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This is Classic material. Some conversion will be needed to use with 4e,
some of which may have already been done for you.

It also serves as the defacto hub page for Category:Faerie which includes versions not in this work
GURPS Faerie cover

Classic: Faerie (2003) covers Faeries.

"They lie, steal, kidnap, maim, and kill – and we put them in our children's nurseries. They are the Fair Folk . . . the Little People . . . the Faeries.

You may think they only appear in tales, but they are everywhere: in the shadows, behind the trees, beneath the hills – and yes, even under the bed. They have lived beside us since the very beginning. Some are pretty and delicate, with gossamer wings . . . others are 10 feet tall with a taste for human flesh, or wizened killers with blue skin and iron claws. "

The Nature of Faeries[]

Faeries (also spelled Fairy and Faery) have been portaid in a host of different ways: Small Gods, Moral Enforcers, Parallel Races, Extradimensional Beings, Fallen Angels (and other Christian Interpretations), Aliens, Spirits, The Dead, and Folk Memories.

Faerie Realms[]

"In many traditions, the faeries have their own realm, as well as living alongside mortals."

False Reality is the idea the faerie realm is the real world, while what mortals call reality is not.

Information on how and where to enter and leave these realms is also provided.

Faerie Abilities[]

Faerie strengths and weaknesses.

Advantages, disadvantages, and skills to emulate these strengths and weaknesses are provided.

Faerie Templates[]

All templates have been updated to 4e.

How to create Faerie with examples[note 2]: Domestic Faeries, Fearsome Faeries, Fey Vampires, Hags, Little People, Mountain Faeries, Noble Faeries, Sylvan Faeries, Trickster Faeries, Underground Faeries, Victorian Faeries, and Water Faeries.

Alternative templates appear in Classic: Cabal[1] and GURPS Fantasy[2]

Mortals[]

"Although almost any campaign can feature faeries, certain types of mortals are common in faerie campaigns. Those characters and their abilities are covered in this chapter."

Unlike the previous chapter these are Character rather then Racial Templates. The templates provided are Changeling, Cunning-Man/ Wise-Woman, Investigator, Journalist, Occultist, Priest, Showman, and Sorcerer.

Lists of Advantages, Disadvantages, and Skills are provided.

Faerie Magic[]

Provides the details on how to model Faerie Magic in GURPS. In 4e this will result in wildly different point totals as per the book Faerie magic can use either of the two Innate Magic methods though GURPS Update recommends the advantage method which conflicted with Fixed Magic

Campaigns and Adventures[]

Ideas on how to use Faerie based on their nature and style of the setting.

Additional Materials[]

Notes[]

  1. Strangely Neverland is not mentioned despite it having some Faerie Realm aspects For example, Captain Hook being a Boatswain (ie Petty Officer) for Blackbeard which could be no later then 1718 but the events of the story take place no earlier then 1902. This would indicate that time passes differently in Neverland
  2. Due to changes in the rules the 4e versions will have different point totals than those in the book and may have different advantages and/or disadvantages.

References[]

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