Life Support - longevity - 200 year life span - Cost 1
Multipower Reserve - 80 point reserve - Cost 80
Multipower Slot - Change Environment (Change Wind Direction and Create Mild Winds spell) - changes wind direction and speed, 64 inch radius, lasts 20 minutes - Cost 40/4
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 - Flight (Walk The Wind spell) - 7 inches, useable on others simultaneously (+1/2), ranged (+1/2), can only fly up to 20 feet up (-1/4) - Cost 28/2
Swimming - +1 inch - Cost 1
Climbing - Cost 3
Combat Skill Levels - +2 OCV - Cost 16
Language: Fearie Speak (native) - Cost 0
Lightning Reflexes - +3 - Cost 4
Disadvantage
Distinctive Features - adept, small group, noticed - Cost -5
Distinctive Features - half-goat body, concealable with effort, noticed - Cost -10
Hunted - by anti-d-bee forces, 8 or less, as powerful - Cost -10
Susceptibility - to salt, common, 1D6 per phase - Cost -20
Common Satyr Occupation Package (Cost 40)
Ability
Knowledge Skill - demon lore - Cost 3
Knowledge Skill - faerie lore - Cost 3
Language: Gobblely - Cost 4
Language: two of choice - Cost 8
Navigation: Land - Cost 2
Pick Locks - Cost 3
Pick Pockets - Cost 3
Stealth - Cost 3
Streetwise - Cost 3
Survival: Forrest - Cost 2
Tracking - Cost 3
Weapon Familiarity - 3 of choice - Cost 3
Conversion Notes: This write-up uses Champions 5th edition rules. This conversion is based on the Palladium Fantasy Role Playing Game interpretation of the satyr.
Satyrs are a humanoid race of faerie folk who share physical attributes with both humans and goats, with goat-like hoofed legs and small horns.
Satyr's can see in the dark, live twice as long as humans, and are supernaturally fast, strong and tough compared to a similarly sized human. They are excellent climbers and swimmers.
Like all faerie folk, satyrs fear holy symbols and can be hurt by salt. Satyr's have the magical ability to control the wind's direction and velocity around them. They can also walk on the wind and enable others to do so. They have a magical ability to charm others into thinking they are their friends, but this ability only works once per 24 hours on any one person.
They have reputations as lovers and seducers. They cannot choose an occupation or have psionic powers.
Race created by Palladium Books.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - November, 2003