Sorry it's taken me a while to get back to you guys. We've only been able to have one game so far and the PCs didn't make it into a conflict with the Yehasuri.
They know something is going on, but they have no idea what. (Which I have to admit is fun, cause these guys are experienced RPers and can usually figure things out before I want them to! LOL)
Anyway, here's the stats I've come up with:
YehasuriHigh Aspect: Faerie trickster
Aspect: Quick to anger, slow to forget
Initiative
Alertness (+4) Inhuman speed (+4) = 8
Skills:
Stealth: +4 (under darkness +2)
Alertness:+4
Deceit: +4
Burglary: +3
Athletics: +3 (+1 to all) (+2 to dodge)
Presence: +3
Rapport +2
Discipline: +2
Weapons +2
Stunts:
None
Powers:
Diminutive Size [-1]--Hard to detect--+4 to Stealth attempts to remain hidden; Small is big--+2 to any perception (Alertness, Investigation); Wee--Endurance no greater than mediocre for health stress capacity, use of Might skill -2 to -4, inflict only 1 point of physical stress per attack (can be improved with weapons), +1 Athletics to dodge
The catch [+0]--Cold iron and [+/-0] ritual of offering
Inhuman speed [-2]--+4 Alertness for initiative, +1 to all Athletics checks, move to another zone without the -1 penalty, difficulty factors due to moving are reduced by two when rolling Stealth
Glamours [-2]--minor veils & seemings
Cloak of shadows [-1]--See in the dark--no penalty for darkness; Melt into the shadows--under cover of darkness +2 bonus to stealth
Refresh spent -6
Mental: OOOO
Physical: OO
Social: OOO
And for the leader:
Big Little Man
High Aspect: Faerie trickster/Yehasuri Chieftain
Aspect: Quick to anger, slow to forget
Aspect: Blood In-charge around here
Initiative
Alertness (+4) Inhuman speed (+4) = 8
Skills:
Stealth: +5 (under darkness +2)
Alertness:+4
Deceit: +4
Discipline: +3
Conviction: +3
Athletics: +3 (+1 to all) (+2 to dodge)
Presence: +2
Burglary: +2
Rapport +2
Investigation +1
Lore +1
Survival +1
Stunts:
None
Powers:
Diminutive Size [-1]--Hard to detect--+4 to Stealth attempts to remain hidden; Small is big--+2 to any perception (Alertness, Investigation); Wee--Endurance no greater than mediocre for health stress capacity, use of Might skill -2 to -4, inflict only 1 point of physical stress per attack (can be improved with weapons), +1 Athletics to dodge
The catch [+0]--Cold iron and [+/-0] ritual of offering
Inhuman speed [-2]--+4 Alertness for initiative, +1 to all Athletics checks, move to another zone without the -1 penalty, difficulty factors due to moving are reduced by two when rolling Stealth
Glamours [-2]--minor veils & seemings
Thaumaturgy [-3]
Minor aspect: Losing yourself--retina identification, fingerprints gone, hair shows up as generic human
Moderate aspect: No shadow--no longer casts a shadow, doesn't leave footprints
Major aspect: Forgotten--Doesn't remember self, others forget as well
Taken out: Lost--target pulled into the Nevernever, after 6 months, memories of human world too weak to pull target out of the Nevernever.
Channeling [-2]--Spirit (trappings of darkness)
Cloak of shadows [-1]--See in the dark--no penalty for darkness; Melt into the shadows--under cover of darkness +2 bonus to stealth
Refresh spent -11
TBD--Two focus item slots
Mental: OOOO
Physical: OO
Social: OOO
Let me know what you guys think. I'm thinking they will probably face two to three of the normal ones and when they face the Chieftain, he'll probably have a couple around him too. Do you think these guys are too much? My players' characters consist of a mortal (thief), Changeling (half nixie), emissary of power (Summer Court), Minor talent. No pure wizards in the group.