Race: Elf (Sardakk)     

Species: Elf. Breed/Type: Sardakk. 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-D6+1 The number encountered will be outside a Sardakk dwelling place. If within the boundaries of their homeland, the number encountered will be up to 1-D100 x 3, yet no less than 66. To see if a Sardakk Elf dwelling has been discovered roll 99+ (only roll for dwelling if in the Wastelands).

 

Experience-Points: 10 x level.

 

Characteristics:

Awareness:

     Hearing: ---------- 26

     Sense of Smell: - 20

     Sixth Sense: ----- 18

     Taste: ------------- 20

     Touch: ------------ 20

     Vision: ------------ 26

 

Charisma -:

     Appearance: ---- 25

     Speech: ---------- 24

 

Constitution: ------- 30

Coordination: ------ 30

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

Intelligence: -------- 20

Mental-Strength: - 34

Strength: ------------ 25

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

 

Movement:

Flying: Can't. Grounded: 12. Swimming: 4.

 

Luck: 2-D20 + 1-D6 per level.

Oxygen-Points: 102.

Blood-Points: 90.

 

Attacks:

Attack descriptions:              Range:                   Damage:         Attack Type:

     90 lb. Recurve Bow - : 2   40 spaces (200').   7-D6.               Sharp.

or:

     Katana ----------------- : 1   1 space (5').           2-D8 + 1-D4.   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 ----- : Black.

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

     Hair color ---- : Black.

     Height -------- : Males: 6'-0",   Females: 5'-10".

     Posture ------- : Biped.

     Skin color ---- : Black.

     Skin texture - : As a Human's.

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

 

Dislikes ----- : Dishonor.

Disposition - : In the Wastelands, in a scorched and desolate land, where water and plant life are hard to find, thrive the Sardakk Elves. Some believe the Wastelands are a scourge and punishment, inflicted upon the Sardakk by the Jahtha, for sins long since forgotten. Yet in these lands they dwell and thrive. When all other races have succumbed to the power and terror of the Wastelands, and fled that Jahtha forsaken realm, the Sardakk have thrived and prospered.

 

Sardakk are extremely war-like and fearsome, yet they honor any and all who dare traverse the wastes of their realm.

 

Sardakk are of the most honorable people of the wilds. They give to the needy, and aid with strength to the weak. Honor is their life, and without it, they are nothing. Any who traverse the Wastelands, and live to tell the tale in the head tribesman’s abode, will have respect (unless they do not come in peace).

 

Fears -------- : Disunity (for such is a sure catalyst of destruction in the Wastelands).

Habitat ------ : Wastelands, though they can be found in many regions.

Immunities - : None (See: "Special Defenses").

Life-span --- : 7,000 years.

Likes -------- : Honor.

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

Note --------- : None.

 

Special Abilities:

Cloak: A Sardakk Elf can merge with darkness, leaving no scent nor trace of his or her
presence. This incredible ability can even fool a hunting dog or wolf (even as he or she stands concealed not an arms reach away. For the roll needed to successfully Cloak take 101 minus Sardakk’s Dex., Coor. and ¼ Mental-Str. (rounded up). Best roll chance if surprised = 41+, and if prepared 10+. When cloaked, a Sardakk cannot attack. But a Sardakk cannot be attacked. By performing this Cloaking ability a Sardakk Elf is actually stepping into what is known in the Sardakk tongue as, “Arsia”, the blackness within (one's soul). Down through the ages, the Sardakk have come to this place finding refuge from danger and the inner turmoil of the soul.

 

Night-Vision: After being subjected to total darkness for 1 turn (5 seconds).

 

ShadowMind: This ability will take a Sardakk Elf, and whoever he or she is holding close, into a darkness born of the mind. Once there, none can cause a Sardakk physical or mental pain. Sardakks feel great comfort in this darkness. For the roll needed to successfully slip into ShadowMind, take 101 minus Sardakk’s Dexterity and Coordination + and ¼ Mental-Strength (rounded up). Best roll chance if surprised = 41+, and if prepared 10+.

 

Special Defenses:

Fear-Resistance: Due to their upbringing within the Wastelands, Sardakk Elves rarely feel the fear effects which normally beset people. Sardakk Elves will have the best of three avoidance-rolls vs. "Fear".

 

Special Offenses:

None.

 

Susceptibilities and Weaknesses: None.

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