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Star Elves


Star Elves are the most ancient, the proudest and up to 30m in dim light (treating the
and fairest of all the Elven Kins. They’ve first 15m as if they were standing in bright
been created and awakened by the Gods in light).
the south-eastern Middle Lands when there • Immortal: Elves do not age, are immune to
were still neither Sun nor Moon; instead, the disease, and are resistant to the effects of
sky was lighted by a billion silver Stars - natural cold (gaining a +10 bonus against
hence their name. They have always been the any Cold-based threat). They don’t need
dearest Kin to the Gods, having been created to sleep, and will gain the benefits of a
in their image and likeness and having night’s rest simply by meditating for 3
inherited almost all their best - and worst hours.
qualities. When the Gods invited them, they • Light-Footed: Rough terrain does not affect
sailed across the Sea to live by their side as Elves’ movement, as long as they are
peers. However, some of the proudest of unencumbered and wear light or no
them grew envious of the Gods and begun a armor.
strife against the Gods and the other Elven • Star Blessed: The fairest of all the elven
Kins. After the war ended with countless kindred, Star Elves must assign their
lives lost, those of them that remained highest Stat Value to their Bearing. They
faithful to the Gods preferred to sail back to also get a special +20 bonus to their
the Middle Lands and settle there. They tried Arcana, Songs & Tales and Charisma
to live in peace with the other Elven Kins but skills.
their arrogance was never really forgiven, • Lore of the Ages: Star Elves gain access to
and they’re still not fully trusted. They also two Kin Spell Lores: Elven Lore and Spell
tend to have a haughty attitude of contempt Songs (see Magic & Spells chapter for
for all other Kins, which they consider more information about Kin Spell Lores)
inferior to themselves. They also gain 2 ranks to distribute among
Star Elves are incredibly tall, males these Spell Lores as they see fit.
averaging 200 cm or more, and slender as Suggested Cultures: Fey or Noble
other Elves, but possibly more muscular. Starting Wealth Level: 2
They have incredibly deep and wise eyes, Background Options: Star Elves start with 2
and their stare is often deemed disquieting Background Points.
by members of other Kins. Star Elves prefer
golden, silver, purple, white and black Starting Equipment
clothes.
• a set of normal traveling clothes;
Special Traits • a belt with scabbards to hold his weapons;
• a pouch for his coins and personal
• Keen Senses: Elves superior senses grant belongings;
them a special +10 bonus to their
• a small bag or rucksack;
Perception skill. Additionally, they can see • the items gained through his Background
in moonlight or starlight as if it were day, Points and his Culture Outfitting Options.

Pl
aye
r
Cha
rac
ter Astarisë Corumdarl
Ki
n Star Elf Cul
tur
e Noble
Voc
ati
on Warrior XP 10 Le
vel 1 THE CLASSIC GAME OF FANTASY ADVENTURE

Mot
iva
tion Dr
ivePoi
nts
Na
tur
e
0 1 2
Al
legi
anc
e
Passion 3 4 5

STATS SPECI
ALABI
LITI
ES BACKGROUND OPTI
ONS
Stat Name Base Kin Tot Voc
ati
on Armored Juggernaut Elven Training (Minor – 1BP)
Br
awn BRN 5 0 5 Ki
n Keen Senses Ancient Heirloom (Minor – 1BP)
Swi
ft
nes
s SW I 20 15 35 Ki
n Immortal
For
tit
ude FOR 5 10 15 Ki
n Light-Footed
Wi
ts WI
T 0 5 5 Ki
n Star Blessed
Wi
sdom W SD 0 10 10 Ki
n Lore of the Ages
Be
ari
ng BEA 20 15 35 Ki
n

SKI
LLS SPELLS
Skill Name Stat # Ranks Rank Voc Item Spec Tot Spell Lore Name Stat # Ranks Rank Voc Item Spec Tot

Ar
mor DP: 2 Spe
llLor
es DP: 0
Ar
mor(
noSt
at) - 4 20 -40 -20 Elven Lore 35 1 5 40
Spell Songs 35 1 5 40
Comba
t DP: 5
Healing 10 1 5 15
Bl
unt(
BRN) 5 0 20 25
Bl
ade
s(BRN*
) 35 5 25 20 10 90
Ra
nge
d(SW I
) 35 3 15 20 70
Pol
ear
ms(
BRN) 5 1 5 20 30
Br
awl(
BRN*
) 5 1 5 20 30

Adve
ntur
ing DP: 4
At
hle
tic
s(BRN) 5 3 15 10 30
Ri
de(
SW I
) 35 1 5 15 55
Hunt
ing(
WIT) 5 0 5 10 SECONDARYSKI
LLS
Na
tur
e(WSD) 10 1 5 5 20 Skill Name Stat # Ranks Rank Voc Item Spec Tot

Wa
nde
ring(
W SD) 10 1 5 5 20

Rogue
ry DP: 2
Ac
roba
tic
s(SW I
) 35 1 5 40
St
eal
th(
SW I
) 35 1 5 40
Loc
ks& Tr
aps(
WIT) 5 0 5
Pe
rce
pti
on(
W SD) 10 2 10 10 10 40 MAGI
CPOI
NTS HI
T POI
NTS& WOUNDS
De
cei
ve(
WIT) 5 1 5 10
MPTot
al 5 HPTot
al 50 Ki
nMa
x 120 Br
uis
ed 25
Lor
e DP: 0 Cur
rent HPLos
t

Ar
cana(
WIT) 5 0 0 20 25 Condi
ti
ons

Cha
ris
ma(
BEA) 35 2 10 20 65 W EALTH Wounds

Cul
tur
es(
WIT) 5 1 5 10 We
alt
hLe
vel 4
He
ale
r(W SD) 10 0 0 10 St
atus Les. Noble DEFENSE,
ARMOR& SAVES
Songs& Ta
les(
BEA) 35 1 5 20 60 Ar
morType Plate Mail
MOVEMENT Zone
sPr
ote
cte
d Torso
Body DP: 2
Enc
.Le
vel Unenc. De
fens
e(DEF) 34 W /Shi
eld 59 Ra
nge
d 34
Body(
FOR) 15 3 15 20 50
MoveRa
te 25,5 Toughne
ssSa
ve 20 Wi
ll
powe
rSa
ve 15
EQUI
PMENT & GEAR MAGI
CITEMS
Item & Description Location Quality Bonus Item & Description Bonus

Enameled breastplate Magic silvered two-handed sword 10


Engraved warhorn
Two-handed sword +10

PEOPLE& NPCsKNOW N

PLACESVI
SITED & OTHERNOTES

W EAPONS& ATTACKS
Max Prim Alt Base
Weapon or Attack Hands Lenght Skill Used CR Attack Table NA SL RL CH PL Notes
Res Crit Crit Rang

Two-hand sword 2H Long Blades 6 Edged 175 Cut Pie - - - - - -

ARMORS& PROTECTI
ONS EXPERI
ENCETRACKI
NG
Max SWI Move Act CMB Perception Melee DEF Rang DEF
Armor Name Armor Type
To DEF Penalty Penalty Penalty Bonus Bonus You travelled to or explored a location you’ve never seen before. o
Breastplate Plate 30 -40 - - - - You faced dangerous foes and/or difficult situations. o
You completed a quest or mission. o
You suffered a grievous wound. o
You saved the day against all odds, by sheer luck or improvised skills. o
Your might or bravery solved the most critical situation in this session. o

RI
DINGANI
MAL COMPANI
ON ANI
MAL
Na
me Na
me

Ani
malType Ri
deBonus Ani
malType

Move At
tac
kType CMB DEF HP Move At
tac
kType CMB DEF HP

Not
es Not
es
Spell Songs
Singing and playing enthralling magic Songs of ancient lore, awe and ensorcellment; controlling the mind and soul of less
ancient and wise living beings.
Stat Bonus: BEA

Spell Songs 2nd • Song of Courage
Area of
Weave Spell Range Effect Duration Range: 15 m
Area of Effect: 1 target
1st Song of Tranquillity 15m 1 target C Duration: Concentration
Save: No
2nd Song of Courage 15m 1 target C
This song strengthens the resolve of target living
3rd Haunting Melody 15m 1 target C creature. Target is immune to fear for the duration.
4th Enchanted Lullaby 15m 1 target C
Warping Options
5th Enthralling Song 15m 1 target C
• +3 Weave: increase Range by 15 m.
6th Resounding Rhyme 0 (self) 3m radius 1 rnd/lvl • +4 Weave: add one target to the Area of Effect.

7th Fettering Song 15m 1 target C

8th Echoing Voice 0 (self) Caster 1 rnd/lvl


3rd • Haunting Melody
9th Beguiling Song 15m 1 target C Range: 15 m
Area of Effect: 1 target
10th Memory's Dirge 15m 1 target P
Duration: Concentration
Save: Yes
1st • Song of Tranquillity This song shakes target sentient humanoid creature,
making it inexplicably afraid of the caster. The target
Range: 15 m won’t attack him for any reason (but can still Parry his
Area of Effect: 1 target attacks) and will attempt to flee from him, if able.
Duration: Concentration
Save: Yes
Warping Options
Target sentient humanoid creature is filled by a sense • +3 Weave: increase Range by 15 m.
of calm and peacefulness by this song. The target • +4 Weave: add one target to the Area of Effect.
cannot engage in any aggressive activity for the
duration of the spell, as long as he remains within
range and is able to hear the caster. If attacked, the 4th • Enchanted Lullaby
target can defend himself normally (by parrying the
attack or using other defensive capabilities) and can Range: 15 m
make another SR to end the effects of this Spell. Area of Effect: 1 target
Duration: Concentration
Save: Yes
Warping Options
• +3 Weave: increase Range by 15 m. Upon hearing this song, target sentient humanoid
• +4 Weave: add one target to the Area of Effect. creature falls immediately asleep for the duration.
Shaking, prodding or harming the target in any way,
will grant him a Save Roll to end the effects of the
spell.

Warping Options
• +3 Weave: increase Range by 15 m.
• +4 Weave: add one target to the Area of Effect.
5th • Enthralling Song 8th • Echoing Voice
Range: 15 m Range: 0 (self)
Area of Effect: 1 target Area of Effect: Caster
Duration: Concentration Duration: 1 rnd/lvl
Save: Yes Save: No
This song confounds target creature, instilling in it the The caster can Concentrate on spells from this Spell
belief that the caster is an old friend, and making it act Lore as a Free Action for the duration of this spell, but
accordingly. The effects of this spell persist for 10 cannot Concentrate on more than one spell each
minutes after its Duration expires. This spell and its round.
effects immediately end if the caster or one of his allies
attacks or harms the target. 9th • Beguiling Song
Range: 15 m
Warping Options
Area of Effect: 1 target
• +3 Weave: increase Range by 15 m. Duration: Concentration
• +4 Weave: add one target to the Area of Effect.
Save: Yes
This insidious song convinces target sentient creature,
6th • Resounding Rhyme that anything the caster sings about it’s undeniably
true for the duration. This spell automatically ends if
Range: 0 (self) the target is presented with hard evidence that what
Area of Effect: 3 m radius the caster’s singing about is false.
Duration: 1 rnd/lvl
Save: No 10th • Memory’s Dirge
Any spell from this Spell Lore, with an Area of Effect
of “1 target”, cast by the caster while this spell is Range: 15 m
Area of Effect: 1 target
active, will change its Area of Effect to a 3 meters
Duration: Permanent
radius, centered on the caster.
Save: Yes
7th • Fettering Song This song will make target sentient creature forget
about a specific event happened within 1 day per
Range: 15 m caster’s level in the past. Caster must Concentrate on
Area of Effect: 1 target this spell for a time equal to the time erased from the
Duration: Concentration target’s memory. This spell’s effects are permanent,
Save: Yes unless dispelled by magic.

This song makes target sentient creature’s limbs and


body feel sluggish and difficult to move, as if they
were restricted by heavy chains. Target is Held for the
Duration.

Warping Options
• +3 Weave: add one target to the Area of Effect.
Elven Lore
Gathering the Wisdom of the Stars, to recall upon the Lore of the Ancients about legendary people, places, artifacts and
magics.
Stat Bonus: BEA

crafted item (learning its Treasure Value).
Spell Songs
Area of
Weave Spell Range Effect Duration
Warping Options
• +1 Weave: the caster also learns if the item is
1st Memory Palace 0 (self) caster -
enchanted and is given a rough estimation of how
2nd Artificer's Lore 0 (touch) 1 target - powerful it is.
• +5 Weave: the caster also learns if the item has any
3rd Lore of Words 0 (touch) 1 target - cultural or historical value, and is given a rough
idea about its significance.
4th Mind's Knowledge 15m 1 target -

5th Dreams of Lore 0 (self) caster 4 hours


3rd • Lore of Words
6th Secrets of the Runes 0 (touch) 1 target -

7th Dark Lore 20m 1 target - Range: 0 (touch)


Area of Effect: 1 target
8th Hunter's Lore 20m 1 target - Duration: -
Save: No
9th Mystical Lore* 20m 1 target -
The caster learns what language target text is written
10th Lore of the Ancients 0 (self) caster 4 hours in and if it hides an hidden meaning.
If the text author is particularly noteworthy, the caster
also learn his name, and if the text itself has any
1st • Memory Palace monetary value.
Range: 0 (self)
Area of Effect: Caster 4th • Mind’s Knowledge
Duration: -
Save: No Range: 15m
Area of Effect: 1 target
The caster remembers perfectly a specific event he Duration: -
witnessed within 10 day/level in the past. Save: Yes
The caster learns if target sentient creature he can see
Warping Options has any knowledge about a specific topic.
• +2 Weave: the event recalled can be happened up to Additionally, if the target failed his SR, the caster can
3 months/level in the past. read his surface thoughts about the topic (how does he
• +5 Weave: the event recalled can be happened up to feel about it; if he deems the topic important and/or if
10 years/level in the past. it generates strong emotions within him).

Warping Options
2nd • Artificer's Lore • +4 Weave: the caster peers deeper into the target’s
mind. If the target failed his SR, he’s able to
Range: 0 (touch) mentally ask him a single question about the chosen
Area of Effect: 1 target topic, to which the target must answer truthfully.
Duration: -
Save: No
The caster assess the value of target gem, jewel or 

5th • Dreams of Lore 9th • Mystical Lore*
Range: 0 (self) Range: 20 m
Area of Effect: Caster Area of Effect: 1 target
Duration: 4 hours Duration: -
Save: No Save: No
The caster falls into a deep trance for the duration. The caster identifies target spell, ritual or magical
During the trance, the caster is oblivious to anything effect, learning its name, origin, Weave and general
happening around him, but receives a vision about a effects.
significant event in the past of an item or place he can
see at the time of casting. 10th • Lore of the Ancients
6th • Secrets of the Runes Range: 0 (self)
Area of Effect: Caster
Range: 0 (touch) Duration: 4 hours
Area of Effect: 1 target Save: No
Duration: -
The caster falls into a deep trance for the duration,
Save: No
during which he enters in communion with the wise
The caster learns the purpose of target magical or spirits of Nature. He’s oblivious to anything
enchanted text. If the text is a magical scroll, he also happening around him for the duration, but at the end
learn what spells it contains and get a special +20 of the trance he can ask a simple yes or no question
bonus to his Arcana roll to cast them from that scroll. about a specific subject, to which the GM must answer
truthfully.
7th • Dark Lore
Range: 20 m
Area of Effect: 1 target
Duration: -
Save: No
The caster knows if target creature, item or place he
can see within the Range of this spell is cursed or
connected with the Darkmaster. If the target is cursed,
he also learn the origins of the curse afflicting it, and
gains a +10 to his eventual SRs to resist its effects.

8th • Hunter’s Lore


Range: 20 m
Area of Effect: 1 target
Duration: -
Save: No
The caster identifies the nature of target creature he
can see, learning what type of creature it is and its
general origins. He also gets an idea of the general
capabilities usually possessed by creatures of that
type, together with their most known weaknesses,
vulnerabilities or idiosyncrasies.

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