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Half Elves

A Half-Elf is the breeding of a Human and Elvin Race type. This normally grants them the normal traits and abilities of their human side, depending in the human type, and the type of their Elvin Half. Though not many humans bother about Half-Elves most humans dislike the breeding of Damiers, Drow, and Dark Elves. Seeing that they are of an evil race to some point of view even some Elves see that breeding with a human is either weakness or going to be a sorrow for the Elvin mate since humans only live so long. Half-Elves tend to excel pass their normal Human Halves and Elvin Halves yet lose some traits from their Elvin Half if not most of the Elvin traits.

<Listed Below is Examples of Traits a player must choose for their Half-Breed Creation>

 

Human Side

Human> +10 Bonus points to disperse in Registration Creation

Korian> Gains the Ability Telepathy Range of 50ft (Able to speak through the mind)

Amazon> (women character only) +2 to Bows and Spears

Barbarian> Gains the Ability to Rage as a Barbarian of one of the Clans would

 

Elf Side

Quirk: Alfar are able to use many assortment of equipment and gear with out difficulty. However they lack any special ability like their Cousins and merely have their Race abilities. This makes them variant as well as able to not be far to being handicapped.

 

Natural Race Abilities

Acute Hearing: Upon a Listen Check Elves gain a Natural +4 that does not hinder them in maxing out the skill Rank but does give them an advantage.

Sensitive Touch: No matter what you can tell each and every detail of an item, object, or person. This Sensitive touch all works as an extra sensory when the Elf is touching a Surface it is like a photogenic memory to recall the detail and design of an object with their touch sensory ability. Of coarse an Elf can adjust this sensory touch so as to not overwhelm them with any other touch application.

Exceptional Sight: Elves gain a +4 to any Sight Checks made and it being a natural bonus does not hinder to their max ranks and permits to add on even when 20 Ranks has been met.

Archery> +2 ATR when using Bows

Alfar> Alfar tend to use weapons of their chosen profession and Gain a +2 Exceptional ATR Bonus to each weapon that pertains to their Class Weapon of their profession

Avian Elf> Gift of Flight: When an Avian Elf chooses he or she may take to flight at will as long as conditions allow them enough running space.  Avian Elves must take a movement of 4 in order to reach into the air. This requires a turn during combat or is instant when there is none. Once done the avian Elf is at 10ft off the ground. Each Movement of 2 allows them to increase their Height and distance 5ft in the air and moving. These conditions are required to be met in order for an Avian Elf to fly. There must be room and running space for the Avian Elf to take flight and at least some wind for them to take flight. If there is no wind every 4 Movement a  Avian Elf flaps their wings to take to flight a Power Check at a Difficulty of 10 must be made. If the Avian Scores under they loose d4 Temporary Power. If The score drops to 1 Power the Avian Elf grows tired and can no longer flap their wings.

Damier not of first born> Magic Sense: This is a Telekinetic Power that permits a Damier to Sense Magic or any Magical Sources. This isn’t a very useful ability since she can sense any magic meaning she can be a source a fellow party member or a whole area. However she can identify each source of magic as an individual unless the area is covered in magic then she is unable to specifically tell single sources of Magic. This is a role play feature when used the Damier States she is using this ability and desires in a whisper to the Host what how many Magic sources there are and from where. The Range is equal to 5ft x her mind in a radius.

Dark Elf> Concealed in Shadows: A Dark Elf can conceal herself or a small party in an aura of shadows once per day as a natural ability which can give her an advantage against her enemies. This causes a +8 Difficulty to any Sight Checks on them and can be applied to a +8 in Running Away from battle proving very useful. She can use this Aura on herself or to three additional people other than herself.

Drow> Dark Light: Drow are the only ones immune to any impair ness when it comes to Darkness or no light. They can see as if it were day in a Night Vision or Black and White Vision. When in low light or no light situations a Drow can act as if they were using Blind Fighting yet take no penalties of the Skill or Light Conditions.  Since they see better in darkness any illumination or light source brighter than torch impairs a Drow a -2 Impairment Penalty unless they get specific devices that prevent harm to their eyes. A Drow must make a Resist Check Difficulty 14 whenever they come from a Dark Area and into a Lighted Area. If Successful they are immune to any light or illumination penalties and if they fail they are penalize the -2 Impairment penalty.

High Elf> True Seeing: High Elves have a gift of Sight to see past illusions. They are immune to an illusion used against them or on them unless it is forces that attack the mind. Any for of illusion unless directly affecting their mind is seen for what it really is.

Forest Elf> Cloak of the Green Wood: Another Magical gift Cloak of the Green Wood allows a +4 Bonus to Stealth in a Forest Area. This bonus can be used whether the Forest Elf has ranks, no ranks, or reached their max in the Rank Stealth. Also they can wear a magical veil that camouflages them to a forest once per day as a disguise to blend into the forest. This requires a Difficulty Check of Disguise of 20 in order to spot the Forest Elf when she has used this ability.

Runic Elf> Runic Slave: This ability teaches how an individual can absorb a single magical spell into their weapon and lash out with it in full return. The technique requires when a spell is thrown to make an Attack Roll and score higher than the Cast roll. If successful the spell is seized with in the weapon. However for those who cast spells they can instead do the same and absorb the spell and return 1 Spell back to their Spell pool. The downside is that the weapons total Damage must be equivalent or higher than the Spells Dmg or Total Amount of rounds it can be applied with. If not the spell is instead continues on its coarse. Keep in mind this ability can only be done if the target spell has been targeted upon you and no one else. You must also carve each letter (Craft Difficulty 15) into your weapon before you can benefit from this ability. If you failed once in a day carving the letter you may only try again the following day from the last letter you have accomplished. By that weapon the words (Runic Slave) must be completely carved by the Weapon in parenthesis.

 

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