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More from True STEEL & STEAM

Continuing the conversion of my STEEL & STEAM campaign from d20 System to True20, I present details on the elves, half-elves, and orks. If you don't use True20, it should be easy enough to convert these over to d20 System.

ELF
Elves, or as they refer to themselves, the sidhe (SHEE), hail from the Otherworld, a mystical realm that exists outside of our own. Elves have been a part of human society for many hundreds of years. They have an intense curiosity about the human race, and many elves though the centuries have interacted with humans on a daily basis, living almost as neighbors.

Different, yet strangely similar, the elven physiology is remarkably similar to that of humans. They must intake food and water regularly in order to survive, they are vulnerable to the same array of diseases that we ourselves are, and their bodily systems are almost identical to ours. Similar to cats and other nocturnal creatures, elves possess a tapetum lucidum in the eyes that reflects extra light to the retina. Unlike most animals with this arrangement, this curiously does not affect their visual acuity in normal light, and elves have the same visual acuity as a human under such conditions. Humans and elves have a similar range of hearing on the low end of the scale, but elves can hear much higher-pitched sounds, up to 64 kHz,—1.6 octaves above the range of a human. This gives them exceptional audile capability. Externally, these modifications result in pointed ears designed to funnel sounds to the listener, and wide eyes, well adapted to seeing in low-light.

Elves, and their cousins, the faeries, dwell within the extra-dimensional space known as the Otherworld. All elves and faeries have the ability to travel back and forth between our realm and the Otherworld, and doing so requires only a reflective surface of some sort (it need not be large enough to admit passage). To move between the worlds, an elf need only concentrate on his or her reflection. This is a full-round action and at the end of the round, the elf fades into the other realm. When crossing over, an elf always returns to the same point in space that he or she left, regardless of how they may have moved in the meantime. Thus, this is not a means of avoiding danger or escaping imprisonment. Elves can bring only themselves and their personal possessions into the Otherworld.

Elves and faeries are very strongly tied to the Otherworld. As such, they must spend at least 8 hours out of every 24 within their own realm. The first hour after the deadline, an elf which has violated the taboo must make a Fortitude save (DC 15). Every hour thereafter, the Difficulty increases by +1 and another save must be made. If the save is failed, the elf undergoes a painful process known as the Transfiguration. Transfiguration literally reshapes the elf’s body, twisting it into a mockery of its once-graceful form. The elf gains physical prowess, but loses much of his grace and beauty, as well as any supernatural powers he once possessed. The transfiguration process takes a number of rounds equal to 10 minus the elf’s Constitution modifier, and during this time, the elf is rendered completely helpless and can do nothing but scream in agony. Once begun, the Transfiguration cannot be stopped by any means. When the process is complete, the elf has become an ork, gaining that template and all the abilities and restrictions thereof.

Very rarely, an elf may choose to consort with a human and this may result in pregnancy. In almost all cases, the human gene proves dominant, and the child is mostly human, with some elvish features. These children cannot travel between the worlds, however. A child born to an elven mother in the Otherworld will live out its life there, just as a child born to a human mother (or an elf who has chosen to deliver the child in our realm) will forever be an inhabitant of Earth. The half-elf background is applied to a character of elven and human heritage. The bloodline is typically weak and further descendants may show slight elven features, but none of the abilities granted by the template. Elves are infertile with races other than humans, and most do not choose to take mates of these races anyway.

The Otherworld is a magical realm shrouded in a mix of deciduous and coniferous forests and cool, clear lakes and rivers. The land is dotted with cities and villages, beautiful creations crafted of the living trees themselves. The great forest seems to stretch forever, without end. The climate is equivalent to a temperate realm, and has day/night cycles and seasonal variations, just as on Earth. No one knows what lies beyond the great forest (or even if there is anything beyond it). The elves have ranged far and never found an end to the trees, and even peering from the tallest tree top shows only an endless field of verdant green. The forest is also home to a variety of animals, some of which have never been seen on Earth.

Elves are, by nature, magical creatures. Magic comes as naturally to them as breathing, and even those who do not actively study sorcery usually possess a working knowledge of the subject. Those elves which do apply themselves can achieve great power, though even their ability pales as compared to that of their cousins, the faeries. Elves may choose from the following supernatural powers: Beast Link, Bliss, Body Control, Calm, Cloud Minds, Cold Shaping, Combat Sense, Cure, Cure Blindness/Deafness, Cure Disease, Cure Poison, Dominate, Drain Vitality, Earth Shaping, Energy Shaping, Elemental Blast, Enhance Ability, Enhance Other, Enhance Senses, Fire Shaping, Flesh Shaping, Heart Shaping, Heart Reading, Illusion, Light Shaping, Mind Reading, Mind Touch, Nature Reading, Object Reading, Plant Shaping, Scrying, Second Sight, Sense Minds, Sleep, Suggestion, Summon Beats, Supernatural Speed, Supernatural Weapon, True Vision, Truth Reading, Visions, Ward, Water Shaping, Weather Shaping, and Wind Shaping. These powers may be further limited by a character’s chosen role.

A typical elf is tall, standing six foot on average, and very lean. Few elves exceed 150 pounds in weight. Elves have no body hair, save that on their heads, and males cannot grow beards or mustaches. Most elves have blue eyes, though other colors are possible. Hair color varies widely. Elves have a lifespan measured in centuries.

ELF

  • Ability Adjustments: +1 Dexterity, -1 Constitution. Elves are naturally quite lithe, but tend to be more fragile than humans.
  • Bonus Feats: Night Vision, Talent (Notice and Search), Weapon Training. Elves can see in the dark as well as a human can see in daylight, and all elves are trained from birth in the use of the sword and bow. Elven senses are notoriously difficult to fool.
  • Favored Feats: Choose one supernatural power (elves treat their total level as their adept level for this power). Elves are skilled manipulators of magic, even those who do not choose this path. This power is not limited by role, but is limited to those listed above.

HALF-ELF
Half-elves (or sidhe-blooded) are the offspring of elves and humans. The human gene is dominant in most all cases, and the child typically appears to be human, save for some slightly elvish features (typically large eyes or pointed ears). Half-elves cannot travel between the Otherworld and our realm. Those born in the Otherworld are stranded there for the duration of their natural life. Half-elves may have any color eyes and hair, grow to an average height of five-and-a-half feet, and tend to be slightly lighter than humans of equivalent stature. Unlike elves, half-elves do have body hair, and males can grow facial hair normally. Half-elves typically live about 150-200 years.

HALF-ELF

  • Ability Adjustments: None.
  • Bonus Feats: Night Vision, Talent (Notice and Search). Half-elves possess the same senses and ability to see in darkness that their elven parent does.
  • Favored Feats: Half-elves choose roles as humans do and determine favored feats by their choice of role.

ORK
Orks are the shattered remnants of elves that have undergone the Transfiguration. The result is a twisted mockery of elvenkind with bestial features, hairy bodies, and wrinkled faces. Orks are a unique type of creature in that they do not reproduce normally (the race is sterile, in fact, though they can (and many do) enjoy sexual relations). Instead, they are “born” from elves who linger too long in our realm. The typical ork stands five-and-a-half feet tall and weighs about 200 lbs. They have big, black eyes, the pupils seeming to meld with the iris and swarthy black hair. Despite their origins, orks can get along quite well in human society, and often find work as laborers or mercenaries. Many choose to take up military service. Orks are not nearly as long-lived as elves, and typically survive for only 80 or so years (many die violent deaths long before then).

Type: The base creature’s type changes to humanoid (ork).
Speed: Same as base creature.
Abilities: Increase the base creature’s Strength and Constitution by +1 each; decrease its Dexterity and Intelligence by 1. Decrease its Charisma by 2.
Skills: Same as base creature.
Feats: Same as base creature. The Talent feat is replaced by the Endurance feat. Any supernatural powers possessed by the base creature are lost.
Traits: An ork gains the following traits:

  • Darkvision: An ork gains darkvision with a range of 60 feet.
  • Scent: This ability allows an ork to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Orks can identify familiar odors, just as humans do familiar sights.

    An ork can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range.

    When an ork detects a scent, the exact location is not revealed—only its presence somewhere within range. The ork can take a move or standard action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source.

    Orks can follow tracks by smell, making a Wisdom check to find or follow a track. The typical Difficulty for a fresh trail is 10 (no matter what kind of surface holds the scent). This Difficulty increases or decreases depending on the Strength of the quarry’s odor, the number of creatures being tracked, and the age of the trail. For each hour that the trail is cold, the Difficulty increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Combat: Same as base creature.
Saving Throws: Same as base creature.
Advancement: By character class. Orks may not become adepts, nor may they learn any supernatural powers.
Level Lag: None.