Physical Limitation - does not heal BODY when confined or cannot sing, uncommon, strong - Cost -10
Reputation - Non-aggressive aquatic faerie folk, 8 or less - Cost -5
Conversion Notes: This package is based on the sirine race from Advanced Dungeons & Dragons role playing game. Powers with the "only in hero ID" limitation only work in her natural form, not when shape shifted. This write-up uses Champions 5th edition rules.
Sirines are beautiful, human-like females, at home in any aquatic environment. They have human skin tones ranging to a light yellow-green, and their hair can be almost any color, though silver and dark green are the most common. Sirines have beautiful figures and wear scanty clothing at best.
Most sirines are antisocial, so they try to drive intruders away, with evil sirines taking stronger measures. Other sirines are hungry for social interaction, and try to lure male humans or demihumans to join them for a time.
Sirines can breathe water and air, and they have infravision and night vision.
All members of a sirine group have the same basic alignment (all evil, all good, or all neutral in regards to good and evil). All sirines can defend their solitude with some skill.
Sirines have a high dexterity and innate magic defenses. Most sirines carry a short sword or a dagger, and 30% carry missile weapons, javelins or slings, as well. Each weapon has a 10% chance of being magical, and javelins of lightning are common.
Sirines also have several spell-like abilities. Once a day they can summon fog, become invisible or turn someone else invisible for 20 minutes, and can polymorph into other creatures for 1 hour a day.
If the sirine touches an opponent, they can drain the victim of their intelligence. A successful dispel magic will restore the victim's intelligence, as will a sirine's touch, if she so wills it. Any sirine can restore intelligence taken by another sirine.
Sirines are immune to all gas attacks.
Sirines are encountered only in lonely places that are otherwise uninhabited. Most live near rocky outcroppings or small islands in the sea. Some choose to live in fresh water, but tend to avoid these areas because they are usually populated and sometimes difficult to reach.
Young sirines often live with their sisters; these sirines are the more social type. As a sirine grows older, she becomes more reclusive and contemplative, however, and eventually looks for a home of her own where she can think and sing in solitude. Even then, they have a rare desire for companionship.
Sirines usually mate with male humans. Some sirines choose elves, tritons, or merfolk as mates, producing children with some of their parents' traits (pointed ears from elves, green skin from aquatic elves, scales and webbed fingers and toes from merfolk and tritons). Sirines never form lasting relationships, for the call of the sea is too great to bind them.
After a gestation period of nine months, they give birth to 1-4 baby sirines, which are cared for by their mother until they are five years old. After that, they fend for themselves, living on the bounty of the sea.
Sirines live to sing, and to think about the sea. If deprived of their voices, or confined away from water, they will slowly wither away until they die. Sirines often have great knowledge regarding the history of their area and any current events. They sometimes trade this knowledge for companionship.
Sirines are not harmful to their environment in any manner. They kill only enough to eat, and never take too much from the sea. They have few natural enemies, and they are more than able of taking care of themselves. Though they make beautiful garments from sea shells, fish skin, and seaweed, they gain other belongings and treasure by scavenging shipwrecks.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - November, 2003