Elves
Elegant and long-lived, Elves have lifetimes to dedicate to anything they desire.
Elves are almost as varied as human-kind when it comes to mortals, and are often split into several distinct sub-races that have adapted over time to a certain environment.
They rarely discuss there ages with the younger lived races, in large part to avoid envy, but rumours suggest they can exist up to 2000 or more years. It is rare to see one of the older, aged members of elven kind - although it's a little difficult to say if that's simply because they tend not to get the grey hairs and wrinkles that mark venerability in other races. Others believe that such ancients are kept in the heart of the communities, there wisdom too great to risk
|
Elven-kind tends towards the lithe, being around 6ft on average but often weight less than a human of a similar height would. There long ears are one of the main ways they tend to stand out.
Statistics
Elves gain three of the following racial abilities.
Agile - Gain +10 to Agility.
Cunning - Gain +10 to Intelligence.
Ranged Master - Gain +10 to Ranged Skill.
Magical Tradition - Gain any Magic Talent.
Elven Armaments - Gain the base talents for One Handed Swords or Bows.
Long Legged - Add +1 to movement.
Resistant - Any magic or effect that would force an Elf to fall asleep instead makes them drowsy for 1d5 rounds, reducing AP by 1.
Bloodline
Finally, the character selects one of the below abilities;
Pure Elf - Gain an additional racial talent.
Human Blood - Gain an additional Advantage.
Orc Blood - Gain the Berserker Talent.
Dwarf Blood - Gain 5 to hit the last enemy to harm you.
Halfling Blood - Gain +1 luck every 2 levels.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Dwarf Blood - Gain 5 to hit the last enemy to harm you.
Halfling Blood - Gain +1 luck every 2 levels.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.