Elf

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This is a PC archetype. It's useful only for the bestial merit. It's not a guideline for making an elf monster. Use +beast for that.

Description: Lanky and human in appearance, if you discount the pointy ears and attractive appearance.


Advantages:


Magical Rythmm: Elves can innately cast magic in unison with the same expertise of any trained Wutai mage. With a combination of any number of other pure blood elves(those with the bestial merit) and up to one non-elf, group spells can be cast. All participants cast the same effect. The Casting time is doubled. The effect is best left to the residing judge. As a base rule, increase the effect and area of effect by multiplying by the number in the ritual, plus one. Resisting such effects is quite a feat. Consider status resistance to be +4 for every additional caster past the first.

Innate Magicians: Elves gain two cap in Arcana.


Disadvantages:


Naturalist: Elves don't mesh well with heretic devices. Using such devices causes the device to malfunction half the time. Half of those times, the device self destructs in an especially horrible fashion, destroying itself and injuring the elf.

Fae Nature: Elves can be affected by spells that affect spirits, though only at half efficiency. Resisting such spells, consider the status resist to be half, making it much easier to shrug off.

Brute Aversion: Fae are not designed to be brutes. Attempts at brute force or using a 'brutish' weapon(Like a hammer or two handed sword) are at +4 difficulty(vs 15). If using automatic code, they lose 30% of their successes.


Rarity: Rare

Known Homeland: None. Elves are just rare.



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