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FutureExabyte

Coming of Age: Elves

May 31st, 2013
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  1. ELVES:
  2. Elves are less of a living being, as a contract with reality. They're beings of both chaos and order, of nature and society. They're creatures of passion and duty. It's said that an elf is born into the world based upon actions and events- A sunrise, a whistled tune, a blooming flower, or a wildfire could birth an elf. Elves cannot breed with other elves, only humans, and halfbreed elves have no magical power at all, and are considered otherwise Human, albeit with more drastically pointed ears than most.
  3. • One True Name: When an elf is born, they know only three things intuitively; Their origin, which aligns them as either Nature or Societal, their Name, and their compulsion, which is a certain action, practice, or trade that they derive their pleasure and power from.
  4. • Contract With Reality: An elf's existence is always in flux, and as such, they have no bennies. Instead, they must follow through their compulsion- which could be anything from making people happy to a certain art form, or causing people pain. At the GM's discretion, they acquire bennies rather easily if they follow their compulsion enough. However, due to this, they can retain their bennies acquired this way through multiple sessions. Bennie related edges still function, but the Lucky edge only gives the elf a minimum of one bennie at the start of every session.
  5. • Arcane Existence: An Elf gains a Power every advance (Limited at rank), starting with none, and has no spellcasting stat- each power is instead an automatic success. However, this comes with a cost- Instead of power points, an elf uses Bennies, literally giving away their existance in trade for power. An elf cannot use bennies gained through Common Bond for this, however.
  6. • Elven Balance: Based on an elf's Origin, An elf starts with either [• Wild Elf: a d6 in Agility], or [• High Elf: +1 Charisma], and either a +2 Notice (Flow) or a free d6 in any skill related to their Compulsion.
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  8. New Hindrances:
  9. • Boons (Elf, Major or Minor): When an elf is treated kindly, or given something as charity, it feels a powerful urge to give them a Boon. The elf must make a Spirit check to resist it, and if the roll is failed, the Elf must do any favor the Boon holder requests, even at the point of giving up their life. If Minor, the elf can choose their own favor in lieu of the boon holder.
  10.  
  11. New Edges:
  12. • Arcane Devotion (Elf, Novice): An Elf can gain the equivalent of a Raise on any powers they cast if they pay an additional bennie.
  13. • Powerful Compulsions (Elf, Heroic): An Elf gains two bennies instead of one when following through on compulsions.
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  15.  
  16. Sample Compulsions, Origins, and Powers:
  17. Kelaris: Compulsion- Martial Combat, Origin- Sword Duel (High Elf)
  18. Powers: Armor, Smite, Boost/Lower Trait, Quickness, Warrior's Gift
  19.  
  20. Kale: Compulsion- Storytelling, Origin- Blooming Flower (Wild Elf)
  21. Powers: Beast Friend, Deflection, Disguise, Detect/Conceal Arcana
  22.  
  23. Leez: Compulsion- Forging, Origin- Wildfire From Thunderstorm (High Elf)
  24. Powers: Healing, Environmental Protection, Succor, Elemental Manipulation
  25.  
  26. Garethiel: Compulsion- Causing Pain Or Despair, Origin- Underground Cave. (High Elf)
  27. Powers: Confusion, Fear, Darkness/Light, Mind Reading, Puppet, Invisibility
  28.  
  29. Kalee: Compulsion- Causing Happiness Or Pleasure, Origin- SPOILERS (Wild Elf)
  30. Powers: Beast Friend, Shape Change, Mind Reading
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