ELVES

By Rick Arthur (arthurr@thuban.crd.ge.com) (28 Oct 1992)

For Vampire: 2nd Ed.

Here are my thoughts for using Elves in a StoryTeller game (I'm sure this will be way out-of-line of the whole Faerie supplement, but I couldn't wait...)

I'll leave it up to you why they are here, where they are from, etc. We are probably familiar enough with them to find a way to fit them in if desired. I believe they would support the Masquerade/Veil quite willingly. They have some good reasons to shun Kindred (see below), but might still be able to befriend some of the less vile ones.

Instead of Blood Pool, Elves have "Essence" - this is derived from the ambient mystical energies of the biosphere/sun/whatever. Essence fuels their powers and maintains their existence. They go unconscious when essence reaches zero. Essence is restored in three ways: (a) Dawn Meditation (by watching the dawn and going into a short trace, 1 essence is regained per success on Empathy vs. difficulty [8]), (b) Essence is gained (and lost) in the presence of Humanity gain(/loss). Thus, we can see what sorts of environments Elves like (hospitals) and dislike (war). Humanity loss causes a Willpower roll vs. [humanity rating lost] to lose essence. Humanity gain automatically adds to essence, (c) Essence is fully restored at midnight of the full moon, provided the Elf has not used any 24 hours prior.

The size of the Essence pool is 10 + 1/Quendis. Each turn an Elf can spend no more than 1 Quendis per century they are old. Contact with cold (unworked) iron causes loss of exactly 1 Essence per turn (even from multiple sources) unless a Willpower roll vs. [8] is made. Bringing an Elf below 3 essence this way causes Frenzy. Elf Frenzy is like Kindred frenzy, but they also have their physical attributes doubled. When the Frenzy ends, they must make a Stamina roll vs. [8] or pass out.

Elves call their disciplines "Edhelannae". They are usually Auspex, Quendis, and Animalism. Animalism may be replaced by Thaumaturgy in the rare case of Elf Wizards (who are usually restricted to element-based paths). Edhelannae cost current x6 to train. They may also learn Chimerstry and Obfuscate, but these cost current x7 to train. Their costs and descriptions work like disciplines otherwise.

New "Discipline" (Edhelanna): Quendis

Odd levels of Quendis add +1 to the difficulty for magic/disciplines/etc. to affect them. Each of these in excess of 10 causes an auto-failure for the caster. Even levels of Quendis adds one die of skill in one specialized ability of their choice. When chosen for a weapon, this is almost always bow.

* Glamour: You are seen as a normal human. Mortals with high Faith (5+), Kindred, and Lupines can penetrate using (Per+Auspex) vs. a difficulty of [App+Acting].

** Furtivity: (Essence) vs. [8]. Each success nullifies a rolled 1 on a Stealth roll during the current scene. May be tried (pre-activated) 1/scene. Failure costs 1 Essence.

*** Swiftness: Roll (Quendis) vs. [6]. Each success adds 1 action (per Celerity). Extra actions can be taken by spending 1 Essence per turn used during this scene. May only be successfully used once per scene.

**** Heal: Restore 1 wound level to a living creature (non-aggravated) by spending 1 Essence. One wound may be healed by this means per success on [7] of the combined (Empathy) of Elf and subject. It can only be tried once per subject per dawn. The elf suffers the wound if the roll is botched. It takes 1 minute/wound. Automatic success on self.

***** Bonding: May bond to a (non-technological) weapon, usually a bow. This requires a full year. The weapon must be created using some parts of the Elf (hair bowstring, quench in blood, etc.). Melee weapons (swords) cause aggravated damage to supernaturals. One wound caused by each arrow shot from a bow will be aggravated. The weapon in all cases is "specialized" when doing damage (reduce difficulty by 1 on damage rolls).

****** Anuial: This is the highest level of Quendis. Any Elf willing to spend the Experience can attain this, regardless of age. This level ceases the aging process in the Elf.

Normal Elf lifespan is 100 years (they get an extra decade of 20's from the age of 31-40, etc.) The need to eat once per [centuries of age] days, and need minimal water.

Elf blood intoxicates Kindred. The lose 1 die on all actions per 3 blood points taken. Some don't mind.

Half-elves use human stats, have an Essence of 5, and can learn Quendis and Animalism up to 3 dice. They do not Frenzy or go unconscious with 0 Essence.

Character creation

Attributes: 6/6/4

Abilities: 12/10/6

Backgrounds: 5

Virtues: 9

Freebies: 18

Wits, Dex, and Appearance must be bought up to at least 3. They cost current x3 to increase. Stamina cannot start higher than 3. It costs current x5 to increase. Elves must buy 1 die in Alertness, Empathy, Animal Ken, and Music at creation. As they are not human, Humanity is more-or-less irrelevant. Statistically, they have an unalterable 7. They need not buy this.