marcoasalazarm
Explorer
I'll start up with the rest of Fiction races. Here's my view of the standard D20 Fictions races (for now, just Elves).
Sketch of female Elf in USMC NBC drill, dated 1123 Weeks Post-Vanishing.
The elves are long-lived, somewhat aloof race, that had managed to add an astounding degree of artistry to everything they do, from language to warfare tactics. On Coreline, a great majority of them had been thrown into a harsh scenario and put so down on their luck that it’s hard to believe that they are considered an incredibly beautiful race-but like other Fiction races that live on Coreline, they have adapted.
Elven artistry has appeared everywhere, in a strange example even in Gangsta rap (admittedly, even if it’s the ‘same old’ at heart, it’s odd to listen to a Tupac cover in Elven).
There’s so many variations of this race out there that it would take forever to mention, so we’ll just cover the ‘main template’ Elf and a few of the variations in here.
Racial Traits:
--‘Main’ Elf: So called because they’re the ones with the most closeness to a ‘main template’ of Elves by mainstream Pre-Vanishing Fiction. They are the most ‘middle-of-the-way’ of the bunch, and as such, the more adaptable. They have spreaded all over Coreline, especially on cities like Chicago, Mexico, San Jose, Tokyo and London.
*Ability Score Modifiers: +2 Dexterity, –2 Constitution.
*Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
*Speed: Elf base land speed is 30 feet.
*Immunities: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
*Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
*Racial Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
--‘Magical’ Elves: They are a variation of the ‘Main’ Elf, in that their society has gone on and developed magic as high as technology-to the point that they just cannot interact with the latter as well as the ‘Main’, so they have gone on and stayed away from the cities.
They are located in areas like Scotland, the English countryside, New Zealand and the Alps.
Racially speaking, they are the same as the ‘Main’ elves, with the following exceptions:
*Arcane Skills: Elves automatically gain the Arcane Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Mage advanced class: Concentration, Craft (chemical), and Spellcraft. Further, the character gains Use Magic Device as a class skill, as described under the Occultist advanced class.)
*Magecraft: Elves are naturally gifted in magics and arcana obscura. Elvish spellcaster have a +1 bonus on Difficulty Class to resist for all spells they cast. In addition all Elves can manifest 1 Level 0 spell per day from any spellcaster list. This is in addition to any other spells the character may be able to cast.
*Technophobic: The ‘Magical’ elves are technophobic creatures. They take a -4 species penalty on skill checks that require an understanding of technological items, including Computer Use, Craft (Electronic), Demolitions, Disable Device, Drive, Pilot and Repair checks.
+Aquatic Elves: This Elven sub-species had adapted to a semi-amphibious lifestyle, being capable to breathe underwater and swim pretty fast. Because of this, they have expanded on several coastal areas (such as Washington, Maine, California, Jamaica, Okinawa and Venice, Italy) and off-coast colonies (most of them abandoned Pre-Vanishing rigs).
Racial stat-wise, they have all of the same abilites as ‘Main’ Elves, except as follows:
* +2 Dexterity, -2 Intelligence: Aquatic elves are as flexible as their land bound cousins, but their life underwater is one- dimensional fundementally, giving them a penalty to intelligence.
* Swim 40 feet.
* Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution before they start to drown.
* Low-Light Vision: As ‘Main’ Elves, except its four times the range of humans.
+Drow Elves: If there is one variety of Elves out there that is more divided and misunderstood than the Drow, it still has to show face. Countless amounts of Pre-Vanishing fiction shows them as en extreme evil, and so they are prejudiced. But the division inside them is large. Several of them want nothing to do with any pantheons, and have adapted to living on the streets.
Inside the Pantheons, the division is great: there’s the original ones to Lolth and Eilistraee, and there’s a third, rapidly growing one: to an Alternate of Naruto Uzumaki that got ascended (originally) as a prank, and to the prankster’s bad luck, got no turning back. This pantheon actually enforce the Drow to be friends, and eschews conventional magic in favor of Jutsus.
They have all of the same abilites as the Elves, except as follows:
*+2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma - Drow elves are almost selectively bred to favor a keen intellect and strong personality.
Medium: As Medium creatures, drow have no special bonuses or penalties due to their size.
Speed: Drow base land speed is 30 feet.
Immunities: Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Darkvision: Drow can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and drow can function just fine with no light at all.
Light Sensitivity: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. In addition, drow take a –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light unless equipped especially (with dark glasses, for example).
Racial Skills: +2 racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Spell Resistance (Ex): A drow gains Spell Resistance equal to 5 + half her character level (rounding down).
Elven Subtype: For all effects related to race, a drow is considered an elf.
+Gray Elves: This particular sub-species of the ‘Magic’ Elf is smarter, haughtier, more experienced magic-wise and bookish.
Their natural preference to avoid physical confrontation and be left alone to expand on their research has made them go to aislated areas like the Tibet and the Argentinean Ands.
Racial Stats: They have the same abilities as the ‘Magic’ Elf, except for the following>
*+2 Intelligence, -2 Dexterity, -2 Strength, -2 Constitution: Gray elven society favors knowledge and wand mobility over physical strength.
*Their constant research has given them an additional +1 racial bonus to Arcane Skill rolls.
+Wild Elves: They are a semi-barbaric variety of Elves, who believe as a whole that everybody Elf (even the ‘magical’ ones) has lost its connection to the woods. Not to say that they despise technology, but that they have taken it and magic as crutches to adapt to the Coreline. They live a nomadic lifestyle, and the few settlements they do have are located in out-of-the-way middle-of-nowhere towns in the Southwest, Brasil and Australia..
They have all of the same abilites as the common elves, except as follows:
* +2 Dexterity, -2 Intelligence: Wild elves have the agility of the other sub-races, but their life in the wild doesn't lead to many geniuses.
*+1 to Handle Animal (horse), Ride and Survival Skill rolls
+Wood (‘Psi’) Elves: They are the ‘other’ wild elves, the ones that follow your every move in the forests, but you might never see. They are akin with the ‘Magic’ Elves in that they have reached an innate connection with one of the ‘ethereal’ forces, but in their case, it’s psionics. The fact that psionics are rarer among Elves than magic, and their own desire to be left alone, has made them be extremely reclusive. They live in the forests of the East and West coasts, Colorado, Canada and the Latin Americas.
They have all of the same abilities as the common elves, except as follows.
*+2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2 Charisma - Wood elves are strong and swift, but their reclusive lifestyle seldom leads to higher learning and social skills.
*Wood elves gain the ‘Track’ Feat for free.
*Psionic Skills: Elves automatically gain the Psionic Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Telepath advanced class: Autohypnosis, Concentration, and Psicraft.)
*Psionic Abilitiesi: Wood Elves are naturally gifted in psionics. Elvish psionicists have a +1 bonus on Difficulty Class to resist for all psionics they cast. In addition all Elves can manifest 1 Level 0 spell per day from any Psionics list. This is in addition to any other psionics the character may be able to cast.
*Technophobic: The Wood elves are technophobic creatures. They take a -4 species penalty on skill checks that require an understanding of technological items, including Computer Use, Craft (Electronic), Demolitions, Disable Device, Drive, Pilot and Repair checks.
Elves:

The elves are long-lived, somewhat aloof race, that had managed to add an astounding degree of artistry to everything they do, from language to warfare tactics. On Coreline, a great majority of them had been thrown into a harsh scenario and put so down on their luck that it’s hard to believe that they are considered an incredibly beautiful race-but like other Fiction races that live on Coreline, they have adapted.
Elven artistry has appeared everywhere, in a strange example even in Gangsta rap (admittedly, even if it’s the ‘same old’ at heart, it’s odd to listen to a Tupac cover in Elven).
There’s so many variations of this race out there that it would take forever to mention, so we’ll just cover the ‘main template’ Elf and a few of the variations in here.
Racial Traits:
--‘Main’ Elf: So called because they’re the ones with the most closeness to a ‘main template’ of Elves by mainstream Pre-Vanishing Fiction. They are the most ‘middle-of-the-way’ of the bunch, and as such, the more adaptable. They have spreaded all over Coreline, especially on cities like Chicago, Mexico, San Jose, Tokyo and London.
*Ability Score Modifiers: +2 Dexterity, –2 Constitution.
*Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
*Speed: Elf base land speed is 30 feet.
*Immunities: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
*Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
*Racial Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
--‘Magical’ Elves: They are a variation of the ‘Main’ Elf, in that their society has gone on and developed magic as high as technology-to the point that they just cannot interact with the latter as well as the ‘Main’, so they have gone on and stayed away from the cities.
They are located in areas like Scotland, the English countryside, New Zealand and the Alps.
Racially speaking, they are the same as the ‘Main’ elves, with the following exceptions:
*Arcane Skills: Elves automatically gain the Arcane Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Mage advanced class: Concentration, Craft (chemical), and Spellcraft. Further, the character gains Use Magic Device as a class skill, as described under the Occultist advanced class.)
*Magecraft: Elves are naturally gifted in magics and arcana obscura. Elvish spellcaster have a +1 bonus on Difficulty Class to resist for all spells they cast. In addition all Elves can manifest 1 Level 0 spell per day from any spellcaster list. This is in addition to any other spells the character may be able to cast.
*Technophobic: The ‘Magical’ elves are technophobic creatures. They take a -4 species penalty on skill checks that require an understanding of technological items, including Computer Use, Craft (Electronic), Demolitions, Disable Device, Drive, Pilot and Repair checks.
+Aquatic Elves: This Elven sub-species had adapted to a semi-amphibious lifestyle, being capable to breathe underwater and swim pretty fast. Because of this, they have expanded on several coastal areas (such as Washington, Maine, California, Jamaica, Okinawa and Venice, Italy) and off-coast colonies (most of them abandoned Pre-Vanishing rigs).
Racial stat-wise, they have all of the same abilites as ‘Main’ Elves, except as follows:
* +2 Dexterity, -2 Intelligence: Aquatic elves are as flexible as their land bound cousins, but their life underwater is one- dimensional fundementally, giving them a penalty to intelligence.
* Swim 40 feet.
* Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution before they start to drown.
* Low-Light Vision: As ‘Main’ Elves, except its four times the range of humans.
+Drow Elves: If there is one variety of Elves out there that is more divided and misunderstood than the Drow, it still has to show face. Countless amounts of Pre-Vanishing fiction shows them as en extreme evil, and so they are prejudiced. But the division inside them is large. Several of them want nothing to do with any pantheons, and have adapted to living on the streets.
Inside the Pantheons, the division is great: there’s the original ones to Lolth and Eilistraee, and there’s a third, rapidly growing one: to an Alternate of Naruto Uzumaki that got ascended (originally) as a prank, and to the prankster’s bad luck, got no turning back. This pantheon actually enforce the Drow to be friends, and eschews conventional magic in favor of Jutsus.
They have all of the same abilites as the Elves, except as follows:
*+2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma - Drow elves are almost selectively bred to favor a keen intellect and strong personality.
Medium: As Medium creatures, drow have no special bonuses or penalties due to their size.
Speed: Drow base land speed is 30 feet.
Immunities: Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Darkvision: Drow can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and drow can function just fine with no light at all.
Light Sensitivity: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. In addition, drow take a –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light unless equipped especially (with dark glasses, for example).
Racial Skills: +2 racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Spell Resistance (Ex): A drow gains Spell Resistance equal to 5 + half her character level (rounding down).
Elven Subtype: For all effects related to race, a drow is considered an elf.
+Gray Elves: This particular sub-species of the ‘Magic’ Elf is smarter, haughtier, more experienced magic-wise and bookish.
Their natural preference to avoid physical confrontation and be left alone to expand on their research has made them go to aislated areas like the Tibet and the Argentinean Ands.
Racial Stats: They have the same abilities as the ‘Magic’ Elf, except for the following>
*+2 Intelligence, -2 Dexterity, -2 Strength, -2 Constitution: Gray elven society favors knowledge and wand mobility over physical strength.
*Their constant research has given them an additional +1 racial bonus to Arcane Skill rolls.
+Wild Elves: They are a semi-barbaric variety of Elves, who believe as a whole that everybody Elf (even the ‘magical’ ones) has lost its connection to the woods. Not to say that they despise technology, but that they have taken it and magic as crutches to adapt to the Coreline. They live a nomadic lifestyle, and the few settlements they do have are located in out-of-the-way middle-of-nowhere towns in the Southwest, Brasil and Australia..
They have all of the same abilites as the common elves, except as follows:
* +2 Dexterity, -2 Intelligence: Wild elves have the agility of the other sub-races, but their life in the wild doesn't lead to many geniuses.
*+1 to Handle Animal (horse), Ride and Survival Skill rolls
+Wood (‘Psi’) Elves: They are the ‘other’ wild elves, the ones that follow your every move in the forests, but you might never see. They are akin with the ‘Magic’ Elves in that they have reached an innate connection with one of the ‘ethereal’ forces, but in their case, it’s psionics. The fact that psionics are rarer among Elves than magic, and their own desire to be left alone, has made them be extremely reclusive. They live in the forests of the East and West coasts, Colorado, Canada and the Latin Americas.
They have all of the same abilities as the common elves, except as follows.
*+2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2 Charisma - Wood elves are strong and swift, but their reclusive lifestyle seldom leads to higher learning and social skills.
*Wood elves gain the ‘Track’ Feat for free.
*Psionic Skills: Elves automatically gain the Psionic Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Telepath advanced class: Autohypnosis, Concentration, and Psicraft.)
*Psionic Abilitiesi: Wood Elves are naturally gifted in psionics. Elvish psionicists have a +1 bonus on Difficulty Class to resist for all psionics they cast. In addition all Elves can manifest 1 Level 0 spell per day from any Psionics list. This is in addition to any other psionics the character may be able to cast.
*Technophobic: The Wood elves are technophobic creatures. They take a -4 species penalty on skill checks that require an understanding of technological items, including Computer Use, Craft (Electronic), Demolitions, Disable Device, Drive, Pilot and Repair checks.
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