Dargon

Species Name: Half Sea Elf, Half Aquatic Elf, Dargon

A Dargon is the offspring of a Sea Elf and a Human. They are identical to aquatic elves in most ways but more usually resemble their human parent. Half-aquatic elves have no real society of their own. Normally they live in small groups along the shore, or they simply take up life in a human coastal community.
 

Type: Humanoid

Physical Traits: Pointed ears

Height: 5-6 ft

Weight: 150-200 lbs

Abilities: Nightvision up to 60 metres, hidden gills allowing breathing underwater. They are able to dive down to a maximum depth of 5 metres per CON. Skin colour is more often likely to resemble that of a human. Their ears while retaining the distinctive Elven taper, are somewhat smaller than those of surface elves and can be folded flat against the head to reduce drag while swimming.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6 +3, CON: 3D6, CHA: 3D6 +3, MR: 3D6, HPs: CON +D8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 500 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Dargon's which look human are most often able to hide in plain sight in a human community. There is no separate Dargon society.

Government: Council

Population: 800,000

 


 

Creating a Dargon character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in.
01-20 100 xD10 years
21-40 100 x2D10 years
41-60 100 x4D10 years
61-75 100 x6D10 years
76-90 100 x8D10 years
91-00 100 x10D10 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but DEX and CHA +3. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1.

Hit points = CON +8, +8 per level.

Step 3: Skills

Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

All Elves gain all the following free;

Night Vision - The character can see in absolute darkness at a distance equal to 60 metres.

Additionally Dargons start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Dargon can establish telepathic communication with any normal or giant animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Increased Thac0 5 +1 Thac0 with ranged weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Natural Chameleon 5 Using this ability the Dargon can blend into and render himself nearly invisible in coral areas, kelp forests, clumps of seaweed, or any other area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled area and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop.

Nature Heal 5

Only ocean terrain maybe selected for healing at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

Nature Survival 5 Due to a Dargon's extensive experience and training in the ocean they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may take an additional +1.
Reduced Sleep 10 Dargons need one hour less normal sleep per 5 CON.
Sense Hidden 5 The Dargon gains +1 per 5 INT to detect a hidden object, door, person, etc.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Any.

 

 

 

Races