Elf
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Created at the start of the universe from Light Energy, the Elf is one side of the coin of the cosmos, being a largely masculine presenting race, harnessing the energy of the sun and light itself to bolster and grant themselves strength, these engineers and logicians are more introverted then their previous counterpart, however, will always have knowledge of the intricacies of most devices, technology and other gadgets.
Characteristics
Elves have very long, pointed ears, known by Dwarves as “Knife Ears”, featuring pale to slightly tanned skin, and a fairly slim body. Elves have hair colours from blonde, to green, white, and ginger. They have strikingly coloured eyes that can range from any colour, but are usually highly saturated in their appearance. While usually being mostly masculine presenting, Elves have the ability to change their anatomy, sex and gender when resting
Elves are highly logical creatures, and take great pride in their own culture, they are highly introverted, not talking to others, but usually working alone, or in silence with others. They prefer taller locations and daylight hours, where they can absorb light most significantly.
Native Environments
Elves tend to live in tall forests and mountains, usually working symbiotic in nature with other creatures, Elf inhabited zones tend to have more docile wildlife, with creatures tending to be much less skittish due to the unspoken agreement they have with other animals and beasts in the area, feeding them more and partially taming all of the creatures within the 1km radius of their homes, acting mainly as bodyguards and friends to the Elves.
History
Elf have existed since the start of the Great Evolution, co-existing with Drow, due to both races being sexually dimorphic of one another. Elves are masculine presenting, dealing with multiple wars against the Drow and other races, eventually, they have learned to benefit one another in their own societies, despite their differences.
Society & Culture
Elf are typically a Patriarchal society, basing most of their holidays and festivities on the sun, they typically worship the light and consider it one of the greatest omens for their culture. They operate on a more light based schedule, and are technocratic at their supremes, appointing the best elf to various tasks. Their societies include large amount of accompaniment for Drow, who co-exist and mingle with Elves and vice versa.
Elf Racial Modifiers
Table: Elf HP, MP and SP | ||
---|---|---|
Racial Modifiers | At Level 1 | Every Level After |
Health Points (HP) | 125 + Vitality % | 1d10 x 5 + Vitality % |
Magic Points (MP) | 100 + Psyche % | 1d8 x 5 + Psyche % |
Stamina Points (SP) | 125 + Fortitude % | 1d10 x 5 + Fortitude % |
Elf Racial Traits
Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Elf range from Small, Medium and Large sizes.
Movement Speed – Elf move at 2m/TP.
Languages Known – Elf start knowing Elven, for every +5% Intellect Modifier they have, they may learn an additional language.
Major Traits
Light Energy – Elf naturally harness Light Energy inside of them, they may learn any power with the Light descriptor and use them at no MP or TP cost, even if they wouldn’t be able to access them normally. They regenerate 200 HP, MP and SP per round in ultrabright light.
Elf Ears – Elf have long, pointed ears which allow them to hear double the distance. They gain a +50% bonus to all actions made to hear footsteps, hidden mechanisms and magical abilities, and can decipher and understand all languages spoken by creatures in a 10m radius
Life Sense – Elf gain the ability to sense all life in a 50m radius, they can tell what creature it is and what direction they are facing, as well as how generally powerful the creature is.
Minor Traits
Logic – Elf gain a +20% bonus to all logic-based actions and questions
Magic Affinity – Elf gain the ability to analyse a single item with complete accuracy while resting. They gain a +20% power potency bonus to all powers while in armour.
Height Expert – Elf gain a +10% bonus to hit and damage for every 10m height advantage that they have on a creature while attacking. They also can see double the distance of all creatures, and their weapon range is doubled while 100m above the ground
Elf Subraces
Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.
Helion
Helion Elf are winged elves, known for flying high in the air, these elves use their feathery wings to soar the skies, armed usually with multiple ranged or long weapons to take advantage of their flight, they are effective hunters and cavalry due to this winged advantage.
Helion Racial Modifiers – Helion Elf gain a +10% Nerve, +5% Senses, and a -5% Intellect
Winged – Helion Elf gain a pair of wings that they can use for flight, they gain a flight speed of 2m/TP.
Cavalry – While 50m above the ground, Helion Elfs can use the Aim action and any Utility action as a free action while adding them onto an attack.
Recovery Expert – When knocked back, the Helion Elf receives double the knockback, however, they may spend 2 TP to immediately gain control and change the direction of the knockback.
Faerul
Faerul Elf are known for their connections with nature, having a more greener appearance, they tend to the gardens around them, living in large forests in multiple trees. They have a way with nature more then most other creatures, and have an innate ability to understand and sense other plants and creatures.
Faerul Racial Modifiers – Faerul Elf gain a +10% Luck, +5% Vitality, and a -5% Fortitude
Fae Touched – Faerul Elf can communicate with nature, plants, and multiple other creatures freely, they may spend 2 TP to convince the plants around them to assist them in some way, shape or form (up to the GM’s discretion).
Druidic – Faerul Elf receive +50% Power Potency on all Naturalism powers, they also cast these powers at half of the MP cost.
Nature’s Beloved – Faerul Elf automatically succeed in all actions to identify or track plants and animals, and receive double the amount of resources while scavenging in the wilderness.
Alfheim
Alfheim Elf are known for their combat readiness, being formidable warriors, soldiers and fighters, with their innate ability for turning invisible, they prowl and stalk the woods, attacking others through ambush, and consuming their corpses, before hiding to do the whole process again.
Alfheim Racial Modifiers – Alfheim Elf gain a +10% Agility, +5% Muscle, and a -5% Nerve
Invisibility – Alfheim Elf can spend 3 TP to turn invisible for 1 minute. This invisibility lasts until it is dispelled or the Alfheim Elf performs an attack.
Swiftness – When performing Double Time twice in one round, Alfheim Elf gain Haste for the rest of their actions in the round.
Elven Hunt – Alfheim Elf’s gain Devour as a perk, when eating a target that they killed 1 minute ago, they restore their SP to the maximum amount, and regenerate 10 HP per round for 1 hour.
Ceresan
Ceresan Elf are magically inclined elves, usually having white hair, these Elf use magic to their advantage, imbuing their weapons with the ability to cast a flurry of spells, using their innate magic to also wield more Magitech Items. Ceresan Elves are some of the best casters out there due to their innate strength with magic.
Ceresan Racial Modifiers – Ceresan Elf gain a +10% Intellect, +5% Psyche, and a -5% Muscle
Magic Inclined – Ceresan Elf may use their SP to cast powers, and may choose between their MP and SP when something would restore or affect these modifier
Arcane Bonding – Ceresan Elf gain the ability to inscribe runes and the arcane on an item of their choice, when doing so, this allows the item to function as a caster foci ontop of their other functions, and they receive all the properties of the caster foci. They may summon and dispel this item for 1 TP.
Magitech Mastery – Ceresan Elf can be attuned up to 5 Magitech Items and 5 artefacts at once.