Race: Elf (Mirellian)     

Species: Elf. Breed/Type: Mirellian. Class: Monster (Mammal). Align: Evil (players choose their own align when playing this race type). Gender: 01-50: Female, 51-00: Male.

 

Level: 1 + 1-D30. Damage-Points: 2-D10 x level.

Number encountered: 1-D6+1 The number encountered will be outside a Sardakk dwelling place. If within the boundaries of their homeland, the number encountered will be up to 1-D100 +25 x 2. To see if a Mirellian Elf dwelling has been discovered roll 99+

 

Experience-Points: 10 x level.

 

Characteristics:     

Awareness:

     Hearing: ---------- 25

     Sense of Smell: - 22

     Sixth Sense: ----- 20

     Taste: ------------- 20

     Touch: ------------ 20

     Vision: ------------ 26

 

Charisma -:

     Appearance: ---- 24

     Speech: ---------- 24

 

Constitution: ------- 30

Coordination: ------ 30

Dexterity: ----------- 32

Intelligence: -------- 20

Mental-Strength: - 32

Strength: ------------ 25

Wisdom: ------------ 20

 

Movement:     

Flying: Can't. Grounded: 12. Swimming: 4.

 

Luck: 2-D20 + 1-D6 per level.

Oxygen-Points: 96.

Blood-Points: 90.

 

Attacks:     

Attack descriptions:              Range:                   Damage:         Attack Type:

     90 lb. Recurve Bow - : 2   40 spaces (200').   7-D6.               Sharp.

or:

     Katana ----------------- : 1   1 space (5').           2-D8 + 1-D4.   Sharp.

 

Defense: 30. Offense: 35.

 

Treasure: %Roll needed to have money and treasure:     

61+ to have 1-D4 +1 treasure checks.

Begin rolling on the UnCommon chart.

Check each encountered to have treasure (if civilization is discovered, only a few will have treasure -- most are simply peasants, not aspiring to greatness as adventurers do).

 

Description:     

Annihilation Strike? -------- : Yes.

     Sudden Death Strike? - : Yes.

 

Description:

     Eye color ----- : Black.

     Eye shape ---- : Medium-sized and sharply slanted.

     Hair color ---- : Black.

     Height -------- : Males: 5'-10",   Females: 5'-8".

     Posture ------- : Biped.

     Skin color ---- : Black-brown.

     Skin texture - : As a Human's.

     Weight -------- : Females: 120 Lbs., Males: 170 Lbs.

 

Dislikes ----- : Sardakk Elves.

Disposition - : Within the hearts of many Mirellian Elves is the festering path of the ancient dark ways. Quick to fight and wage war upon mankind, they thrive on confrontation with most races of elves, especially the Sardakk. Quick to intercept tresspassers in their territory, the Mirellian share kinship with the dark heart of their native region, thriving and prospering in a strange forest wherein most perish. There is an honor code among them that few break, so strong is their bond one with another.

 

Fears -------- : None.

Habitat ------ : Dark-Forest, though they can be found in many regions.

Immunities - : None (See: "Special Abilities").

Life-span --- : 12,000 years.

Likes -------- : Power and the darkness of shadows.

Needs ------- : Basic needs of life (food, water, shelter).

Note --------- : Mirellians are the darker hearted elves, always looking for confrontation.

 

Special Abilities:     

Ability-Points: Each Mirellian Elf will gain 1-D6 Ability-Points per level.

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Mirellian Shift:

--- Ability-Points to invoke ------------ : 60.

--- Explanation ---------------------------- : Merge with shadow, becoming shadow itself.

--- Invoke Time --------------------------- : 1 turn (5 seconds).

--- Movement while in shadow form - : Normal (there is no change in movement).

--- To successfully shift ---------------- : Avoidance-roll vs. "Mental-Strength"

                                                               (Mental-Strength x2 = % chance).

                                                               Level Adj.: +1 per 5 levels advanced.

 

                                                               Notes:

                                                               1. A WILLING creature can be physically

                                                                   held and taken into shadow, but it must make

                                                                   a successful "Avoidance-roll vs. Mental-Attack”

                                                                   or become panicked, unable to function mentally

                                                                   the entire time.

 

                                                               2. An UNNWILLING creature cannot be taken

                                                                   into shadow, unless it is helpless.

 

                                                               Afternote: After a creature is released from shadow,

                                                                                  it must make a successfully

                                                                                  "Avoidance-roll vs. Paralysis", or

                                                                                  permanently lose 1 point of Appearance.

                                                                                  This is due to the Mirellian Shift not

                                                                                  restoring it from shadow to flesh properly.

                                                                                  Each time a creature is brought in and/or

                                                                                  out of shadow, it will gain +10 on future

                                                                                  rolls until there is no more need to make

                                                                                  the avoidance-roll.

 

--- Mirellian Shift weakness: Moving can be seen by others as an unnatural shifting of

                                                 shadows. Another can make an Avoidance-Roll vs.

                                                 "Awareness (Vision) to discover this strange shifting and

                                                 moving of actual shadow. Game Master: Do this roll in

                                                 secret, or players will know something is up (thus changing

                                                 game dynamics).

 

Effects while in shadow:

--- Verbally communicate with others (they will hear a faint, distant whispering).

     A successful avoidance-roll vs. "Awarenss (Hearing) must be roll to hear it per

     turn of communication.

 

--- Leave no scent.

--- Leave no physical trace (with the exception of moving shadow).

     Note: When moving, the Mirellian Elf will create shifting shadows.

                A successful avoidance-roll vs. "Awarenss (Vision) to see it.

 

--- Cannot attack or be attacked by common methods.

     (i.e, weapon strike, grappling, spells and abilities which do not effect shadow, Etc.).

 

--- If a creature passes through a Mirellian Elf in shadow form a successful

     Avoidance-Roll vs. "Awareness (Sixth Sense)" will give it a sense of being watched.

 

--- When coming out of the Mirellian Shift, this Elf must successfully make an

     "Avoidance-roll vs. “Constitution” or this ability will be lost for 1-D20 days.

 

End of Mirellian Shift explanation.

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Night-Vision: After being subjected to total darkness for 1 turn (5 seconds).

 

Special Defenses:     

Fear-Resistance: Two chances to avoid fear effects.

 

Special Offenses:     

Fear Leach: Sense and feed from others fear if within 1 space (5').

                     Benefits: This will cause the Mirellian Elf to heal at (up to) x10 the normal rate of healing (G.Ms. discretion -- the level of fear that is absorbed, the higher the rate of healing). Fear Leach will, if the Mirellian Elf is perfectly sound mentally, spiritually, and physically, feed the Elf with energy (again, the amount of energy that will be granted depends upon the level of fear felt).

 

Susceptibilities and Weaknesses: None.

Weapon Susceptibilities: Rank-0 (non-magical) weapon to harm.