Race: Elf (Aldarian)     

Species: Elf. Breed/Type: Aldarian. Class: Monster (Mammal). Align: Good (players choose their own align when playing this race type). Gender: 01-50: Female, 51-00: Male.

 

Level: 1 + 1-D30. Damage-Points: 2-D10 x level.

Number encountered: 1-D12. The number encountered will be outside a aldarian dwelling place. If within the boundaries of their homeland, the number encountered will be up to 400. To see if a Aldarian Elf dwelling has been discovered roll a 99+.

 

Experience-Points: 20 x level.

 

Characteristics:

Awareness:

     Hearing: ---------- 25

     Sense of Smell: - 23

     Sixth Sense: ----- 20

     Taste: ------------- 23

     Touch: ------------ 23

     Vision: ------------ 30

 

Charisma -:

     Appearance: ---- 24

     Speech: ---------- 24

 

Constitution: ------- 25

Coordination: ------ 30

Dexterity: ----------- 35

Intelligence: -------- 20

Mental-Strength: - 26

Strength: ------------ 20

Wisdom: ------------ 20

 

Movement:

Flying: Can't. Grounded: 10. Swimming: 3.

 

Luck: 30.

Oxygen-Points: 78.

Blood-Points: 75.

 

Attacks:

Attack descriptions:        Range:                   Damage:                                                Attack Type:

     60 lb. Bow -------- : 2   40 spaces (200').   6-D6 (+1-D6 per 3 levels advanced).   Sharp.

or:

     Short Sword ------ : 1   1 space (5').           2-D6 (+1-D6 per 3 levels advanced).   Sharp.

 

Defense: 30. Offense: 35.

 

Treasure: %Roll needed to have money and treasure:

61+ to have 1-D4 +1 treasure checks.

Begin rolling on the UnCommon chart.

Check each encountered to have treasure (if civilization is discovered, only a few will have treasure -- most are simply peasants, not aspiring to greatness as adventurers do).

 

Description:

Annihilation Strike? -------- : Yes.

     Sudden Death Strike? - : Yes.

 

Description:

     Eye color ---- : Brown.

     Eye shape --- : Medium-sized and sharply slanted.

     Hair color ---- : Light-Brown.

     Height -------- : Males: 6'-0",   Females: 5'-8"

     Posture ------- : Biped.

     Skin color ---- : Tan.

     Skin texture - : As you and I . . . Human.

     Weight -------- : Females: 120 Lbs., Males: 170 Lbs.

 

Dislikes ----- : Recklessness, disrespect for natural things. This is a very sober people. Do not misunderstand, these elves love to dance and sing and laugh, but they do not become “party animals” (mindlessness is reprimanded in this culture).

 

Disposition - : These creatures are prone to be gentle souls, and loyal friends. They are the ultimate hunters. See: Special Abilities.

 

Fears -------- : Discretion of the Game Master.

Habitat ------ : Forests (common), though they can be found in many regions.

Immunities - : None.

Life-span --- : 8,000 years.

Likes -------- : Nature, animals, music. Fish (Aldarian rarely eat animal flesh. When they do, only bird-types (i.e., grouse, turkey, chicken, etc.) are taken. These elves mostly like nuts, berries, roots and plants.

 

Needs ------- : Discretion of the G.M.

Note --------- : Aldarian Elves live in forests, most always beyond the reach of other races. They build their homes by cultivating and gently shaping the trees they wish to live in. Eventually these trees are molded into fine domiciles.

 

Unlike their close cousins, the Vosk Elves, these elves do not trade with outsiders (unless they trust them). If trading is done, it is done on a personal basis.

 

Special Abilities:

Expert in the fields of Bow-making and creating natural traps. They are very wise in the wisdom of bird lore and tree-dwelling creatures.

 

Night-vision:

After being subjected to darkness for more than 1 turn (5 seconds).

 

Animal Affinity: This race has an uncanny relationship with animals. If an Elf has been respectful to the animal kingdom (never taking more than needed to sustain his or her life), animals will not fear or attack 91% of the time (a % roll of 01-91 = Animal will not attack, flee, panic, Etc.). In fact, if an Aldarian is in trouble, or hurt, it is common for animals to aide as best they can.

 

Tree Affinity:

- One of the most astonishing of abilities of the Aldarian Elves is their connection with trees.

- Oak Tree: If an elf is in good standing with nature, an Oak Tree (if he or she can find one) will aid him or her using its own energy. This energy will sustain the elf with enough nourishment to survive, as well as curing minor sickness.

 

               Rules:

               When losing Constitution points for starving, you will make contact with an Oak tree.

               1 hour of contact per day will sustain you with enough nourishment to live

               (unpleasant as it may be).

 

Tree-Path:

This race has the uncanny ability to climb trees, and run among the branches, as easily as on the ground. There is no Coor. or Dex. checks for loosing footing and balance (only if the tree is shaking, swaying, falling, Etc. Even then the check is at maximum chance).

 

Blending:

An Aldarian Elf can “slip into” the cover of nature, leaving no scent nor trace of him or herself behind. For the roll needed to successfully Blend take 101 minus Aldarian’s Dexterity and Coordination, and ¼ Mental-Strength (rounded up) Best roll chance if surprised = 26+; if prepared 02+.

 

Expert in the fields of snares and bow-making.

 

Dark Vision: The Aldarian Elf suffers only 50% of the normal effect of night, deep shadows, and darkness (this includes simple darkness and shadow spells, but not the more powerful ones).

 

Special Defenses:

None.

 

Special Offenses:

Bow Mastery:

The Aldarian Elf can shoot +1 arrow per turn (+1 additional arrow per 7 levels advanced).

 

Susceptibilities and Weaknesses: None.

Weapon Susceptibilities: Rank-0 (non-magical) weapon to harm.