Multipower Reserve - 82 point reserve - Cost 0/82 (112 real points for the whole Multipower)
Multipower Slot - Change Environment (Circle of Rain spell) - -1 inch Running, -1 PER rolls, lasts 1 hour, 8 inch radius, reduced endurance - 0 END (+1/2) - Cost 54/5
Multipower Slot - Change Environment (Grow Plants spell) - plants grow at double speed, lasts 1 year, 32 inch area - Cost 65/6
Multipower Slot - Energy Blast (Circle of Flame spell) - 6d6 damage, area of effect - radius (+1), reduced endurance - 0 END (+1/2), hole in the middle (+1/4), no range (-1/2) - Cost 82/5
Multipower Slot - Mind Control (Charm spell) - 8D6 effect, telepathic command (+1/2), reduced endurance - 0 END (+1/2), one command - "I'm your friend" (-1/4), only once per person per day (-1/4) - Cost 80/5
Multipower Slot - Mind Control (Faerie Dance spell) - 8D6 effect, telepathic command (+1/2), reduced endurance - 0 END (+1/2), one command - "dance" (-1/4), only once per person per day (-1/4) - Cost 80/5
Multipower Slot - Telekinesis (Animate Plants spell) - STR 14, fine manipulation, area of effect - radius (+1), reduced endurance - 0 END (+1/2), only effects planets (-3/4) - Cost 77/4
Multipower Slot - Transform (Purification spell) - 1D6 minor effect - purify food and water, reduced endurance - 0 END (+1/2) - Cost 15/1
Power Defense - 1 defense - Cost 1
Universal Translator (Tongues spell) - INT +5 or less, useable on others (+1/4) spoken language only (-1/2) - Cost 31/21
Climbing - Cost 3
Combat Levels - +8 DCV - Cost 40
Combat Levels - +2 OCV - Cost 16
Knowledge Skill - faerie lore - Cost 3
Language: Fearie (native) - Cost 0
Language: Gobblely - Cost 4
Language: two of choice - Cost 4
Lightning Reflexes - +3 - Cost 4
Navigation: Land - Cost 2
Pick Pockets - Cost 3
Stealth - Cost 3
Survival: Forrest - Cost 2
Tracking - Cost 3
Weapon Familiarity - one of choice - Cost 1
Disadvantage
Characteristics - -4 STR, -1 CON - Cost -6
Distinctive Features - adept, small group, noticed - Cost -5
Distinctive Features - 6 inch tall winged faerie, not concealable, noticed - Cost -15
Hunted - by anti-d-bee forces, more powerful, 8 or less - Cost -10
Susceptibility - to salt, common, 1D6 per phase - Cost -20
Conversion Notes: This package is based on the green wood faerie race from Rifts RPG. I based this package deal on the absolute minimum of abilities of a first level green wood faerie. The cost of SPD takes into acount the bonus from the DEX. This write-up uses Champions 5th edition rules.
Green wood faeries are 6 inch tall winged humanoids with dark butterfly-like wings and dark hair. They are creatures of magic. They can see in total darkness, see the invisible and do not age. They have access to a variety of faerie magic spells, which they can cast at will, although they can only effect a specific person once a day with their Charm and Faerie Dance spells. They can use magic to speak and understand any language, make a Circle of Flame, generate a Circle of Rain, Animate Plants and they can purify foods. Green Wood Faeries are also living magical batteries, who can power technowizard devices with their personal magic energy reserves. They fear holy items and are vulnerable to salt.
Green wood faeries cannot choose an occupation, but are natural wilderness scouts. They cannot gain psychic powers or learn any magic besides their natural abilities, although they can operate magical devices.
To learn more about the green wood faeries, I suggest purchasing and reading the Rifts Conversion Book by Kevin Siembieda.
Illustration by Mark Ivan Cole.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - March, 2003