Swapling

swapling

You grew up in the mortal world as a human, and when you turned 13, something manifested in you. You grew a dim awareness of your true origins, perhaps as a retired elder, a weak baby, or a banished troublemaker, but no matter the case, you were swapped for a human child. Your memories will never fully return, but you know you are a faerie. When you roll your age, this is your apparent age, counting from the birth of whose life you stole.

  • After maturity, you do not age.
  • You are immune to non-magical maladies.
  • Attacks against you using cold iron or silver are enhanced.

What faerie power manifested in you?

  1. Your eyes and ears can be removed and still function.
  2. 1/day, you can extinguish and reignite any nearby flames, cinders, or wicks by snapping your fingers. The flames in this space can be extinguished and reignited for the duration of the day.
  3. 1/day, you may change your face. Lasts until the next time you change your face.
  4. 1/day, you may step into an in-between space where Faerie and the mortal world overlap. You must pass a CTRL save to return.
  5. When you make an agreement with a mortal and give them a curse for breaking it, you may add it to your burden as a contract. If they break the contract, the curse occurs as you described and the contract is removed. If you break the contract or want to remove it, you must suffer the curse.
  6. 1/day, you may cause things close around you to decay or flourish with a wave of your hands, i.e. spoiling milk, blooming a flower, rotting food, etc.

If you came from Character Creation, roll 1d20 for a background (below) or choose the Adventurer background.

  1. Alchemist
  2. Barber-Surgeon
  3. Bookworm
  4. Chef
  5. Clockmaker
  6. Cunning Folk
  7. Re-roll
  8. Re-roll
  9. Grove Keeper
  10. Re-roll
  11. Mariner
  12. Metalsmith
  13. Re-roll
  14. Pilgrim
  15. Poison-Eater
  16. Tailor
  17. Troubadour
  18. Varlet
  19. Veteran
  20. Woods Warden