HALF ELF
Half elves are the children of human and elven parents.   The vast
majority of half elves are of human and sea elf descent, but small
minorities of half elves are of human and high elf descent.  In cities where
sea elves reside they are widely accepted.  The children of high elf
ancestry are held in high regard.  Most humans welcome the company of
half elves.  Most elves respect their half brothers and don’t seem to be
bothered by the mixed heritage.  Dwarves find half elves less annoying
than elves and are more willing to cooperate with them.  Although they
find the idea of a half-anything repulsive, the dwarves keep their
comments to themselves unless they are drunk or irritated.  Gnomes see
half elves as useful trading partners and a safe go between for trade
between gnome and elven communities.  Hobbits like a good story and will
welcome half-elf bards with good tales and stories to share.   Orcs and
their kindred have little to do with half elves, but are learning to work with
them more frequently because of the growing chaos races.
Half elves combine the best features of their parents with less of the
limitations.  Their human heritage offers them more flexibility in developing
their talents and skills while their elven background provides them with
some heightened senses and abilities. Half elves live about 500 years.

1. Half elves have night vision that allows them to see as a human does
on a cloudy day.  The range of this vision is 75 feet.
2. Half elves of sea elf ancestry receive Troubadour at ½ the required exp.
3. Half elves of sea elf ancestry receive swimming at ½ the required exp.
4. Half elves of high elf ancestry have the same archery ability as their
elven parent.
5. Half elves of high elf ancestry possess the talent of Witchsight. (See
#10 under elves)
6. Half elves receive one weapon at ½ the required exp.
7. Half elves make two rolls on the bogey table.

Half Elves:
AG+1 WP+2 1 EN -1 FT+2 PC=10
Roll 2 D10 & add
them together
Attributes for Half-Elves
ROLL
Height
Weight
Hair
Eye Color
2
4' 11"
115
bald
Special
3
5'
120
bald, on the side of head,
grey
light blue
4
5'
125
wavy silver-blond
light blue
5
5' 2"
135
light blond
light blue
6
5' 2"
140
short blond hair, wavy
light blue
7
5' 4"
150
curly black short
dark blue
8
5' 4"
155
Short black
dark blue
9
5' 6'
160
Short black
dark blue
10
5' 6"
160
Short black
dark blue
11
5' 6"
160
Short black
blue gey
12
5' 7"
165
curly, black long
blue grey
13
5' 8"
170
brown short
blue grey
14
5' 9"
175
Brown long
blue grey
15
5' 10"
180
wavy brown Short
hazel
16
5' 10"
185
curly brown, shoulder
length
hazel
17
5' 11"
190
curly brown short
hazel
18
5' 11'
195
wavy, bright red short
hazel
19
6'
200
curly, red-brown short
Special
20
6' 2"
200
black afro
Special
SOCIAL STATUS
Social status represents the characters family status and profession in the society of origin.
 Social status will determine the characters wealth and may influence his starting
experience.
Roll
Status
Starting Money
Bastard
Legitimate
First Born
Birth Order
01-25
Gentle Folk
200
01-30
31-89
90-100
Roll D10
26-44
Farmer
450
01-17
18-91
92-100
1-3: 2nd
45-54
Merchant
1000
01-20
21-86
87-100
4-7: 3rd
54-59
Merchant Prince
2000
01-24
25-87
88-100
8-9: 4th
60-77
Craftsmen
700
01-13
14-92
93-100
10: 5th
78-91
Bandit
850
01-06
07-68
69-100
 
92-96
Lesser Noble
1000
01-27
28-90
91-100
 
97-100
Greater Noble
1500
01-35
36-95
96-100
 
FATHER'S PROFESSION
Gentle Folk: 01-40: Unskilled laborer 41-70: Rat Catcher 71-90: Servant
91-95: Field hand 96-100: Stable hand
Farmer: 01-10: Farmer 11-20: Fisherman 21-30: Herdsman 31-40: Tanner 41-50: Peddler
51-60: Woodsman 61-70: Sailor 71-80: Mule-skinner 81-90: Miner 91-100: Miller
Merchant: 01-10: Excise man 11-20: Gambler 21-30: Grave robber 31-40: Pilot 41-50: Smuggler        
51-60: Prospector 61-70: Fur-trapper 71-80: Racketeer 81-85: Outfitter 86-90: Fence                          
91-95: Troubadour 96-100: Tavern Operator
Merchant Prince: 01-10: Alchemist 11-20: Navigator 21-30 Lawyer 31-40: Banker 41-50: Cleric
51-60: Silversmith 61-70: Goldsmith 71-80: Sage 81-90: Judge 91-95: Retired Adventurer
96-98: Diplomat 99-100: Wizard
Craftsman:  01-05: Barber 06-10: Bleacher 11-15: Bowyer 16-20: Carpenter 21-25: Tinker
26-30: Cobbler 31-35: Cooper 36-40: Cutler 41-45: Wood carver 46-50: Distiller 51-55:
Draper  56-60: Dye Maker 61-65: Engraver 66-70: Fletcher 71-75: Weaver
76-80: Blacksmith 81-85 Mason 86-90: Mercenary 91-95: Toll keeper 96-100: Undertaker
Bandit: 01-10: Highway man 11-20: Outlaw Chief 21-30: Pirate Captain 31-40: Racketeer Chief
41-50: Thief Guild Master 51-60: Assassin Guild Master 61-70: Bounty Hunter
71-80: Warlord 81-90: Slaver 91-100: Brothel Master
Lesser Noble: 01-50: Earl 51-100: Baron
Greater Noble:  01-70 Marquis 71-100: Duke
Beginning characters start with a certain amount of
experience as they start their adventuring career.  
How much experience they have depends upon their
social status and birth.  Bastards start with 50% more
experience than characters with legitimate birthright.  
First born characters start with 50% less experience
because of their sheltered life.  Bastards receive only
half of their starting money.  First born receive
double their starting money.
Gentlefolk: 1000 starting experience points
Farmer:1100 starting experience points
Merchant: 800 starting experience point
Merchant Prince: 900 starting experience points
Craftsman:1100 starting experience points
Bandit: 1200 starting experience points
Lesser Noble: 900 starting experience points
Greater Noble: 800 starting experience points
ROLL
Special Eye Colors
2-3
Eyes change color depending on mood *
4-5
Eye glow, roll again on the color chart ignoring special
6-7
Unusual color: sapphire, eyes sparkle like the gem
8-9
Unusual color: emerald, eyes sparkle like the gem
10-12
Eyes of two different colors, roll twice on chart ignoring special
13-14
Unusual color: ruby, eyes sparkle like the gem
15-16
Unusual color: diamond, eyes sparkle like the gem
17-18
Unusual color: opal, eyes sparkle like the gem
19
Eyes appear all white, no iris or pupil
20
Eyes appear entirely black
1-6: light peach 7-9: very light tan 10: light tan with freckles
Skin Coloration
Unless stated otherwise a character’s Perception
value is 9.

To determine a character’s physical beauty roll 4D5 +3.

To determine the handedness of a character roll on
following chart: Roll two dice designating one d10 and
the other d5
D10 > D5: Right handed    D5 > D10: Left handed  
D5 = D10: Ambidextrous
Aspects
OTHER CHARACTER  
GENERATION ATTRIBUTES


AGILITY IS . . . TMR IS
3 OR 4               2
5 TO 8                3
9 TO 12              4
13 TO 17            5
18 TO 21            6
22 TO 25            7
26 TO 27            8
28 TO 30            9
30 OR HIGHER   10
OTHER CHARACTER
GENERATION ATTRIBUTES


ENDURANCE IS . . . FATIGUE IS
3 TO 4                        16
5 TO 7                        17
8 TO 10                       18
11 TO 13                     19
14 TO 16                     20
17 TO 19                     21
20 TO 22                     22
23 TO 25                     23
26 OR HIGHER           24
Agility & TMR
Endurance & Fatigue
Perception, Physical Beauty
& Handedness
Although a person's aspect does not greatly effect his life it can make the difference
between success and failure in some instances.  Seasonal aspected characters add 5% to
all their percentages during their season of birth. They add 10% to all their percentages an
hour before and after high noon and midnight. These bonuses are applied negatively during
the opposite season in which the character was born.  Solar aspected characters add 5%
during the day in any season, and add 10% one hour before and after high noon.  At night
the modifiers are applied negatively.  Lunar aspected characters apply their bonuses in a
opposite manner.  Death aspected characters receive a 10% bonus to percentages anytime
a human or semi-human dies within 50 feet of them.  This duration last for one minute and
are not applied in a cumulative manner.
 
 01-20: Winter 21-40: Spring 41-60: Summer 61-80: Autumn
                  81-87: Solar 88-95: Lunar 96-100: Death.
For the character whose eyes
change color this chart is
available:
Blue: ordinary experience  
Green:  Excited or anticipating  
Red:  Angry or intimidating
Yellow:   Frightened or fearful      
Brown  Tired or injured