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Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Hey Folks,
I am looking at having a DF game set in the far North, and it makes sense to have some Arctic Races, including Arctic Elves. So I need to come up with a template. I have lots of options when it comes to advantages that make sense, but two main ones are shown below. Any thoughts on which might be better in play? Or if a different option of advantages is suggested? Thanks. -Dan Arctic Elf 20 points Choice Professions: Scout, Thief, Wizard. Marginal Professions: None. Arctic elves dwell in the land of ice and snow, with the midnight sun, and where the cold winds blow (or something like that). They are reclusive and famed for … While fine-featured, they aren’t exactly attractive. Maybe it’s the bluish skin and hair. Attribute Modifiers: ST-1 [-10]; DX+1 [20]. Advantages: Magery 0 [5]; Option?. Perks: Elven Gear [1]. Disadvantages: Loner (12) [-5]; Sense of Duty (Nature) [-15]. Features: Snow-white or blue-white skin and hair. Option 1: Acute Vision 1 [2]; Night Vision 5 [5]; Protected Vision (Snow Glare) [1]; Talent (Arctic Guardian) 1 [5]; Temperature Tolerance (Cold) [1]; Terrain Adaptation (Ice) [5]; Terrain Adaptation (Snow) [5]; Option 2: Infravision [10]; Protected Vision (Snow Glare) [1]; Sure-Footed (Ice) [1]; Sure-Footed (Snow) [1]; Talent (Arctic Guardian) 1 [5]; Telescopic Vision 1 [5]. Temperature Tolerance (Cold) [1]; Option 3: Some combination of advantages worth 24 points. Arctic Guardian: You’re the product of eons of selective breeding for the task of sneaking around in the snow, peppering litterers with arrows. This Talent adds to Bow, Camouflage, Fast- Draw (Arrow), Stealth, and Survival (Arctic). Only elves can have it. Reaction bonus: polar bears, faeries, and seals. 5 points/level. |
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