Half Elves are typically the product of
a Human and an Elf (but not always). Half
Elves typically favor one parentage over
the other, but generally benefit from the
enhanced senses of Elvenkind, while enjoy
greater physical strength and durability
from their human (or other) parentage. Their
life spans are typically doubled or tripled
compared to those of normal humans, but
are still brief by the estimation of most
elves. |
Half Elves in some cultures suffer some
discrimination, but are treasured in other
cultures. Further, some Half Elves are raised
by one parent or the other, and some others
have experience in both environments. Due
to their high degree of variation from one
another, each Half Elf should be personalized
as befits their background. |
Cost |
Ability |
3 |
Graceful: +1 DEX |
9 |
Quick: +1 SPD |
1 |
Glib: +1 PRE |
1 |
Attractive: +2 COM |
2 |
Light of Foot: +1" Running |
3 |
Alert: Lightsleep |
3 |
Elven Senses: +1 PER All Senses |
5 |
Elven Eyes: Nightvision |
5 |
Elven Mind: +15 Mental Defense vs.
Sleep & "Charm" Effects Only
(-2) |
1 |
Longevity: LS: 200 Years |
3 |
Human Talent: Choose One:
- Absolute Range Sense
- Absolute Time Sense
- Ambidexterity (Off Hand at -2)
- Bump of Direction
- Good Memory (Eidetic Memory; Requires INT
Roll (-1/2))
- Environmental Movement (3 points worth)
- Lightning Reflexes +2 for all Actions
- Perfect Pitch
- Resistance (3) (Resist Interrogation)
- Drama Critic (3) (Resist Acting)
- Incorruptible (3) (Resist Bribery)
- Rulesmonger (3) (Resist Bureaucratics)
- Tight-Lipped (3) (Resist Conversation)
- Blase (3) (Resist Oratory)
- Immovable (3) (Reist Persuasion)
- Unfriendly (3) (Resist Seduction)
- Hard Bargainer (3) (Resist Trading)
|
Value |
Disadvantages |
-20 |
Normal Characteristic Maxima |
-10 |
Distinctive Feature: Half-Elf (Concealable
w/ Magic, Noticed, Occasional Reaction,
Not Distinctive in Some Cultures) |
-2 |
Slight: -1 BODY |
+4 |
Total Cost of Package |
With the GM's permission you may upgrade any of the Package Deals listed above with
options selected from the list below, where appropriate at Character Creation. You
may not later add any of these abilities to the existing Package Deal, though you
may buy them separately. The GM must approve all additional Disadvantages take for
a given package; simply loading up on extra Racial Enmities and similar should only
be allowed if valid for the character's background.
|
Cost
|
Ability
|
3*
|
Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
|
3*
|
Racial Enmity: +1 All Combat, vs. Drow and Drow Servants Only (-2)
|
3*
|
Elven Archery: +1 OCV w/ all Bows
|
2*
|
Elven Longsword Training: +1 OCV w/ Long Swords
|
5*
|
Elven Cool: +10 PRE; Defensive Use Only
|
6
|
Elven Graces: 1 level of Combat Luck
|
20
|
Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)
|
25
|
Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional,
Sensitivity: Out of Combat) 14-
|
8
|
Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting
Non-Enemies When Firing Into Melees (-2))
|
10
|
Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make
"Stop And Listen To Me" Presense Attacks)
|
6
|
Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))
|
10
|
Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense
|
10
|
Elven Fighting: Two Weapon Fighting: HtH
|
2
|
Elven Weapons Group: WF: Blades, Spears, Bows
|
* May take Multiple Times
|
Value
|
Disadvantages
|
-2
|
Frail: -2 STR
|
-4
|
Fragile: -2 CON
|
-10
|
Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
|
-10
|
Psychological Limitation: Racial Enmity: Drow and Drow Servants (Uncommon, Strong)
|
-10
|
Psychological Limitation: Arrogant & Haughty (Common, Moderate)
|
-10
|
Psychological Limitation: Ethnocentricity (Common, Moderate)
|
Medium Foot typically fight, as the name would indicate, on foot. They generally
wear chain or other medium armors and wield heavier one-handed weapons in conjunction
with a shield. Medium Foot concentrate on a powerful mix of manueverability, quickness,
skill, technique and brute force.
|
Medium Foot provide a potent middle ground between the various extremes of fighting,
and might possibly be the best all-around type of generalist fighter.
|
Cost
|
Ability
|
3
|
Strong: +3 STR
|
3
|
Quick: +1 DEX
|
10
|
Nimble: +1 SPD
|
2
|
Sturdy: +1 CON
|
2
|
Durable: +1 BODY
|
2
|
AF: Medium Armor Proficiency
|
1
|
AF: Shield Proficiency
|
4
|
WF: Common Melee, Common Missile
|
2
|
Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor
|
16
|
Choose One:
|
|
- Combat Skill Levels: +2 All Combat
|
|
- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
|
|
- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
|
2
|
PS: Warrior
|
3
|
Tactics
|
3
|
Fast Draw
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
10
|
Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack
(Trigger: when current opponent is killed in battle and there is another opponent
in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs
1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
|
20
|
Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing
Attack (Trigger: when current opponent is killed in battle and there is another
opponent in HtH Range attack that opponent; Activating the Trigger requires
a Zero Phase Action, Trigger resets automatically, immediately after it activates,
Character does not control activation of personal Trigger; +1/2) for up to 60 Active
Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;
Note: Trigger resets automatically after an opponent is slain; the character
has no choice about using the ability -- if there is an opponent in HtH range they
must attack them and further if there are multiple opponents the GM can decide which
is attacked based upon events in play.
|
4
|
Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
4
|
Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any
medium weapon
|
7.5
|
Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less
BODY, any weapon
|
10
|
Precision: Find Weakness 11-: One Attack (choose)
|
+10
|
- More Precise: Increase Find Weakness to Tight Group
|
+20
|
- Incredibly Precise: Increase Find Weakness to All Attacks
|
+10
|
- Reliably Precise: Find Weakness to 13-
|
+40
|
- Always Precise: Find Weakness to 17-
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Medium Armor (-1/2)
|
5
|
Active Sheild Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield;
-1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END
per Phase
|
5
|
Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
|
-2
|
Bad Knees: -1" Run
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
|
-5
|
Social Limitation: Grunt (Services command less money; thrown into the thick of
battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently;
Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|