Cypher Species: Tidal Child
Happy Wednesday!
We're slowly getting back into the swing of things post-calamities and that means it's time for the July member bonus. Today we present another gem pulled and converted from our 5e backlog, the tidal child species!
This one is an obvious fit for your fantasy setting of choice, but would also make a fun modern magic option for those of you who just picked up the latest white book from the goats at MCG.
As always, we hope you enjoy and happy gaming!
~ Jess
Species
Setting: Quaseloth
Genre(s): Fantasy
Tidal Child
Species Characteristics
All tidal children gain the following characteristics:
Fey blood: +1 to a Pool of your choice.
Water adaptation: You can breathe water as easily as you breathe air. Enabler.
Swim (1+ Speed or Might points): You can swim like a fish through water and similar liquid for one hour. For each level of Effort applied, you can extend the duration by one hour. You swim about 10 miles (16 km) per hour, and you are not affected by currents in the water. Action to initiate.
Sylvan weakness: Your blood offers you the gifts and the weaknesses of your ancestry. When you are damaged by cold iron, all of your physical tasks are hindered and you cannot make a recovery roll for one hour.
Water Fey Ancestry
Whether or not the details of their birth are completely known to them, all tidal children have one birth parent from among the ranks of the water fey.
When you choose this species, pick one of the ancestries below. The ancestry that you choose will provide inspiration for physical or personality traits that your character may exhibit, as well as provide a unique ability that you can choose when you advance a tier or as an other option of character advancement by spending 4 XP.
Asrai
Asrai are small and shy fey with skin and hair as pale and blue as the moonlight they cherish. They typically make their homes at the bottoms of deep spring-fed lakes or dark ocean coves, but they breach the surface during the full moon to bask and play in its light and, as some stories say, to pay their respects to Aurunara, the goddess of moons and mysticism.
Physical Traits: Small, pale blue hair or skin, black eyes, fins on calves.
Personality Traits: Shy, introverted, empathetic, pensive.
Moon Dance (3+ Intellect points). You begin a twirling dance that rejuvenates yourself and your allies. You regain 1d6 to your Might or Speed Pool. For the next minute, you may continue your dance and use your action to touch a target creature, allowing them to regain 1d6 points to their Might or Speed Pool. NPCs targeted by this ability regain 1d6 health points. If your dance is interrupted during this time (by taking damage or other physically halting factors) you may spend a level of Effort to continue your dance, otherwise, this ability’s effects are ended immediately. Action to initiate.
Nereid
Nereids are willowy and charming fey with soft red coral growing through their hair and whose bodies are covered in shimmering scales. Possessors of supernatural beauty, sailors say that it's impossible to spend a day with a neried and not be in love by sunset. They make their homes in gorgeous cities beneath the waves and have been known to lead pirates into dangerous waters.
Physical Traits: Beautiful, red coral “horns”, neck gills, iridescent scales.
Personality Traits: Romantic, curious, sensitive, emotional.
Enchanting Presence (3 Intellect points). You allow your magnetic aura to rise to the surface. For the next 10 minutes, all social interaction tasks are eased for you and NPCs that you interact with feel an intense urge to impress or gain your favor by offering you simple perks they may have at their disposal. Examples include access to a private or sold-out event, restaurant seating, shop discounts, or other similar perks. The NPC will not feel urged to offer something they know to be obviously detrimental to their livelihoods or current directives. Action to initiate.
Nixie
Nixies are fun-loving fey who look like a near-perfect cross between human children and pond newts. They’re most often found frolicking along rivers or ponds, playing their special four-fingered flutes to entertain themselves and any of the myriad amphibians that they live alongside. Although they prefer to avoid most mortals, they’ve been said to lure ne'er-do-wells to their deaths with their lilting melodies.
Physical Traits: Small, four-fingered hands, rib gills, pointed teeth.
Personality Traits: Outgoing, loud, brash, musical.
Halting Tune (3+ Intellect points). You whistle a lilting tune that bedazzles those who hear it. Choose a target of level 3 or lower within short range that can hear you. For as long as you continue to whistle (or play your flute) and do nothing else, the target is stunned and mesmerized. In addition to the normal options for using Effort, you may choose to use Effort to either increase the number of targets you affect by one or the maximum level of your target by one. Action.
Undine
Undine are cold and alien fey that inhabit the deepest parts of the oceans, striving to distance themselves as far as possible from the world above and only emerging to remove trespassers from their territories. Although their upper bodies resemble well-muscled humans, they have six coiling tentacles in lieu of legs and their bodies are covered in eel-like skin as dark as the waters they dwell in.
Physical Traits: Muscular, inky black skin, hairless, fin down head and spine.
Personality Traits: Cold, untrusting, calculating, logical.
Surge of the Deep (3 Might points). You call upon the strength of your bloodline and feel your body surge with power. For the next ten minutes, all Might tasks are eased for you and your melee attacks deal an additional 1 cold damage. Action to initiate.
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