About Fae [abilities]
Sep. 3rd, 2012 11:36 pmThere are 14 different races of Dragon on the Palladium world. They are the Basilisk, Chiang-Ku, Cockatrice, Fire Dragon, Great Horned Dragon, Hydra, Ice Dragon, Kukulcan, Lo-Dox, Night Stalker, Serpent of the Wind, Thunder Lizard, Ultucan, and Wooly Dragon. Of these, the Kukulcan are among the most good-aligned, often helping humans and elves, but are also the smallest and weakest, and are thus the preferred prey of basilisk and cockatrice.
Fae is a young Kukulcan from the Rifts multiverse. At just under 200 years old, she is still a child and has that mentality nearly all the time. Upon being ripped from her home dimension by the catastrophe of Tolkeen, she has been wandering around the Coalition, shapeshifted to avoid radical DB eradication extremists.
Shapeshifting is a native Kukulcan ability, and can normally be performed for four hours in every twenty-four. However, over the course of her travels Fae has gotten a techno-wizard to lock the shapeshift spell of this particular human form into a brass pendant, in exchange for the knowledge of performing the spell. While wearing the pendant, the transformation spell is always active, but she is effectively locked into the form and unable to change back into a Kukulcan for four more hours, even after taking off the pendant.
Shifted, she is also as physically weak as a twelve year old girl, although she still retains her psionic and magical ability. Being as young as she is, that amounts to simple weather changes like claps of thunder (not lightning), summoning mist, or making a gust of wind strong enough to be annoying but not much else [magic] or low-level telekinesis (picking up a 3-5 pound object and throwing it 20 feet) and telekinetic boosts to physical feats like jumping (up to 3 feet extra) [psionics].
So unless she is given an eight hour warning in advance of combat, she is more or less useless. Not that she'll stick around long enough to fight anything, anyway, being at the bottom of the food chain on the dragon homeworld.
Note that I'm doing my best to stick with Rifts canon, but I'm not exactly digging through the rulebooks to find obscure information, since this is for fun and I'd rather play it fast and loose. Notable changes include seriously powering down dragon hatchlings as a class (because they are broken) and changing the appearance of kukulcan to the real-world historical/mythological one and not the weird illustration in the book.