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Quests Of Change
Quests Of Change

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Socialite (Alpha 0.3)

Socialites are a minor form of fairy found within the Midnight Grove that can make for either enemies or allies of inexperienced adventurers. Appearing as lithe female humanoids with skin and of verdant shades and vibrant emerald eyes, Socialites are named for their unparalleled desire for conversation. These fairies are compelled to engage in as much conversation as possible traveling with those who will agree to speak with them, and potentially growing hostile to those who may refuse, especially those that do so in a particularly unsavory manner.

The personalities of Socialites are incredibly varied and they are most infatuated with those with personalities and backgrounds unlike their own. Socialites will often inquisitively pry into the lives of others out of curiosity of how the personalities of other creatures grew to their current states. Once a Socialite understands another creature, its mind shifts and changes, taking on traits of that given creature, gaining the most prevalent personality traits that creature possessed. The more creatures a single Socialite interacts with, the more complex and varied it becomes.

Like many fairies, Socialites are inherently magical creatures that are capable of casting spells. However, the magical capabilities of a Socialite are intrinsically tied to their personalities, with socialites gaining not just wisdom as their personalities grow in complexity, but magical potency as well.

Socialites love nothing more that to engage in conversation with others they encounter, with most socialites lacking any malicious intent ,sincerely enjoying the exchange of words. However, the inherently magical nature of fairies brings a risk when speaking with Socialites. The longer a creature speaks with a Socialite, that creature runs the risk of the Socialite's personality-based magics naturally turning outward- an unintentional side-effect Socialites are unaware of. This side effect can cause an adventurer to run the risk of picking up habits and personality traits of the socialite they speak with. Though this can be a nonfactor if a given socialite had spent the majority of its time with adventurers and well-meaning travelers, it can be quite dangerous of a socialite had recently rubbed elbows with a group of bimbos or the contaminated.

Tier-One Ally/Boss 

Movement: 5

Combat Stats:

HP: 55

Will: 65

MP: 10 (+ 5 for each personality trait)

Strength: 5

Mind: 7 (+1 for each personality trait)

Defense: 4 (+1 for each personality trait)

Resolve: 7 (+1 for each personality trait)

Finesse: 5 (+1 for each personality trait)

Evasion: 11

Speed: 7

Utility Stats:

Awareness: +0

Diplomacy: +1 for each personality trait

Knowledge: +1 for each personality trait

Physicality: +0

Subtlety: +0

Resistances And Weaknesses: The Socialite is resistant to damage dealt by creatures it shares a personality trait with.

Inventory:

None

Abilities:

Grow Personality: This creature has 1d3 personality traits chosen by the GM. If the Socialite spends more than 60 cumulative minutes speaking with a creature, if that creature has one or more personality traits the Socialite doesn't already have, it gains one of that creature's personality traits. A Socialite can only gain one Personality Trait from a given creature.

Contagious Personality: If another creature spends more than 60 cumulative minutes speaking with the socialite, if that creature has 10 or less resolve, it must roll 1d3, gaining one of the Socialite's personality traits chosen at random on a roll of 1. If a creature with 11 or more Resolve would trigger this effect, they instead roll 1d6, gaining of the socialite's personality traits on a roll of a 1. If a creature doesn't roll a one when resolving this ability and they continue to speak with the Socialite, they must repeat the roll for every subsequent 15 minutes they continue to speak with her. A creature can gain no more than one personality trait through this effect. If a creature gains a personality trait through this effect, the next time they undergo a ritual of purification, the affected creature may choose to remove that personality trait. If they don't, it becomes permanent.

Fairy Caster: The Socialite knows a number of spells from the Naturalist spell list equal to the number of personality traits it has. The Socialite can not learn spells with MP costs greater than 15 unless it has 8 or more personality traits. 


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