Faerie (Elves) of The Imperium is a PC race for Gohrmliht Imperium Characters with a Material Presence of approximately 171cm – 188cm tall, violet + yellow speckled ayes, large high ears, pale smooth skin, predominantly left handed, pale/translucent body hair, sharp angular features. To other humanoids they appear sexually ambiguous, especially since they all have high pitched voices.
Generally they are thin and average sized Faerie humanoids. Their size belies a physicality they develop from their animist type bonds to their settlements and locales. Normally, they live for up to 400 years, 250 with the Imperium Accelerata. In the case of a bond to a Soul Well (usually with a ‘heart stone’), they can become near immortal, & their eyes, hair, and skin tones will reflect the environment it is growing/embedded in – though the physical features and colors are sharper and brighter than other humanoids in almost all cases and the Animist bonds give them a sense of exoticism in their Physical Beauty. They are generally adapted to their settings, and do not have specific racial adjustments – though their slighter builds favor normal and lesser gravity and they tend to be quick in their reactions if so.
Elves and faeries bound to the Aelflands of The Faeywyld will have have birthmarks showing the Faerie Court they were born to, and their palms will have a symbol of the court they currently serve. Many will also possess a tribal or political ‘tattoo’ on the other palm or the back of their hand.
Elves and many species of faerie have a powerful mystical elemental tie to the cosmos.
i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the ©PHB it is based off of.
Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species, a Background, and a Pathway of Experience all appropriate to their setting and no other CP unless noted by the Game Master.
=> Replaces All 5.0 SRD/PHB Elf; Racial capabilities are overridden by any linked materials hereafter.
Defining Cultural Experience: | Physiological Aspects |
---|---|
Detriments: Behavior(s):
Excluded or Altered Backgrounds: Excluded or Altered Features: Excluded or Altered Traits: Excluded or Altered Skills: i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used). A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features). => The following Replaces “Ability Score Increase” Aptitude Profile: 4 measures; min. Occult 1 This race uses all the standard essential Attributes. Characters inherit the primary Developed Attribute Disposition by default (optional). Adjustments are noted as specific Attributes or Attribute Group(s).
– The Attribute Disposition reflects an lack of any specific humanoid build, etc. Immersed in Outlook: |
Sight: Dark Vision 60′ Hearing: Major Impacted Hearing bonus. Basic Communicator (speak Feyloise and Gohrmliht (Galactic Common) Language & fully literate in both if Intelligence is 12+) by the time of adolescence. Min. Physiological Attribute Adjustments: -1 Constitution, +1 Perception Body Types: Open Cultural Experience: Wherever the character grew up, they eschewed the common cultural experience in favor of a more individualistic approach to life. While they are aware of the cultural norms, they chose not to be confined by them and not to benefit from them, and any unconscious behavior that reflects them gradually fades over time. Unless noted, all Archetype options are available. CP COST = 0 Detriments: |
Imperium Expansionism Policy/Approach: Elves of the Imperium generally do not pursue the Diverse and Challenging Environments humans do – they tend to stick to the ones they are more suited to begin with. They colonize using Aelfpaths, and less using starships. They prefer not to settle en masse, preferring smaller enclaves and long time periods to assess. They are not hyper expansive, but strive to stake some presence and document all environments they can for the sake of knowledge and experience.