Fairies

Fairies are the name given to support drones. Each fulfils a purpose in the act of supporting a T-doll team. Usually only one is assigned to each team. Each ability can only be used once, and recharges depending on the Fairy.

Airstrike Fairy. All enemy creatures within 1000 ft. take 50 fire damage. This ability recharges at the end of a long rest.

Armor Fairy. Until the end of the current battle, double the Armour of all SG T-dolls in the team. This ability recharges at the end of a long rest.

Artillery Fairy. Choose a sphere with a 15 ft. radius. All creatures within that area take 50 fire damage. This ability recharges at the end of a short or long rest.

Command Fairy. Experience gained by team members is increased by 25%.

Construction Fairy. Fortify a 50 ft. square for eight hours. Allied T-dolls within the area gain +2 to their AC, damage, attack rolls, and add 1 to their attack rolls when determining critical hits.. T-dolls that have Armour have it increased by 4. This ability recharges at the end of a long rest.

Defense Fairy. For four hours, all T-dolls in the team gain Armour 10. This ability recharges at the end of a long rest.

Fury Fairy. All T-dolls in the team gain +3 to attack rolls and add +1 to their dice roll when determining whether a hit is a critical hit.

Illumination Fairy. All T-dolls in the team ignore darkness, become aware of all creatures within 3000 ft., and gain +3 to attack rolls for four hours. This ability recharges at the end of a long rest.

Landmine Fairy. Choose a 30 ft. square. This area becomes a minefield for one hour. Enemies that enter this area suffer 30 fire damage, and another 20 fire damage whenever they move 5 ft. whilst within this area. This ability recharges at the end of a long rest.

Parachute Fairy. The parachute fairy transports the team. It has a fly speed of 100 ft. and lasts for five minutes, or may be ended early. When it ends, all T-dolls it is transporting fall to the ground, taking no fall damage. This ability recharges at the end of a long rest.

Reinforcement Fairy. Immediately restore one of a single T-doll's dummies and grant all T-dolls in the team +1 AC for four hours. This ability recharges at the end of a short or long rest.

Rescue Fairy. All T-dolls in the team gain advantage to Investigation and Perception tests.

Rocket Fairy. Deploy a rocket launcher that lasts for one hour and has three shots. It has an initiative of 25, and automatically fires at any enemy it sees. All creatures within 30 ft. of the target take 50 fire damage. It prioritises the enemy that will allow it to hit the most enemies possible. If there is no enemy in sight, it will ready a shot at the next enemy it sees. It will NOT hold fire if an ally is within the area of damage. This ability recharges at the end of a long rest.

Shield Fairy. Until the end of the current battle, all SMG T-dolls gain 50 temporary hit points. This ability recharges at the end of a long rest.

Sniper Fairy. Choose a creature. That creature takes 100 piercing damage that ignores Armour. This ability recharges at the end of a short or long rest.

Taunt Fairy. Deploy a decoy that lasts for five minutes. It covers a 5 ft. area, is medium size, cannot move, has 150 hit points, and 10 AC. All enemy creatures that can see the decoy must target it with attacks. If they use an ability that deals damage, it must include the decoy in its area or as a target, whichever is applicable. This ability recharges at the end of a short or long rest.

Warrior Fairy. All T-dolls in the team add +2 to all damage dealt.