Motes in the Serpent's Eye
Male Drow ; Age: 130; Height: 5’0"; Weight: 101 lbs.
Rank: Seasoned (XP: 30)
Agility d8, Smarts d10, Spirit d6, Strength d4, Vigor d4, Wealth d6, Debt: 0.
Climbing d6+2, Fighting (Simple) d6, Intimidation d4, Lockpicking d 6+2, Shooting (Projectile) d10+1, Stealth: d6+2, Survival (Temperate) d8+2, Tracking d8+2.
All Smarts Skills at no penalty
Charisma: 0; Pace: 6; Parry: 5; Toughness: 4
– Millenia of underground life has left Dark Elves more adapted to the darkness of the underground than surface conditions. Dark Elves suffer a –4 penalty to resist effects involving bright light and to Notice checks when exposed to bright light without eye protection.
– Dark Elves do not take prisoners and do not hesitate to resort to horrific means to extract information from their enemies. Dark Elves suffer a -4 Charisma penalty with those who know and do not support their murderous ways.
– Dark elves reserve a special hatred for their surface kin. Few drow can let an opportunity to inflict misery on a elf slip away. Members of each culture suffer a – 4 Charisma when dealing with each other. Unless fettered by other authorities or common goals, individuals of the two races typically attack each other on sight.
– Milennia away from the light of any sun have sapped the Dark Elves’ health. Vigor requires two points per step to raise during character generation.
– The character has the unfortunate tendency to be in the wrong place at the wrong time. The character is hit by adjacent fire (using Innocent Bystander rules) on a 1-2 for single shot weapons and 1-3 for shotguns or full-auto fire.
– Foster Brother Yondel Kirran
– Excessive destruction of property and possession of illegal weapons on some backwater speck in the universe
– Dark Elves are graceful and agile. They start with a d6 in Agility instead of a d4.
– Dark Elves strike from the shadows or wherever they hold the advantage. Whenever they strike an opponent who is unaware, whether by blade, bow or spell, they add + 2 to the damage roll.
– Dark Elves live, fight, run and die in the shadows. As a result all Dark Elves begin with a free d6 in Stealth.
– Generations of living underground and in the shadows have given the Dark Elves the ability to see with clarity in the darkest places. They ignore penalties for Dim and Dark lighting.
– Dark Elves are particularly resistant to magic (including psionics, weird science, etc.). They act as if they had 2 points of Armor when hit by damage-causing arcane powers, and add + 2 to their Trait rolls when resisting opposed powers.
– Dark Elves do not sleep, entering a trance-like state of memory instead. They need half the normal amount of ‘sleep’ as humans. This ability also grants them immunity to all magical sleep effects and + 2 to any Trait rolls to resist any magical effect of the enchantment school.
– Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5. Characters with both the Level Headed and Quick Edges draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
– The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds + 1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t kick in for two game weeks.
– Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked. Thieves add + 2 to Climbing, Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
– Woodsmen are rangers, scouts, and hunters who are more at home in the wilderness than in urban areas. They are skilled trackers and scouts, and know how to live off the land for months at a time. Woodsmen gain + 2 to Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, or underground).
– Through advanced schooling, booklearning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There is little he can’t figure out given a little time and a dash of luck. Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4–2.
– The following Edges work only when the character is dealt a Joker during combat. The Edge’s effects are in addition to the usual effects of being dealt a Joker. The character doubles his total damage when making a successful Shooting or Throwing attack this round.
– Fighters who can keep their cool when everyone else is running for cover are deadly customers in combat. A hero with this Edge draws an additional Action Card in combat and acts on the best of the draw.
– As above but the hero draws 3 cards.
Sniper Rifle (Damage: 2d10, Range: 0, AP: 4, ROF: 1 )
Elven, Undercommon, Common, Dragonic, Orc, Drow Sign Language
Mark, this should only be 6 languages! (1 + Smarts/2)
Chuck, the players guide states that drow start with Elven and Undercommon as their cultural languages. Please clarify
Mark, see Multiple Languages under the Setting Rules page of the wiki. Which player’s guide are you referring to?
Chuck, Starfarer’s Handbook page 27. both the Language paragraph and the Automatic Languages block state that they start with both
Mark, not the ruleset we are using.
Chuck, I’ve removed Abyssal but neither Setting Rules nor playable races Drow say what a drow’s cultural language is in this setting. What should it be?
Ditak Kirrin was a foster child to orc mercenary Laq’Grok Kirrin. His derro foster brother Yondel Kirrin (who is now his enemy hindrance) was adopted at the same time. Laq’Grok trained both of them as snipers and they would alternate the positions of spotter and sniper. Yondel also has the bullet magnet hindrance and admittedly anyone who saw a drow or derro would subconsciously adjust there aim towards them. Both have come to realize that any bullet aimed at the spotter would somehow find its way to hit the sniper and vice versa. They continued to work together as a pair after Laq’Grok’s death until one day when Ditak realized that the the derro had finally snapped and was about to kill him. At that same instant Yondel realized that the drow had finally snapped and was about to kill him. Their entire safe house as well as most of the surrounding block was destroyed in the firefight. Sometime after making his safe getaway Ditak was contacted by a former associate of his father offering him a lucrative position within the ISPD.