One eye, one ear, one palm, and one sole.
Faerie Might: 10 (Auram)
Characteristics: Int +2, Per —1, Pre —1, Com —1, Str 0, Sta 0, Dex +5 Qik +1
Virtues & Flaws: Negative Reaction; Greater Power; Faerie Speech, 2 x Great Dexterity, Humanoid Form; Wrathful; Incognizant, Small Frame, Traditional Ward (white silk)
Personality Traits: Furious +3, Persistent +3
Bludgeon: Init +1, Atk +13, Dfn +7, Dam +2
Wound Penalties: —1 (1—4), —3 (5—8), — 5 (9—12), Incapacitated (13— 16), Dead (17+)
Pretenses: Athletics 4 (hopping), Awareness 2 (intruders), Brawl 5 (bludgeon), Leadership 5 (Nisnas)
Charge of the Angry Winds, 1 point, Init —1, Form: As per the Hermetic spell but at Range: Sight and Duration: Diameter (which is 20 combat rounds).
(Base 3, +3 Sight, +1 Diam, +1 unnatural)
Talons of the Winds, 2 points, Init —1, Auram: Just like the Hermetic spell of the same name.
(Base 4, +3 Sight, +1 Diam, +1 requisite)
Vis: two pawns of Auram in the Nisnas’ eye
Appearance: A Nisnas is a half-man, with half a face, half a body, one arm, one leg, one eye, and one ear.
The Nisnas are half-creatures found in the deserts east of the Zagros Mountains, near the Persian city of Hamadhan. Considered inferior creatures by the locals, they none-the-less adequately protect the lost city of Wabar. A legendary urban center built by the Jinn, Wabar’s most famous export are the Mahra camels, faerie creatures that occasionally turn up at markets through the Middle East. The city, presumed inhabited, is hidden, and despite neighboring sultans’ best efforts, remains a mystery.
Those who have sought the city and failed return with tales if the Nisnas. While small and half-formed, they can hurt intruders with hurled desert winds, powerful airy blasts that tear clothes and rend flesh. Other rumors suggest that the Nisnas live outside Wabar in half-houses, loving their half-wives and raising their half-children. No one knows if these tales are true. Nearly everyone who goes searching for Wabar meets the Nisnas.
The Nisnas gain their vitality through their reputation as impenetrable defenders. They will intentionally leave survivors in any group they attack, so that the terror of the Nisnas spreads. Their most closely guarded secret is that they are powerless against those dressed head to toe in white silk. In combat, they first cast their Charge of the Angry Winds power, and then modifier it with Talons of the Winds. Both powers must penetrate the target’s Magic Resistance to affect it. They will then attack, using rocks as improvised bludgeons. They can form in six-member groups and fight as a Trained Group.
Story Seed: A tribe of Nisnas get lost in a faerie desert storm and end up near the covenant. Lost and confused they react the only way they know how: they attack everything. Slaying them might be the most direct method to address the situation, but an old researcher remembers that fables about Wabar, and wonders if the magi can capture a Nisnas and interrogate it.