Eladrin

90 points

Rare and private, the Eladrin rarely leave their cities in the Feywild, as the Material Plane seems not nearly as lifelike in comparison. Reportedly, they can live to 3000 years of age.
Colored eyes with no pupils. Tall, slim, and exceedingly in tune with nature. Their hair, skin, and sometimes even clothing can change to reflect their mood, which can be identified as a season of the year.

Attribute Modifiers: ST-1 [-10]; IQ+1 [20]; DX+1 [20].

Advantages: Appearance (Handsome/Beautiful) [12]; Dark Vision [25]; Magery 0 [5]; Voice [10] Warp (Range Limit: 10 yards, -50%) [50].
 
Perks: Elven Gear [1]; Pick Two from Eladrin Perks below [2].
 
Disadvantages: Sense of Duty (Nature) [-15]; Jealousy [-10]; Supernatural Features (Seasonal Appearance) [-10]; Impulsiveness [-10*].

Features: Gold, silver or very dark brown hair.
All are slender (find height normally for ST, add 2”, and leave weight alone), magically attuned (Magery 0 primarily means “can sense magic items,” but does make it 5 points cheaper to play a wizard).
 
The majority of elves have Sense of Duty (Nature), which can be fairly limiting. It’s functionally equivalent to Charitable and Pacifism toward any plant or animal that isn’t actively in the process of eating the elf, and extends to beast-men, faeries, wildmen, and other non-technological races. If an elf plays against type in this regard, the GM is free to award him fewer points for the adventure.
 
Most (but not all) elves also have a special perk:
 
Elven Gear: 10% off the final price of gear qualified as “elven” – armor, rations, weapons, etc.
 
Finally, elves may buy up to four levels of a racial Talent during character creation (wood elves start with two levels):
 
Forest Guardian: You’re the product of eons of selective breeding for the task of sneaking around in the bushes, peppering litterers with arrows. This Talent adds to Bow, Camouflage, FastDraw (Arrow), Stealth, and Survival (Woodlands). Only elves can have it. Reaction bonus: Druids, faeries, and bunnies.
5 points/level.

Eladrin Perks:

No Hangover (P)
No matter how much you drink, you will never get a hangover. This does not mitigate the effects of intoxication – it just eliminates the unpleasant aftereffects.

Penetrating Voice (P)
You can really make yourself heard! In situations where you want to be heard over noise, others get +3 to their Hearing roll. At the GM’s option, you get +1 to Intimidation rolls if you surprise someone by yelling or roaring.

Sanitized Metabolism (P, X)
You are totally clean. Your body produces minimal, sanitized waste products, and you never suffer from bad breath, excessive perspiration, or unsightly skin problems. This gives -1 to attempts to track you by scent and +1 to reaction rolls in close confines (cramped spaceships, submarines, elevators, etc.).

Alcohol Tolerance (P)
Your body metabolizes alcohol with remarkable efficiency. You can drink steadily for an indefinite period with no major detrimental effects. Binging affects you as it would anyone else. You get +2 on all HT rolls related to drinking.

Autotrance (M)
You can enter a trance at will. This requires one minute of complete concentration and a successful Will roll, at -1 per additional attempt per hour. This trance gives +2 on rolls to contact spirits, etc. You must make a Will roll to break your trance. If you fail, you can try again every five minutes.

Shtick (M/P)
You have a cool move or slick feature that sets you apart from the masses. This provides no combat or reaction bonuses, and you can’t use it to earn money, but it might occasionally give you some minor benefit in play (GM’s discretion). Example: your clothing is always spotless, even after combat or swimming the Nile; you can run, climb, fight, etc. while wearing high heels without suffering any special penalty for bad footing.

![Exported image](/img/user/1. Attachment Files/Exported image 20240521111102-1 1.jpeg)