Castellia- A Fantasy Setting (Sudowoodo! Sunflora! Donphan!)

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Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Wolf in Sheep's Clothing

Post by Jabroniville »

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WOLF IN SHEEP'S CLOTHING
Role:
Hidden Menace
PL 6 (65)
STRENGTH
4 STAMINA 6 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 1 PRESENCE -2

Skills:
Expertise (Survival) 5 (+6)
Intimidation 8 (+6)
Perception 11 (+12)
Stealth 6 (+9)

Advantages:
Fast Grab, Improved Critical (Bite), Improved Initiative, Startle, Takedown 2

Powers:
Senses 2 (Radius Sight, Low-Light Vision) [2]
Movement 1 (Slithering) [2]
"Bite" Strength-Damage +2 [2]
"Tentacles" Reach 2 [2]

Offense:
Unarmed +6 (+4 Damage, DC 19)
Bite +6 (+6 Damage, DC 21)
Initiative +7

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +6, Fortitude +6, Will +4

Complications:
Disabled (Animal)- Wolf In Sheep's Clothing cannot speak, nor use their claws to easily manipulate objects.

Total: Abilities: 32 / Skills: 30--15 / Advantages: 6 / Powers: 8 / Defenses: 4 (65)

Era: Fantasy Realms
Range: Lacaean Forests
Colouring: Brown/green, with green tentacles
Size: Up to five feet tall
Encounter Groups: Only One
Diet: Predators.
Tactics: Lash out by surprise when a target is lured up close- grasps prey and brings towards large, open mouth.

-Many tall tales speak of the "Wolf In Sheep's Clothing", though most dispell them as silly myths- creatures that have somehow learned to animate corpses and use them to lure in unsuspecting hunters. However, anyone within the Lacaean region knows the deadly truth- these things are altogether real. Scholars have attempted to uncover their true nature, and were shocked to uncover no magic within- these are not shapechangers, Magical Beasts or otherworldly creatures- they simply appear they way they do, and behave the way they behave, out of sheer natural evolution!

-The "Wolf" is actually a tree-stump-shaped creature, packing a large, vertical-slit maw and a pair of extremely long, vinelike tentacles. Using these "vines", they take the corpses of small animals and manipulate them so that the creature appears alive, drawing in unspecting predators. These beasts attack and kill foxes, coyotes, wolves and even humanoids- their comparative size and stealth makes them deadly adversaries.

-The creatures breed by implanting eggs within one of the creatures they lure, or by having a creature eat its lure- the eggs soon overwhelm the target, which wanders into the woods in a state of trance, before is becomes devoured from the inside out.

Jab's Notes: This creature is an infamous bit of early D&D silliness, sporting one of those classic "the GM is out to kill you" tricks of having a rabbit on a tree stump reveal a supernatural menace- the "rabbit" is just a lure- a dead animal kept animated by the tentacles!
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Volcarona

Post by Jabroniville »

ImageImage

VOLCARONA
Role:
Burning Moths
PL 6 (58)
STRENGTH
0 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 4 (+4)
Perception 4 (+4)
Ranged Combat (Fire) 6 (+6)

Advantages:
None

Powers:
"Fire/Bug-Type"
Immunity 30 (Metal Damage, Ice Damage) (Flaws: Limited to Half-Effect) [15]
Immunity 5 (Plant Damage) (Flaws: Limited to One-Quarter Effect) [2]

Flight 3 (16 mph) (Flaws: Winged) [3]

"Fiery Dance" Damage 6 (Extras: Area- 30ft. Burst) (12) -- [14]
  • AE: "Burning Ember" Blast 6 (12)
  • AE: "Bug Buzz" Weaken Toughness 6 (Extras: Ranged) (Flaws: Limited to vs. Energy Damage) (6)
Offense:
Unarmed +4 (+0 Damage, DC 15)
Burning Ember +6 (+6 Ranged Damage, DC 21)
Fiery Dance +6 Area (+6 Damage, DC 21)
Bug Buzz +6 (+6 Ranged Weaken, DC 16)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +4

Complications:
Disabled (Animal)- Volcarona cannot speak, nor use their legs to easily manipulate objects.
Weakness (Rock, Water & Flying Attacks)- These attacks are super-effective against Volcarona- especially anything involving throwing Earth.

Total: Abilities: 8 / Skills: 14--7 / Advantages: 0 / Powers: 34 / Defenses: 9 (58)

VOLCARONA- GOD FORM
Role:
Burning Moths
PL 11 (113)
STRENGTH
2 STAMINA 6 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -3

Skills:
Expertise (Survival) 4 (+4)
Perception 4 (+4)
Ranged Combat (Fire) 10 (+10)

Advantages:
Power Attack

Powers:
"Fire/Bug-Type"
Immunity 30 (Metal Damage, Ice Damage) (Flaws: Limited to Half-Effect) [15]
Immunity 5 (Plant Damage) (Flaws: Limited to One-Quarter Effect) [2]

Flight 5 (60 mph) (Flaws: Winged) [5]
Immunity 1 (Aging) [1]

"Fiery Dance" Damage 11 (Extras: Area- 60ft. Burst +2) (33) -- [35]
  • AE: "Burning Ember" Blast 12 (24)
  • AE: "Bug Buzz" Weaken Toughness 10 (Extras: Ranged) (Flaws: Limited to vs. Energy Damage) (10)
Offense:
Unarmed +6 (+2 Damage, DC 17)
Burning Ember +10 (+12 Ranged Damage, DC 26)
Fiery Dance +11 Area (+11 Damage, DC 26)
Bug Buzz +10 (+10 Ranged Weaken, DC 20)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +7

Complications:
Disabled (Animal)- Volcarona cannot speak, nor use their legs to easily manipulate objects.
Weakness (Rock, Water & Flying Attacks)- These attacks are super-effective against Volcarona- especially anything involving throwing Earth.

Total: Abilities: 26 / Skills: 18--9 / Advantages: 1 / Powers: 57 / Defenses: 20 (113)

Era: Fantasy Realms
Range: Volcanically-active regions.
Colouring: Brown with white fur and red wings
Size: Up to five feet tall
Encounter Groups: Solitary or large groups (2-25) around flames or lava.
Diet: Plant matter.
Tactics: Lash out by surprise when a target is lured up close- grasps prey and brings towards large, open mouth.

-Volcarona are large insectoid creatures about the size of a man's torso, sporting six very large wings. Despite being insects, they have the ability fire- a magical power given to them by proximity to Ley Lines. Living in volcanic regions, these huge moths are generally solitary plant-eaters, though congregate around magma in active volcanic regions. The creatures tend to keep to themselves, but if threatened by predatory creatures, they will lash out with what has been described as a "Dance of Fire"- they spin about, their wings letting off small, burning scales which cover the area in a sea of fire. Volcarona are considered sacred to many people, who consider them the beings that re-energize the dying sun.

-Unusually, the creatures have a larval form which is known to last for years- even decades. Called "Larvesta", these small, crawling creatures are largely helpless plant-eaters were thought to be a different species entirely until intrepid explorers witnessed a metamorphosis take place- their shells cracking open and spewing flames for a hundred yards.
-One elite Volcarona is known to exist- it is enshrined by superstitious folk in a spectacular sun-shrine, as it is expected to be the sole creature capable of reigniting Castellia's sun should it ever go out.

Jab's Notes: Volcarona are a pretty cool-looking later Pokemon, sporting a really neat-looking "Furry body; set of wings" design. The only Fire/Bug type in the game (later games in the series made a lot of efforts to "fill out" the Type Combinations), they resemble Atlas & Cecropia Moths, and may be related to the phrase "Like a moth to flame". Aaaaaaaaaaannnnnnnnd it turns out there's only one in the game- a super-elite Lvl. 70 thing you fight in its own shrine, so I totally underscored it by making it a PL 6 commonly-seen Firebug :). Oh well.
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L-Space
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Re: Castellia- A Fantasy Setting (Greenskins, Wolf In Sheep's Clothing, Volcarona)

Post by L-Space »

Very nice Volcarona build, thanks Jab! It's one of the newer Pokemon that has a great look, there's a lot of cool fanart for it too.
Image
Formerly luketheduke86
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Magmar

Post by Jabroniville »

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MAGMAR
Role:
Lava Boobies
PL 6 (81)
STRENGTH
2 STAMINA 5 AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -3

Skills:
Expertise (Survival) 4 (+5)
Perception 4 (+5)
Ranged Combat (Fire) 6 (+6)

Advantages:
All-Out Attack, Startle

Powers:
"Fire-Type"
Immunity 10 (Fire Effects) [10]
Lava Aura 4 [16]
Environment 5 (Heat) [5]
Regeneration 6 (Flaws: Limited to Within Lava) [3]
Fire Blast 6 [12]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Lava Aura +6 (+4 Damage, DC 19)
Fire Blast +6 (+6 Ranged Damage, DC 21)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +5, Fortitude +5, Will +4

Complications:
Disabled (Animal)- Volcarona cannot speak, nor use their legs to easily manipulate objects.
Weakness (Rock & Water Attacks)- These attacks are super-effective against Magmar.

Total: Abilities: 18 / Skills: 14--7 / Advantages: 2 / Powers: 46 / Defenses: 8 (81)

Era: Fantasy Realms
Range: Volcanically-active regions.
Colouring: Red and black with bright flames.
Size: Up to five feet tall
Encounter Groups: Solitary or large groups (2-25) around flames or lava.
Diet: Rock
Tactics: Lash out by surprise when a target is lured up close- grasps prey and brings towards large, open mouth.

-Magmar are duck-like creatures that were magically altered by lava fields into becoming one with the elements. Now capable of swimming through molten lava without harm, Magmar also shoot flames to dissuade attackers, and few creatures other than Fire Dragons could eat their meat. For this purpose, Fire Dragons are often seen to "farm" large groups of Magmar around their dens- the fact that Magmar are aggressive and highly-territorial also helps the Dragons be left alone. The creatures seem to be able to consume rocks and minerals to the exclusion of all other materials.

-Relatively quick breeders, Magmar babies are called "Magby", and cannot shoot fire- only set alight and survive in the same conditions as their parents. Magby are often taken by hunters in order to train them for display in zoos, or utilize as guardians- however, the creatures rarely survive long without access to lava or extremely hot conditions.

Jab's Notes: I always thought Magmar was pretty lame. As a first generation Pokemon, it was one of the ones stuck without any Evolved Forms, and it also didn't show up until near the end of the game- and the end of the first game was PACKED with Fire Types! I mean, you had Ponyta/Rapidash, Arcanine, Vulpix/Ninetails and more! Who was gonna mess around with Magmar? Plus... it's a fire duck. I never cared for its counterpart Electabuzz, either- they share similarities, such as being of the same level, were exclusive to one game in the first generation, and even learn similar moves. As Electabuzz was similar to an Oni, Magmar was similar to the Karura (never heard of it, either).

-It managed to gain both an infant form, and an Evolved form, in later games, giving us Magby and Magmortar. And its Japanese name, Boober, suggests a similar to the booby instead of the duck. But it's pretty duck-like.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Greenskins, Wolf In Sheep's Clothing, Volcarona)

Post by Jabroniville »

L-Space wrote: Fri Jul 07, 2017 6:15 pm Very nice Volcarona build, thanks Jab! It's one of the newer Pokemon that has a great look, there's a lot of cool fanart for it too.
Yeah, while I find the later generations involve a lot of repetition ("Okay, so this one's gonna be like Seel, but... screw it, it's just Seel"), they still knock it out of the park every once in a while. Volcarona looks awesome.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Bulbasaur & Venusaur

Post by Jabroniville »

Image

This creature looks vaguely reptilian or amphibian in nature, with bright green or blue skin. It's face is emotive by animal standards, and it has a large plant on it's back- smaller specimens have flowers, while larger ones have large palm trees. Their is a pair of vinelike appendages sticking out from the bottom of the plant.

VENUSAUR
Role:
Supreme Spanish Conquistador
PL 10 (131)- Minion Rank 9, Sidekick Rank 27
Normal PL:
PL 8-9
STRENGTH 9 STAMINA 12 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Expertise (Survival) 4 (+5)
Intimidation 9 (+7, +11 Size)
Perception 4 (+5)
Ranged Combat (Grass Attacks) 6 (+10)
Stealth +4 (-4 Size, +8 Grasslands)

Advantages:
Accurate Attack, Chokehold, Fast Grab, Interpose, Power Attack, Ranged Attack 4

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
"Vines" Extra Limbs 2 [2]
"Large Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]

"Grass-Type Magical Creature"
Immunity 20 (Electric & Water Effects) (Flaws: Limited to Half-Effect) [10]
Immunity 10 (Plant Effects) (Flaws: Limited to Quarter-Effect) [2.5]
Movement 1 (Environmental Adaptation- Forests) [2]
Enhanced Skills: Stealth 12 (+8) (Flaws: Limited to Forests & Grassland) [3]

"Solar Beam Stream" Damage 10 (Extras: Area- 30ft. Line) (Quirks: Cannot Attack In the Round Before) (29) -- [36]
  • AE: "Solar Beam" Blast 12 (Feats: Penetrating 6) (Inaccurate -1, Quirks: Cannot Attack In the Round Before) (28)
  • AE: "Vine Whip" Blast 8 (Feats: Split) (Diminished Range -1) (16)
  • AE: "Vine Snare" Snare 8 (Feats: Split) (Flaws: Limited to Two Targets) (Diminished Range -1) (16)
  • AE: "Razor Leaf" Blast 8 (Feats: Improved Critical) (Extras: Multiattack) (25)
  • AE: "Stun Spore" Affliction 6 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged, Area- 15ft. Cloud, Progression +2) (Diminished Range -2) (28)
  • AE: "Poison Powder" Weaken Stamina 6 (Extras: Ranged, Area- 15ft. Cloud, Progression +2) (Diminished Range -2) (18)
  • AE: "Sleep Powder" Affliction 6 (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged, Area- 15ft. Cloud, Progression +2) (Diminished Range -2) (28)
Offense:
Unarmed +7 (+8 Damage, DC 23)
Solar Beam +8 (+12 Ranged Damage, DC 27)
Solar Stream +10 Area (+10 Damage, DC 25)
Vine Whip +10 (+8 Ranged Damage, DC 23)
Vine Snare +10 (+8 Ranged Affliction, DC 23)
Razor Leaf +10 (+8 Ranged Damage, DC 23)
Stun Spore & Sleep Powder +6 Area (+6 Ranged Affliction, DC 16)
Poison Powder +6 Area (+6 Ranged Weaken, DC 16)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +12, Fortitude +9, Will +7

Complications:
Disabled (Animal)- Venusaur cannot speak to humans.
Weakness (Fire, Ice, Bird & Psionic Damage)- Venusaur's creature type leaves it vulnerable to certain types of attack. Even Bird-like creatures do extra damage.

Total: Total: Abilities: 14 / Skills: 27--13.5 / Advantages: 9 / Powers: 75.5 / Defenses: 19 (131)

Era: Fantasty Worlds
Range: Deep Forests
Colouring: Green, Blue, Yellow
Size: Up to 24 feet long (1,000-5,200 lbs.)
Encounter Groups: Solitary or Small Clusters
Diet: Plants, Giant Insects
Tactics: Stunning with Powders, then attacking downed creatures or Blasting away.

ImageImageImage

BULBASAUR
Role:
Half-Plant Spanish Conquistador, Juvenile Version
PL 5 (79)- Minion Rank 6, Sidekick Rank 16
Normal Version:
PL 3-4
STRENGTH 1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Expertise (Survival) 3 (+4)
Intimidation 4 (+2)
Perception 3 (+4)
Ranged Combat (Grass Attacks) 4 (+6)
Stealth +0 (+3, +11 Grasslands)

Advantages:
Evasion, Improved Defense, Ranged Attack 2

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
"Vines" Extra Limbs 2 [2]

"Grass-Type Magical Creature"
Immunity 20 (Electric & Water Effects) (Flaws: Limited to Half-Effect) [10]
Immunity 10 (Plant Effects) (Flaws: Limited to Quarter-Effect) [5]
Movement 1 (Environmental Adaptation- Forests) [2]
Enhanced Skills: Stealth 8 (+8) (Flaws: Limited to Forests & Grassland) [2]

"Stun Spore" Affliction 4 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged, Progression +2) (Diminished Range -2) (14) -- [19]
  • AE: "Vine Whip" Blast 4 (Feats: Split) (Diminished Range -1) (8)
  • AE: "Vine Snare" Snare 4 (Feats: Split) (Flaws: Limited to Two Targets) (Diminished Range -1) (8)
  • AE: "Razor Leaf" Blast 4 (Feats: Improved Critical) (Extras: Multiattack) (13)
  • AE: "Poison Powder" Weaken Stamina 4 (Extras: Ranged, Progression +2) (Diminished Range -2) (14)
  • AE: "Sleep Powder" Affliction 4 (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged, Progression +2) (Diminished Range -2) (14)
Offense:
Unarmed +5 (+1 Damage, DC 16)
Vine Whip +6 (+4 Ranged Damage, DC 19)
Vine Snare +6 (+4 Ranged Affliction, DC 14)
Razor Leaf +6 (+4 Ranged Damage, DC 19)
Stun Spore & Sleep Powder +6 (+4 Ranged Affliction, DC 14)
Poison Powder +6 (+4 Ranged Weaken, DC 14)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +4

Complications:
Disabled (Animal)- Bulbasaur cannot speak to humans.
Weakness (Fire, Ice, Bird & Psionic Damage)- Bulbasaur's creature type leaves it vulnerable to certain types of attack. Even Bird-like creatures do extra damage.

Total: Total: Abilities: 14 / Skills: 14--7 / Advantages: 4 / Powers: 43 / Defenses: 11 (79)

Era: Fantasty Worlds
Range: Deep Forests
Colouring: Green, Blue, Yellow
Size: Up to 4 feet long (80-120 lbs.)
Encounter Groups: Solitary to Large Clusters
Diet: Plants, Giant Insects
Tactics: Stunning with Powders, then attacking downed creatures or Blasting away.

-Bulbasaur, and it's larger form, Venusaur (which is clearly the same animal, but larger and with a much bigger tree on it's back), are strange mixes of amphibian/reptile and plant matter- it's powers involve gathering sunlight, casting poisonous spores into the air, and whipping with extra vinelike limbs. Numerous in it's younger form, it rarely reaches it's full size, as many seem to lack the nutrition to gather such mass. As such, Venusaur are rare, incredibly-powerful creatures.

Jab's Notes: Bulbasaur was my favourite Pokémon when I first picked up the games- he had the coolest voice ever in the cartoon (he sounded like a Spanish Conquistador!), he looked great (some frog/turtle-thing with a big plant on it's back), and it had some awesome attacks. Plus, he was by far the easiest character to play in the first part of the game, because he could whup the first three gym trainers with ease. For Venusaur, I created a massive PL 10 creature with D&D monster-style arrays of attacks (based off of numerous Grass-type Poke-Moves)- it's a challenge for nearly any PC to take out, and even a Dragon would hesitate before tackling such a monster. Bulbasaur is much weaker, and fits a Sidekick quotient quite well.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

High Elves

Post by Jabroniville »

Image

These humanoids are more or less exactly like humans, but they are thinner, have longer hair, and their ears stick far out to the sides, and come to great points. Their eyes are slightly inhuman.

HIGH ELVES
Creature Type: Humanoid, Elf, Fey
Typical Adult Height: 5'0"-6'8"
Birth Rate: 1-2 infants every 15 months
Lifespan: 0-18 (Child), 19-50 (Young Adult), 51-355 (Adult), 356-500 (Elder)
Nicknames: Point-Ears, Pointies
Sexual Dimorphism: Mammaries, size and much more delicate features.
Skin Tones: Pink, brown
Hair: Long, almost any naturally recurring colour (blonde, brown, black, red)
Racial Mounts: Horses, Struthiomimus, Raptors, Great Eagles, Pegasi, etc. (almost any)
Racial Weapons: Swords, Spears, Lances, Bows
Religion: The Mysterious Elven Gods

Allies: Dragons

Encounter Groups:
Solo (1)
Group (2-4, plus 0-1 Mounts)
Bands (4-15 plus 0-3 Elites, 0-10 Mounts, 0-3 Big Cats, 0-2 Giant Eagles)
Town (8-30, plus 1-10 Elites, 2-30 Mounts, 0-10 Big Cats, 0-10 Giant Eagles, 0-3 Monsters)

PL Variants:
PL 0: Noncombatants
PL 1-3: Weaker Specimens
PL 4: Common Soldier
PL 5: Elite Soldier
PL 6: Samurai, Lion-Tamer
PL 7+: Extreme Elites, Important Characters

-Though they appeared only a few centuries before as the Humans and Orcs (alongside the Dwarves), Elves are much more long-lived, and were civilized far quicker, and this gives them a unique outlook on life. Elves tend to be around the same height of most Humans, but are generally thinner. There are three main branches of the Elven Race, though most of them could pass for the others if not for certain standards of dress, manners and speech.

-High Elves are a mysterious and often stand-offish group of people, found primarily in the Northwestern portions of the world, on the large metropolitan island Albador. Albador has allowed visitors at other times, but is currently xenophobically closed off to outsiders during a period of "Cultural Cleansing". The Elven Elite (led by the Hidden King) have re-engineered their society in the face of an increasing threat from expansionist Humans and Orcs, as well as problems settling into other lands. The Cultural Police have re-assembled the standards of society in order to "strengthen" Elven rule and dominance over the world. Despite this, many High Elves make their homes on Jab'allah itself, and other continents. Some were untouched by Albador's rule, and others have rebelled against it. The number one source of High Elves on Jab'allah are Questers un-allied with the main continent.

Jab's Notes: I was never too keen on Elves (yeah, that's right- I didn't care much for Dwarves OR Elves. This may lead you to ask "why the $*@# are you into FANTASY, then!?"- I read the books for kewl monsters, that's why!), as many authors decide to turn them into their own personal Mary Sues. Others amp up the whole "Mysterious Fey" aspect, turning them into more of a menace. Elves are based off of the Magical, beautiful creatures of Norse Mythology, which later got morphed into tiny things, then fey things, then pretty things again once Tolkien got through with them (though he apparently never mentioned whether or not they had long ears- this from a guy who describes every last #@$ing blade of grass on a damned HILL).

So my distaste for Elves caused me to remake their society into a mish-mash of Elven Stereotypes and Imperial Japan circa World War II. This isn't entirely original- Warhammer uses "Swordmasters" as a Samurai-like class for it's High Elves (the name I copied as well), and using Imperial Japan variants is in stuff like "Avatar: The Last Airbender" (The Fire Nation mixes them with Imperial China from one of it's eras). High Elves are portrayed as a race with a Culture of Evil (Imperial Japan basically turned it's soldiers into near-inhuman, torturing monsters through a harsh training system), held off the mainland so that they can be a mysterious, possibly-villainous future set of baddies, but they also have a population ON the mainland that would be treated normally (The Questers).
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

High Elf Soldiers

Post by Jabroniville »

Image

HIGH ELF SOLDIER
Role:
Mooks
PL 4 (60)
STRENGTH
1 STAMINA 1 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 2 (+5)
Athletics 3 (+4)
Deception 2 (+2)
Expertise (Soldier) 4 (+5)
Insight 2 (+4)
Intimidation 4 (+4)
Perception 2 (+4)
Stealth 1 (+4)
Plus 6 Additional Ranks

Advantages:
Accurate Attack, Cunning Fighter, Equipment 3, Follow-Up Strike, Improved Initiative, Jack-of-All-Trades, Ranged Attack 2

Powers:
"Ageless Elf" Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
"Elf Senses" Senses 1 (Low-Light Vision) [1]
Speed 1 (4 mph) [1]

Equipment:
"Elven Longbow" Blast 4 (Feats: Improved Critical, Extended Range) (10) -- (12)
  • AE: "Longspear" Strength-Damage +2 (Feats: Reach 3) (5)
  • AE: "Elven Longsword" Strength-Damage +2 (Feats: Improved Critical) (3)
"Shield" Enhanced Dodge & Parry 1 (2)
"Light Armour" Protection 1 (1)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Longword or Spear +5 (+3 Damage, DC 18)
Bow +4 (+4 Ranged Damage, DC 19)
Initiative +7

Defenses:
Dodge +5 (+6 Shield, DC 16), Parry +5 (+6 Shield, DC 16), Toughness +1 (+2 Armour), Fortitude +3, Will +2

Complications:
None

Total: Abilities: 30 / Skills: 26--13 / Advantages: 10 / Powers: 3 / Defenses: 4 (60)

-High Elf Conscripted Soldiers are more advanced than their counterparts in many cultures, owing to the long life span of the Elves. The High Elves of Albador maintain a strict regimen of mandatory service in the military for all individuals, and this can last decades. Though not all of the Soldiers enjoy their service, they know that accolades, medals and credentiails are important for the rest of their lives.

Jab's Notes: More or less the generic, baseline template for an Elven Fighter- Dark & Wood Elves basically modify this for their own ends. He's actually a pretty good fighter, and even makes a Player Character (albeit with low saves).

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HIGH ELF LION-TAMER
Role:
Elite Mooks, Animal Trainers
PL 6 (101)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 0

Skills:
Acrobatics 2 (+7)
Athletics 6 (+7)
Close Combat (Unarmed) 1 (+7)
Expertise (Animal Handling) 6 (+8)
Insight 3 (+3)
Intimidation 7 (+7)
Perception 5 (+8)
Stealth 3 (+8)
Plus 3 Additional Ranks

Advantages:
Accurate Attack, Defensive Attack, Equipment 3, Improved Initiative, Ranged Attack 4, Seize Initiative, Sidekick 16, Startle

Powers:
"Ageless Elf" Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
Speed 1 (4 mph) [1]
"Elf Senses" Senses 1 (Low-Light Vision) [1]
"Martial Strike" Strength-Damage +1 [1]
Features 1: Accepted by Big Cats as One Of Their Own [1]

Equipment:
"Elven Shortbow" Blast 4 (Feats: Improved Critical) (9) -- (12)
  • AE: "Pronged Spear" Strength-Damage +2 (Feats: Reach 2) (4)
  • AE: "Elven Axe" Strength-Damage +3 (3)
  • AE: "Elven Longsword" Strength-Damage +2 (Feats: Improved Critical) (3)
"Light Armour" Protection 2 (2)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Pronged Spear +7 (+4 Damage, DC 19)
Longsword +7 (+4 Damage, DC 19)
Axe +7 (+5 Damage, DC 20)
Bow +6 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+5 Armour), Fortitude +5, Will +5

Complications:
None

Total: Abilities: 44 / Skills: 34--17 / Advantages: 28 / Powers: 5 / Defenses: 7 (101)

-The White Lions of Albador are somewhat-legendary, and are a light-coloured variant of more Common Lions. Concentrated in a single large province of Albador, their pelts are said to have magical qualities, and are highly-prized symbols of wealth. High Elves from the same region worship the Lions as symbols of their Gods, and so they work to tame individuals as weapons of war. These Lion Tamers are notoriously unfriendly, but hit hard, and have a lethal partner.

Jab's Notes: Another Warhammer rip here- D&D's Elves just seem "plain" compared to Warhammer's. However, I based it more on their MMORPG than the wargame, as they use Lions as PETS, not as hunted beasts whose pelts give the fighters resistance against Ranged attacks. This makes them much more interesting in my opinion, though also near-PL 7 in cost.

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WHITE LION OF ALBADOR
Role:
The King of the Jungle, Bad-Ass Sidekick
PL 6 (78)- Minion Rank 6, Sidekick Rank 16
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 2 (+5)
Athletics 3 (+9)
Expertise (Survival) 5 (+6)
Intimidation 9 (+8 Size)
Perception 6 (+7)
Stealth 5 (+6)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 2, Improved Hold, Improved Initiative, Prone Fighting

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 3 (16 mph) [3]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]

"Cat Agility" Leaping 1 [1]
"Lion's Mane" Features 2: +4 to Resist Choking Grapples or Neck-Bites [2]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Offense:
Unarmed +4 (+6 Damage, DC 21)
Claws & Teeth +4 (+8 Damage, DC 23)
Initiative +7

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +6, Fortitude +8, Will +5

Complications:
Disabled (Animal)- Cats cannot speak to humans, nor use their paws to easily manipulate objects.
Enemy (Lions)- Lions & Hyenas have a dark relationship with each other, frequently killing each others' infants, and stealing kills.
Rivalry (Other Males)- Being King is nice, but every single other dude in the proximity wants to nail you girlfriends, and will fight you to do it. It's a constant struggle to keep your own genes going, and most males only rule for 2-3 years.

Total: Abilities: 20 / Skills: 30--15 / Advantages: 13 / Powers: 18 / Defenses: 12 (78)
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Wood Elves

Post by Jabroniville »

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WOOD ELVES
Creature Type: Humanoid, Elf, Fey
Typical Adult Height: 5'0"-6'6"
Birth Rate: 1-2 infants every 15 months
Lifespan: 0-18 (Child), 19-50 (Young Adult), 51-355 (Adult), 356-500 (Elder)
Nicknames: Point-Ears, Pointies, Wildmen
Sexual Dimorphism: Mammaries, size and much more delicate features.
Skin Tones: Pink, brown, violet, green
Hair: Long, almost any naturally recurring colour (blonde, brown, red), occasionally violet, green or pink, rarely black
Racial Mounts: Horses, Struthiomimus, Great Eagles, Pegasi, Forest Drakes, Giant Wolves
Racial Weapons: Swords, Spears, Bows
Religion: The Mysterious Elven Gods (Forest & Harvest-Related)

Allies: Dragons, Forest Giants, Dryads, Tree-Kin, Humans, Giant Wolves

Encounter Groups:
Solo (1)
Group (2-4, plus 0-4 Mounts)
Bands (4-15 plus 0-3 Elites, 0-15 Mounts, 0-3 Animals, 0-2 Giant Eagles or Wolves, 0-15 Dryads, 0-5 Heavies)
Tribe (8-30, plus 1-10 Elites, 2-30 Mounts, 0-10 Animals, 0-10 Giant Eagles or Wolves, 0-40 Dryads, 0-10 Heavies, 0-3 Monsters)

PL Variants:
PL 0: Noncombatants
PL 1-3: Weaker Specimens
PL 4: Common Ranger
PL 5: Elite Ranger
PL 6: Wardancer, Forest Stalker
PL 7+: Extreme Elites, Important Characters

-Wood Elves are an offshoot that lives in the many forests of Castellia (often quite close to Albador). These Elves are quite secretive, and defend their forest homes strenuously. Some groups are more xenophobic than others (often to the point of providing nightmarish stories of evil fey creatures that invade Human homes close to the woods), and some are in fact quite friendly, and ally with other races around their homes. These Wood Elves branched off from the High Elves centuries ago, preferring woodland living to the elaborate cities of Albador. Wood Elves often leave their forest homes and travel. The common stereotype is that of a blonde-haired, thin Wood Elf, versus dark-haired High Elves and raven-haired Dark Elves, though many hair colours are possible. It is true that the majority of Wood Elves have lighter-coloured hair, however.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Wood Elf Units

Post by Jabroniville »

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COMMON WOOD ELF
Role:
Trackers
PL 4 (67)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 2 (+5)
Athletics 5 (+6)
Expertise (Ranger) 6 (+7)
Expertise (Animal Handling) 7 (+7)
Intimidation 5 (+5)
Perception 5 (+7)
Stealth 4 (+7)

Advantages:
Defensive Attack, Equipment 3, Favoured Environment (Woodlands or other Wilds), Favoured Foe (Choose One), Ranged Attack 2, Tracking

Powers:
"Elite Ranger" Movement 1 (Environmental Adaptation- Wilderness) [2]
"Ageless Elf" Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
"Elf Senses" Senses 1 (Low-Light Vision) [1]
Speed 1 (4 mph) [1]

Equipment:
"Elven Longbow" Blast 4 (Feats: Improved Critical, Extended Range) (10) -- (11)
  • AE: "Short Spear" Strength-Damage +2 (Feats: Reach) (3)
"Light Armour" Protection 1 (1)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Spear +5 (+3 Damage, DC 18)
Longbow +4 (+4 Ranged Damage, DC 20)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+3 Armour), Fortitude +4, Will +2

Complications:
None

Total: Abilities: 32 / Skills: 34--17 / Advantages: 9 / Powers: 5 / Defenses: 4 (67)

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WOOD ELF WARDANCER
Role:
Trackers, Skirmishers
PL 6 (97)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 2 (+7)
Athletics 7 (+9)
Expertise (Unarmed) 1 (+7)
Expertise (Ranger) 6 (+7)
Expertise (Animal Handling) 4 (+5)
Intimidation 6 (+7)
Perception 4 (+7)
Stealth 4 (+9)

Advantages:
Accurate Attack, Defensive Attack, Equipment, Favoured Environment (Woodlands or other Wilds), Favoured Foe (Choose One), Ranged Attack 2, Tracking

Powers:
"Elite Ranger" Movement 1 (Environmental Adaptation- Wilderness) [2]
"Ageless Elf" Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
"Elf Senses" Senses 1 (Low-Light Vision) [1]
Speed 1 (4 mph) [1]

"Wardancer Training"
Enhanced Advantages:
"Dance of Speed" Improved Initiative 2, Evasion 2 & Move-By Action [5]
"Dance of Slaying" Improved Critical (Blades) 2 [2]
"Dance of Power" Power Attack [2]
"Dance of Avoidance" Improved Defense, Defensive Roll & Enhanced Dodge & Parry 1 [4]
"Dance of Swords" All-Out Attack, Improved Disarm, Quick Draw, Takedown [4]

Equipment:
"Elven Blades" Strength-Damage +3 (Feats: Split, Improved Critical) (5)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Blades +6 (+5 Damage, DC 20)
Initiative +13

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +2 (+3 D.Roll), Fortitude +4, Will +4

Complications:
None

Total: Abilities: 46 / Skills: 34--17 / Advantages: 8 / Powers: 22 / Defenses: 4 (97)

-The Wardancers are fabled Wood Elves who cover their scantily-clad bodies in war-paint and wield sharp, ancestral blades in each hand. Using mystical "War Dances", they are allowed a terrific variety of lethal abilities, and go into combat like a lethal dervish. They are probably the most crazed and dangerous of the Wood Elves when they percieve wrongs, and they are the fiercest defenders of their Forests.

Jab's Notes: These are basically the Wardancers from Warhammer Fantasy, because I thought a band of crazy, warpainted shirtless Elves whipping swords around was pretty kewl. These guys are PL 5.5 all around (except for a PL 5 Dodge), and good Goonsweeper types.

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WOOD ELF FOREST STALKER
Role:
Trackers, Elite Rangers
PL 6 (101)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 2 (+7)
Athletics 7 (+9)
Expertise (Ranger) 8 (+9)
Expertise (Animal Handling) 7 (+8)
Insight 1 (+4)
Intimidation 5 (+6)
Perception 5 (+8)
Stealth 5 (+10)

Advantages:
Defensive Attack, Equipment 4, Evasion 2, Favoured Environment (Woodlands or other Wilds), Fearless, Improved Critical (Bow) 2, Improved Disarm, Improved Initiative, Improved Smash, Power Attack, Ranged Attack 4, Tracking

Powers:
"Elite Ranger" Movement 1 (Environmental Adaptation- Wilderness) [2]
"Ageless Elf" Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
"Elf Senses" Senses 1 (Low-Light Vision) [1]
Speed 1 (4 mph) [1]
"Forest Stalker Training" Senses 1 (Extended Vision) [1]

"Ranger's Favoured Enemy" (All Have Flaws: Limited to Chosen Foe -2)
Enhanced Advantages 3: Favoured Foe (Choose One), Ranged Attack 2 [1.5]
Enhanced Fighting 2 [1]
Enhanced Dodge 2 [0.5]

Equipment:
"Supreme Elven Longbow" Blast 5 (Feats: Improved Critical, Extended Range, Split) (13) -- (14)
  • AE: "Sword" Strength-Damage +2 (Feats: Improved Critical) (3)
"Light Armour" Protection 1 (1)
"Elven Cloak" Concealment (Visuals) 2 (Flaws: Limited to When Immobile, Limited to Forests) (2)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Sword +6 (+4 Damage, DC 19)
Longbow +6 (+5 Ranged Damage, DC 20)
Initiative +9

Defenses:
Dodge +9 (DC 19), Parry +7 (DC 17), Toughness +2 (+3 Armour), Fortitude +5, Will +4

Complications:
None

Total: Abilities: 44 / Skills: 40--20 / Advantages: 19 / Powers: 9 / Defenses: 9 (101)

Jab's Notes: The Forest Stalker is like Warhammer's Waywatchers, in that they're sort of the ELITE Super-Rangery Wood Elves. Extremely-good Archers with great aim and better Longbows than normal. They're PL 5.5 like the Wardancers- both can be lowered or raised at-will, or just given the "Mook" Rules to make them relatively-easy to take down. Have fun hitting a guy with +9 Dodge on him, though (the PL 6 aspect of the characters).
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L-Space
Posts: 740
Joined: Fri Nov 04, 2016 8:40 pm
Location: Nebraska

Re: Wood Elves

Post by L-Space »

Oh and stealing from Warhammer is hard not to do, since their universe is pretty awesome. I get a little tired of the whole 'evil is destined to win' bit, but it forgivable when the same setting gives us Skaven, Troll Slayers, Lion Tamers, and Winds of Magic. :D
Jabroniville wrote: Sun Jul 09, 2017 7:09 pmThe common stereotype is that of a blonde-haired, thin Wood Elf, versus dark-haired High Elves and raven-haired Dark Elves, though many hair colours are possible. It is true that the majority of Wood Elves have lighter-coloured hair, however.
Huh, it's usually the opposite for me. I always picture the High elves having the lighter hair (blonde, silver, etc.) and wood/wild elves having the nature toned hair (brown, black, etc.). It's probably because that's how it was in Dragonlance and that was one of the first fantasy series I read.
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Formerly luketheduke86
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Dark Elves

Post by Jabroniville »

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The creatures are comely in their own way, but also otherworldly. They are clearly Elves of some sort (all the traits are there- the ears, the thin features, etc.), but their skin is either darker or much lighter, and their hair takes different shades (raven-black hair is unusual on so many in one group).

DARK ELVES
Creature Type: Humanoid, Elf, Fey
Typical Adult Height: 5'0"-6'6"
Birth Rate: 1-2 infants every 15 months
Lifespan: 0-18 (Child), 19-50 (Young Adult), 51-355 (Adult), 356-500 (Elder)
Nicknames: Point-Ears, Pointies, Drow, Druchii
Sexual Dimorphism: Mammaries, size and much more delicate features.
Skin Tones: Pink, brown, violet, blue, grey, black
Hair: Long, almost any naturally recurring colour (black, brown, red), plus violet & blue. Rarely blonde.
Racial Mounts: Horses, Raptors, Giant Spiders, Giant Bats
Racial Weapons: Swords, Spears, Lances, Crossbows
Religion: The Dark Elf Gods (Gods of Blood Sacrifice, War, Murder, Slavery, Terror, Assassins, Guile & Deception)

Allies: Dragons, Fire Giants, Humans, Greenskins, Aboleth, Aquatic Creatures, Mind-Flayers

Encounter Groups:
Solo (1)
Group (2-4, plus 0-4 Mounts)
Bands (4-15 plus 0-3 Elites, 0-15 Mounts, 0-3 Giant Spiders, 0-2 Giant Bats, 0-3 Aquatic Creatures, 0-5 Heavies, 0-20 Slaves, 0-1 Monster)
Town (8-30, plus 1-10 Elites, 2-30 Mounts, 0-10 Giant Spiders, 0-10 Giant Bats, 0-10 Aquatic Creatures, 0-15 Heavies, 5-40 Slaves, 0-5 Monsters)

PL Variants:
PL 0: Noncombatants
PL 1-3: Weaker Specimens
PL 4: Common Soldier
PL 5: Pirate
PL 6: Spider-Rider, Raptor-Rider
PL 7+: Elites, Important Characters

-Dark Elves split off from the High Elves centuries ago, during an event known as the Great Sundering. The darker, more malicious Elven Gods went to war with the ruling class of Gods, and the resulting civil war (which lasting for four-hundred years) ended with many dead Gods, and a loss for the "Dark Elves" (as they came to be known). Licking their wounds, the Gods and their greatest worshippers hid away to Jab'allah, where they invaded the Underworld known to Dwarves as "Subterranea"- they took the uninhabited areas at first, before moving on to the Dwarf lands. Using loyal Dragons, and a newfound affinity for the poisonous Giant Spiders underneath the earth, the Dark Elves took many gains, and finally carved out an empire of their very own. Others still managed to found islands off the coast of Castellia.

-Further wars between the Dark & High Elves were to occur, and the cultures came to despise each other. The darkness had warped the Dark Elves- their hair nearly always came out black, their skin became either paler or darker (much more so than common Elven colours), often to the point of violet or ebon black.

-Though not genetically evil, Dark Elves possess an evil culture nonetheless, based off of their vicious Gods. They respect power, ambition and slavery, and long for the day that they can overthrow the High Elves and take back Albador. They utilize stealth, guile and assassination to further their own ends, and they have spies across the world- Dark Elves similar to High Elves in appearance (or just shapeshifting sorcerors) are known to join courts across Jab'allah to further their race's own ends. Dark Elves are famed slavers, and frequently engage in horrible blood sacrifices to their dark Gods. Their opinions of the Wood Elves are that of indifference at best, and hatred at worst. Some good Dark Elves are known (mainly families who have fled persecution or murder), but they are rare.

Jab's Notes: I kind of mixed the D&D "Drow" with the Warhammer "Druchii" here- a combo of Spider-Riding Underdark-dwellers with Slave-taking blood-sacrificing Raptor-Riders. The D&D style is rather cliche by this point (thanks to the popular "Drizz't" character in R.A. Salvatore's stories), to the point where now it's a tired joke just to point out how tired all the Drizz't rip-offs have become. So by merging them, I hope to make them a little bit "fresher"- you can still have dark black Elves (they're actually that way in Norse mythology, though I'm not sure if they're supposed to be evil there), but they can be many different colours. Does D&D ever use blue or purple ones? I like the whole "We Ride Monsters and are Crazy" aspect of the Warhammer guys, too- note how many more "Monsters" they get in their Encounter Groups than most races. Expect a part with a Manticore, Chimera, Giant Nightmare-Inducing Spider, or a smaller Dragon.

But, like all races, they're not 100% evil- Good Dark Elves are common enough that some people wouldn't treat them like crap automatically (sparing some of the "I'm an OUTCAST" emo cliches), but rare enough that you can still have SOME people mistrust them.


Dark Elf Poisons:
Many Dark Elves choose to poison their blades- usually just the wealthy or the elite. The more rich and powerful the individual, the more exotic their poison- some merely kill, while others actually Transform the victim to another form! The Poison is usually linked to a Blade's damage, but can often simply be poisoned food or drink. Sample Poisons include:
* Manticore Venom- Weaken Stamina 4-8 (Extras: Progressive +2) (12-24 points)
* Snake Venom (Paralytic)- Affliction 7 (Fort; Dazed & Fatigued/Exhausted & Stunned/Incapacitated & Paralyzed) (Extras: Extra Condition, Progression +2) (Quirk: Takes Several Rounds to Start -2) (26 points)
* Snake Venom (Heart-Stopping)- Weaken Abilities 7 (Extras: Broad-Abilities, Simultaneous, Progression +2) (Flaws: Limited to Stamina & Agility) (Quirk: Takes Several Rounds to Start -2) (26 points)
* Snake Venom (Hemotoxic)- Weaken Stamina 5 (Extras: Progression +2) (Quirk: Takes Several Rounds to Start -2) Linked to Affliction 5 (Fort; Fatigued/Stunned/Paralyzed) (Extras: Progression +2) (Quirk: Takes Several Rd.s to Start -2) (26 points)
* Medusa's Revenge- Dazzle Visuals 4 (Extras: Progressive +2, Continuous +3) (Flaws: Touch Range) (24 points)
* Zombie Plague- Affliction 6 (Fort; Fatigued & Impaired/Stunned & Disabled/Transformed into Zombie) (Extras: Cumulative, Extra Condition, Continuous +3) (36 points)
Note: Many other Transformative Plagues exist- creatures can be transformed into Skeletons, Oozes, Insect Swarms, etc.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Dark Elf Fighters

Post by Jabroniville »

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DARK ELF SOLDIER
Role:
Mooks
PL 4 (64)
STRENGTH
1 STAMINA 1 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 2 (+5)
Athletics 3 (+4)
Deception 4 (+5)
Expertise (Soldier) 4 (+5)
Insight 2 (+3)
Intimidation 4 (+5)
Perception 2 (+3)
Stealth 2 (+5)
Plus 5 Additional Ranks

Advantages:
Accurate Attack, Daze (Intimidation), Equipment 4, Follow-Up Strike, Improved Initiative, Jack-of-All-Trades, Ranged Attack 1, Startle

Powers:
"Ageless Elf" Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
"Dark Elf Senses" Senses 2 (Darkvision) [2]
Speed 1 (4 mph) [1]

Equipment:
"Crossbow" Blast 4 (Feats: Penetrating 4) (12) -- (14)
  • AE: "Longspear" Strength-Damage +2 (Feats: Reach 3) (5)
  • AE: "Elven Longsword" Strength-Damage +2 (Feats: Improved Critical) (3)
"Shield" Enhanced Dodge & Parry 1 (2)
"Light Armour" Protection 1 (1)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Longword or Spear +5 (+3 Damage, DC 18)
Crossbow +3 (+4 Ranged Damage, DC 19)
Initiative +7

Defenses:
Dodge +5 (+6 Shield, DC 16), Parry +5 (+6 Shield, DC 16), Toughness +1 (+2 Armour), Fortitude +3, Will +2

Complications:
None

Total: Abilities: 30 / Skills: 28--14 / Advantages: 11 / Powers: 4 / Defenses: 5 (64)

-Dark Elf conscripts differ only slightly from their High Elf brethren- they are often more knowledgeable of interactions with others, but are darker in intent, and this often clouds their judgement. Still, they are greatly-skilled warriors, and wield deadly Crossbows that are notorious for piercing the armour of Mounted Knights.

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DARK ELF PIRATE
Role:
Elite Mooks, Raiders
PL 5 (88)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 4 (+6)
Close Combat (Unarmed) 1 (+7)
Deception 4 (+6)
Expertise (Pirate) 6 (+7)
Insight 3 (+5)
Intimidation 4 (+6)
Perception 4 (+6)
Persuasion 2 (+4)
Sleight of Hand 3 (+5)
Stealth 2 (+6)
Plus 3 Additional Ranks

Advantages:
Accurate Attack, Daze (Intimidation), Equipment 4, Improved Disarm, Follow-Up Strike, Improved Initiative, Jack-of-All-Trades, Precise Attack (Ranged/Concealment), Ranged Attack 3, Startle

Powers:
"Ageless Elf" Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
"Dark Elf Senses" Senses 2 (Darkvision) [2]
Speed 1 (4 mph) [1]

Equipment:
"Elite Crossbow" Blast 5 (Feats: Penetrating 5) (15) -- (17)
  • AE: "Spear Prongs" Strength-Damage +2 (Feats: Reach 3) (5)
  • AE: "Elven Longsword" Strength-Damage +2 (Feats: Improved Critical, Split) (4)
"Light Armour" Protection 1 (1)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Spear or Sword +6 (+4 Damage, DC 19)
Crossbow +4 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2 (+3 Armour), Fortitude +4, Will +4

Complications:
None

Total: Abilities: 42 / Skills: 38--19 / Advantages: 15 / Powers: 4 / Defenses: 8 (88)

-Dark Elf conscripts differ only slightly from their High Elf brethren- they are often more knowledgeable of interactions with others, but are darker in intent, and this often clouds their judgement. Still, they are greatly-skilled warriors, and wield deadly Crossbows that are notorious for piercing the armour of Mounted Knights.

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DARK ELF SPIDER-RIDER
Role:
Elite Mooks, Cavalry
PL 6 (112)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 4 (+6)
Athletics 4 (+10) -- Flaws: Limited to Riding
Close Combat (Unarmed) 1 (+8)
Deception 4 (+6)
Expertise (Soldier) 6 (+7)
Insight 3 (+5)
Intimidation 5 (+7)
Perception 5 (+7)
Persuasion 2 (+4)
Sleight of Hand 3 (+5)
Stealth 3 (+7)
Plus 4 Additional Ranks

Advantages:
Accurate Attack, All-Out Attack, Daze (Intimidation), Equipment 4, Improved Disarm, Evasion, Follow-Up Strike, Improved Initiative, Jack-of-All-Trades, Minion 8 (Giant Spider), Move-By Action, Power Attack, Precise Attack (Ranged/Concealment), Ranged Attack 3, Startle, Takedown, Track

Powers:
"Ageless Elf" Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
"Dark Elf Senses" Senses 2 (Darkvision) [2]
Speed 1 (4 mph) [1]
"Living With Spiders" Immunity 1 (Poison) [1]

Equipment:
"Elite Crossbow" Blast 5 (Feats: Penetrating 5) (15) -- (17)
  • AE: "Spear" Strength-Damage +3 (Feats: Reach 2) (5)
  • AE: "Elven Longsword" Strength-Damage +3 (Feats: Improved Critical, Split) (5)
"Armour" Protection 2 (2)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Spear or Sword +7 (+5 Damage, DC 20)
Crossbow +5 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2 (+4 Armour), Fortitude +6, Will +5

Complications:
None

Total: Abilities: 44 / Skills: 44--22 / Advantages: 29 / Powers: 5 / Defenses: 12 (112)

-The greatest, wealthiest Dark Elves ride into battle on various mounts, but their favourites include large Raptors (Deinonychus, Utahraptor) and these- enormous Spiders. The Knights develop an immunity to all sorts of poison, and they can match nearly any other race's best soldiers.

GIANT SPIDER (Aranea gigantes)
Role:
Nightmare Fuel, Elite Mount
PL 6 (114)- Minion Rank 8, Sidekick Rank 23
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -5

Skills:
Athletics 4 (+10)
Expertise (Survival) 8 (+4)
Expertise (Craft Webs) 7 (+3)
Intimidation 13 (+10 Size)
Perception 8 (+8)
Stealth 6 (+9, +5 Size)

Advantages:
Fast Grab, Improved Critical (Bite), Improved Hold, Improved Initiative 2, Startle

Powers:
"Arachnid Physiology"
"Arachnid Senses" Senses 1 (Radius Sight) [1]
"Tremorsense" Senses 4 (Ranged Touch- Accurate 2 & Extended) [4]
Speed 3 (16 mph) [3]
Leaping 2 (30 feet) [2]
"Chitinous Exoskeleton" Protection 1 [1]
Movement 2 (Wall-Crawling 2) [4]
Extra Limbs 4 [4]
Burrowing 2 [2]

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, +1 Speed) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Spider-Bite" Strength-Damage +0 Linked to Weaken Stamina 4 (Extras: Progressive +2) & Affliction 4 (Fort; Impaired/Disabled/Paralyzed) (Extras: Progressive +2) (Quirk: Takes 3-4 Rounds to Start -2) (24) -- [25]
  • AE: "Webbing" Snare 6 (Flaws: Touch Range) (12)
Offense:
Unarmed +6 (+6 Damage, DC 22)
Bite +6 (+6 Damage, +6 Weaken & +4 Affliction, DC 22, 16 & 14)
Webbing +6 (+6 Affliction, DC 21)
Initiative +11

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +7, Fortitude +7, Will +0

Complications:
Disabled (Animal)- Spiders cannot speak to humans, nor use their legs to easily manipulate objects.

Total: Abilities: 24 / Skills: 46--23 / Advantages: 6 / Powers: 57 / Defenses: 4 (114)
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catsi563
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Re: Wood Elves

Post by catsi563 »

L-Space wrote: Mon Jul 10, 2017 7:57 pm Oh and stealing from Warhammer is hard not to do, since their universe is pretty awesome. I get a little tired of the whole 'evil is destined to win' bit, but it forgivable when the same setting gives us Skaven, Troll Slayers, Lion Tamers, and Winds of Magic. :D
Jabroniville wrote: Sun Jul 09, 2017 7:09 pmThe common stereotype is that of a blonde-haired, thin Wood Elf, versus dark-haired High Elves and raven-haired Dark Elves, though many hair colours are possible. It is true that the majority of Wood Elves have lighter-coloured hair, however.
Huh, it's usually the opposite for me. I always picture the High elves having the lighter hair (blonde, silver, etc.) and wood/wild elves having the nature toned hair (brown, black, etc.). It's probably because that's how it was in Dragonlance and that was one of the first fantasy series I read.
Yeha my fantasy setting stea... err borrows heavily from WH fantasy RE howard, and Dennis L Mckierrnans worlds as well.

And I'm the same with Elves the high elves usually have the light or dark hair tones, with Wood elves or Dylvanna having the seasonal fall, and autumnal hair colors. makes for an interesting contrast :D
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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L-Space
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Location: Nebraska

Re: Wood Elves

Post by L-Space »

catsi563 wrote: Mon Jul 10, 2017 8:41 pm Yeha my fantasy setting stea... err borrows heavily from WH fantasy RE howard, and Dennis L Mckierrnans worlds as well.

And I'm the same with Elves the high elves usually have the light or dark hair tones, with Wood elves or Dylvanna having the seasonal fall, and autumnal hair colors. makes for an interesting contrast :D
I don't see a lot of people mention Dennis L. McKiernan, which is too bad because I found most of his books enjoyable.

The seasonal/autumn hair colors is a neat way to go too. It'd be interesting to have wood elves hair color be dependent on the season that they are born in or to even have it change with the seasons.
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