Triple Threat: Cu Sidhe

Cu Sidhe
Cu Sidhe (aka “fairy hounds”) are more or less immortal and can be found anywhere that the sidhe are found. They look like normal Irish wolfhounds, but can vastly outperform any normal dog breed. They’re scrappers, coursers, trackers, watchdogs, etc. They are rather bigger overall than normal wolfhounds and truly large specimens can top 200 lbs.! Cu Sidhe range in color from dark russet to green or even white and green fur. Most of the time they don’t leave footprints at all, but occasionally, the places where they have touched the earth burst into flame and leave charred paw prints.

For Any Game…
ST: 14             HP: 15            Speed: 7.00
DX: 14            Will: 13           Move: 8/16
IQ: 8               Per: 14            Weight: 140-180 lbs.
HT: 14            FP: 14             SM: 0
Dodge: 11       Parry: n/a       DR: 2
Bite (16): 1d+1 impaling. Treat as a weapon (Striker), not as a body part.
Claw (16): 1d+1 cutting. Treat as a weapon (Striker), not as a body part.
Worry (-): This can only be used after a target has been bitten. It does the same damage as the Bite.
Traits: Acute Hearing 2; Acute Smell 4; Acute Vision 2; Alternate Form (Dog; Cosmetic; Glamour, Will-5; Substantial Only); Can Be Turned Using True Name*; Chummy; Combat Reflexes; Dark Vision (Color Vision); Discriminatory Hearing; Discriminatory Smell (Emotion Sense); Divine Curse (Can be bound using True Name); Dread (Iron); Dread (Uttering their True Name aloud); Enhanced Move 1 (Ground); Footprints sometimes catch fire and burn; Fur; Gluttony (12); Hidebound; High Pain Threshold; Indomitable; Invisibility (Can Carry Objects, None; Glamour, Will-5; Substantial Only; Switchable); Jumper (Spirit; Costs Fatigue, 5 FP; Limited Access, Faerie; Special Movement, must be able to walk; Special Portal, any reflective surface; Tunnel (Takes Extra Time 5)); Pack Tactics; Penetrating Voice; Quadruped; Reduced Consumption 2 (Cast Iron Stomach); Revulsion (Iron); Sense of Duty (Master and his allies); SoulseekerStriking ST 2 (Bite only); Temperature Tolerance 6; Terrain Adaptation (Active); Terror 1 (Hearing); Unaging; Unfazeable; Unusual Biochemistry; Very Fit; Vulnerability (Iron x2); Walk on Air (Accessibility, Only to conceal footprints).
Skills: Brawling‑16; Hiking-14; Intimidate-16, Jumping-18; Stealth‑16; Survival (Mountain)-14; Survival (Woodlands)-14; Swimming-14; Tracking-18; Wrestling-16.
Notes: Natural Biter 1. If the GM is using Intrinsic Fright Check from GURPS Horror (p. 139), cu sidhe have a modifier of -1 in their normal form and +1 in their dog form (but only if they reveal they aren’t actually dogs).
* Use the rules for True Faith, but the one doing the turning must know the hound’s true name.
†This trait is Super-Memorization 1 (35) (ESP, -10%; Limited, Trait, Detect, -50%; Magical, -10%; Requires Per Roll, -5%). The Detect advantage is attuned to a specific target and is built as Detect (Specific Target; Analyzing, +100%; Cosmic, Ignores Countermeasures (Accessibility, Targets who belong in Faerie only, -50%), +150%; Cosmic, No die roll required, +100%; Long-Range 1, +50%; Precise, +100%; World-Spanning, All, +100%).
For Dungeon Fantasy…
ST: 17             HP: 18            Speed: 7.00
DX: 14            Will: 13           Move: 8/16
IQ: 8               Per: 14            Weight: 140-180 lbs.
HT: 14            FP: 14             SM: 0
Dodge: 11       Parry: n/a       DR: 2
Bite (16): 2d+5 impaling. Treat as a weapon (Striker), not as a body part.
Claw (16): 2d+3 cutting. Treat as a weapon (Striker), not as a body part.
Worry (-): This can only be used after a target has been bitten. It does the same damage as the bite.
Traits: Acute Hearing 2; Acute Smell 4; Acute Vision 2; Alternate Form (Dog; Cosmetic; Glamour, Will-5; Substantial Only); Can Be Turned Using True Name*; Chummy; Combat Reflexes; Dark Vision (Color Vision); Discriminatory Hearing; Discriminatory Smell (Emotion Sense); Divine Curse (Can be bound using True Name); Dread (Iron); Dread (Uttering their True Name aloud); Enhanced Move 1 (Ground); Footprints sometimes catch fire and burn; Fur; Gluttony (12); Hidebound; High Pain Threshold; Indomitable; Invisibility (Can Carry Objects, None; Glamour, Will-5; Substantial Only; Switchable); Jumper (Spirit; Costs Fatigue, 5 FP; Limited Access, Faerie; Special Movement, must be able to walk; Special Portal, any reflective surface; Tunnel (Takes Extra Time 5)); Pack Tactics; Penetrating Voice; Quadruped; Reduced Consumption 2 (Cast Iron Stomach); Revulsion (Iron); Sense of Duty (Master and his allies); SoulseekerStriking ST 2 (Bite only); Temperature Tolerance 6; Terrain Adaptation (Active); Terror 1 (Hearing); Unaging; Unfazeable; Unusual Biochemistry; Very Fit; Vulnerability (Iron x2); Walk on Air (Accessibility, Only to conceal footprints).
Skills: Brawling‑16; Hiking-14; Intimidate-16, Jumping-18; Stealth‑16; Survival (Mountain)-14; Survival (Woodlands)-14; Swimming-14; Tracking-18; Wrestling-16.
Class: Faerie.
Notes: Natural Biter 1. 
* Use the rules for True Faith, but the one doing the turning must know the hound’s true name.
†This trait is Super-Memorization 1 (35) (ESP, -10%; Limited, Trait, Detect, -50%; Magical, -10%; Requires Per Roll, -5%). The Detect advantage is attuned to a specific target and is built as Detect (Specific Target; Analyzing, +100%; Cosmic, Ignores Countermeasures (Accessibility, Targets who belong in Faerie only, -50%), +150%; Cosmic, No die roll required, +100%; Long-Range 1, +50%; Precise, +100%; World-Spanning, All, +100%).


For Monster Hunters…
ST: 17             HP: 18            Speed: 7.00
DX: 14            Will: 13           Move: 8/16
IQ: 8               Per: 14            Weight: 140-180 lbs.
HT: 14            FP: 14             SM: 0
Dodge: 11       Parry: n/a       DR: 2
Fright Check: -2
Bite (16): 2d+5 impaling. Treat as a weapon (Striker), not as a body part.
Claw (16): 2d+3 cutting. Treat as a weapon (Striker), not as a body part.
Worry (-): This can only be used after a target has been bitten. It does the same damage as the Bite.
Traits: Acute Hearing 5; Acute Smell 4; Acute Vision 2; Chummy; Combat Reflexes; Dark Vision (Color Vision); Discriminatory Hearing;  Discriminatory Smell (Emotion Sense);  Dread (Iron; Can be trapped only; Insensitive); Enhanced Move 1 (Ground); Extended Hearing (Low); Footprints sometimes catch fire and burn; Fur; Gluttony (12); High Pain Threshold; Indomitable; Injury Tolerance (Diffuse; Not against iron attacks); Intolerance (Religious or holy people and places); Jumper (Spirit; Costs Fatigue, 2 FP; Limited Access, Faerie; Special Movement, Must be able to walk; Special Portal, Any reflective surface; Tunnel, Takes Extra Time 5); Language (Tuath; Native); Pack Tactics; Penetrating Voice; Quadruped; Reduced Consumption 2 (Cast Iron Stomach); Sense of Duty (Master and his allies); Soulseeker*; Striking ST 2 (Bite only); Temperature Tolerance 6; Terrain Adaptation (Active); Terror 1 (Hearing); Ultrahearing;  Unfazeable; Very Fit; Walk on Air (Accessibility, Only to conceal footprints).
Skills: Brawling‑16; Hiking-14; Intimidate-16, Jumping-18; Stealth‑16; Survival (Mountain)-14; Survival (Woodlands)-14; Swimming-14; Tracking-18; Wrestling-16.
Notes: Natural Biter 1. Use the skills listed under Free Spirits in the Know Thy Enemy box in Monster Hunters 1 (p. 16). One cu sidhe is a fair fight for one champion with access to iron weapons – otherwise two to three champions without them. They are frequently found in the company of unseelie.
* This trait is Super-Memorization 1 (35) (ESP, -10%; Limited, Trait, Detect, -50%; Magical, -10%; Requires Per Roll, -5%). The Detect advantage is attuned to a specific target and is built as Detect (Specific Target; Analyzing, +100%; Cosmic, Ignores Countermeasures (Accessibility, Targets who belong in Faerie only, -50%), +150%; Cosmic, No die roll required, +100%; Long-Range 1, +50%; Precise, +100%; World-Spanning, All, +100%).
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