
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
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Attributes for Half-Elves
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bald, on the side of head, grey
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curly brown, shoulder length
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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.
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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.
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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
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Eyes change color depending on mood *
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Eye glow, roll again on the color chart ignoring special
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Unusual color: sapphire, eyes sparkle like the gem
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Unusual color: emerald, eyes sparkle like the gem
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Eyes of two different colors, roll twice on chart ignoring special
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Unusual color: ruby, eyes sparkle like the gem
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Unusual color: diamond, eyes sparkle like the gem
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Unusual color: opal, eyes sparkle like the gem
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Eyes appear all white, no iris or pupil
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Eyes appear entirely black
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1-6: light peach 7-9: very light tan 10: light tan with freckles
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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
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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
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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
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Perception, Physical Beauty & Handedness
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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.
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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
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