Sages know next to nothing about the race of elders. It is known that they are
slightly smaller than humans in height, but of heavy build like the dwarves.
Their skin color is a light golden tan and their hair can be of any color or
length. They look different from any of the other races, but have attributes that
each of the races possess in greater degrees. It is unknown how many exist or
if they dwell apart in some hidden city. Legends tell of their hatred for evil.
They have been known to become more active whenever there is a great
threat to humanity or the other good races. It is thought that elders may have
once been the forefathers of most of the present races. As good as most of
the elders were there are also legends that tell of the brutality and wickedness
of those few elders who were evil. Legends state how they were great fighters
as well as being powerful mages.
1. Elders are capable of seeing in the dark as well as they see in the light.
They suffer no disabilities fighting in either situation. Elders have the talent of
witchsight like elves.
2. Elders have the ability to comprehend any spoken language. This talent has
a starting percentage of 60% and last for 10 minutes per rank. The
percentage also raises 3% per rank. This talent also allows them to speak any
language for the duration of the spell. The talent may be prepared
automatically at the cost of one FT. Elders may not backfire with this talent, but
they may fail casting it. 300 exp. per rank. A roll or 99 or 100 means they
have lost the ability for the rest of the day.
3. Elders may use any one weapon at ½ the required exp. cost.
4. Elders receive Sage at ½ the required exp. cost.
5. Elders regenerate one fatigue per pulse. They do not regenerate
endurance points.
6. Elders have the talent of resist pain as in the College of the Mind.
7. Elders are either warriors or mages. Depending upon which one the
character chooses will decide the rest of the modifiers.
Characteristic Modifiers Elders
Warrior:
PS+4 MD+2 AG+3 MA-5 WP+8 EN+4 FT+4 PC=15 MR+15 NA=6 TMR+3
9. Warriors receive Military Scientist at ½ the required exp. cost.
10. Warriors start with an extra attack in melee combat, and +10% with all
weapons.
11. Warriors may not take any of the professional skills.
12. Warriors have three sub-skills that they can master up to rank ten. These
skills are swordsmanship, dodging and deflection. Swordsmanship does not
necessarily involve a sword. A warrior may achieve these ranks which add 4%
to strike for every rank, and one to initiative and damage every three ranks,
1-4-7-10. This applies to all weapons that an Elder uses. Dodging adds 4% to
defense for each rank, one to parrying ability for every three ranks, 1-4-7-10.
Both cost 300 exp. per rank. Elders may master the art of deflection and use
their weapon to knock away missile attacks at 2 X MD +6% per rank with
deflection. Exp: 600 per rank
Mage:
PS-3 MD-2 AG+4 MA+10 WP+5 EN+3 FT+4 PC=13 NA=8 MR+30 TMR+3
9b. Mages receive Healer at ½ the required exp. cost
10b. Mages pay only one fatigue when casting special knowledge spells. They
still have to pay one fatigue for general knowledge also.
11b. Mages can be in two colleges, one is elemental, and the other will be in a
non-elemental college.
12b. Mages have the unique ability of casting a magical enhancement ritual.
This ritual has a 40% starting percentage, and two hour duration. The duration
is increased two hours per rank, and the percentage is increased 3% per rank.
This ritual allows the mage to double one aspect of the spell. The mage may
double the range, duration, or area of effect of the spell. It does not double the
damage of the spell. Whatever effect the mage chooses will effect all spells
cast for the duration of the spell. If the mage scores a double or triple effect he
may modify two or three aspects of a spell. This ritual cost 400 exp. per rank.