Eldritch
Species Name: Half Elf, Eldritch In Norse mythology a Half-Elf is the offspring of an Elf and a Human. Originally dubbed Half Elves, they have instead named themselves the Eldritch after the arcane aspect of their heritage. Many Eldritch are also the unhappy byproduct of war crimes. Type: Humanoid Physical Traits: Their skin is paler than human skin but have long, pointed ears like Elves. Height: 5-6 ft Weight: 150-200 lbs Abilities: Nightvision up to 60 metres 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. Most humans have finally accepted them into society. Because humans are more easily accepting of them, they tend to socialize more with them. However, some prejudice still exists, especially from many high elves who are scornful of them and may or may not attempt to hide such feelings. Eldritch are not readily accepted in Elf communities. For unknown reasons Elven genes typically cannot cross with anything other than human genes. Most Eldritch are of Alvefolket (Wood Elf) descent. Some Elves will always break the mold of their kind by doing something unpredictable. A few Ljósálfar (High Elves) consent to speak freely with humans, and it is possible one could consort with a human out of love. Not all Svartálfar are ruthless, evil killers. The life of an Eldritch can be hard. If raised by Elves, they seem to grow with astounding speed, reaching maturity within two decades. They become an adult long before they have had time to learn the intricacies of Elven art and culture, or even grammar. They leave behind their childhood friends, becoming physically an adult but culturally still a child by Elven standards. Typically they leaves their Elven home, which is no longer familiar, and finds their way among humans. If on the other hand Eldritch are raised by humans, they find themselves more aloof, more sensitive, less ambitious, and slower to mature. Some try to fit in among humans, while others find their identities in differences. Most find places for themselves in human lands, but some feel like outsiders all their lives. Government: None Population: 590,240 |
Creating an Eldritch 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 | 10 xD4 years | |
21-40 | 10 xD6 years | |
41-60 | 10 xD10 years | |
61-80 | 10 xD12 years | |
81-00 | 10 xD20 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. |
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Step 4: Abilities | ||
All Eldritch gain all the following free; Night Vision - The character can see in absolute darkness at a distance equal to 60 metres. Resist Sleep and Charm - Eldritch can resist these forms of influence with a +1 save. Additionally Eldritch start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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Ability | Cost | Notes |
Enhanced Taste | 10 | Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons. |
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 Eldritch can blend
into and render himself nearly invisible in wooded areas, fields of tall grass, clumps of bushes, or any other wilderness 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 road 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. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection. |
Nature Heal | 5 | An Eldritch may select a particular type of
terrain as his specialty area for healing. Whenever in this terrain the
Eldritch
can heal
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.
He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought the Eldritch may choose a new terrain. |
Nature Survival | 5 | Due to an Eldritch's extensive experience and training in jungles and forests they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Those born of Svartálfar instead start with Underground survival. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain. |
Reduced Sleep | 10 | The Eldritch needs one hour less normal sleep per 5 CON. |
Sense Hidden | 5 | The Eldritch 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. |