Solaris RPG
Race Name:
Elf
Height Range:
4'-7'
Available Personalities:
Any
Available Job Classes:
Bard, Cleric, Druid, Elementalist, Energist, Ninja, Ranger, Rogue
Homeland:
Earth Realm
Weight Range:
80-220 lbs.
Racial Stat Multipliers:
1.4 ACC

STA:
13
ACC:
23
AGI:
22
STR:
16
VIT:
14
WIS:
24
EQU:
13
Elves have been around for much longer than humans, and as such have had more time to hone and develop their natural skills. This act of guided evolution has drastically changed their appearance from the humanlike features they used to have. Their eyes are very large, allowing their pupils to dilate much wider and enhancing their low-light vision. The ocular muscles are likewise strengthened, increasing their ability for tracking swift targets. They also have the trademark large pointed ears, designed to pick up and amplify even the slightest of sounds. These gifts have not come without a price, however. Elves have long studied both blade and bow, and have become so accustomed to the weapons that their bodies have adapted to be more agile than muscular. This gives them a thin sinewy appearance. This should not be mistaken for weakness, though.

Elves have a strict hierarchical society, but do not live in small clusters such as cities or villages. Instead, Elves are divided by regions, and these regions are governed by a heru, or lord. These heru are masters of communicating with nature, a talent that is exceptionally rare, and can send and recieve reports through nature about nearly anything in his realm. This allows the majority of Elves to freely travel through their region without the need to constantly return to one point for correspondence. When Elves are brought in contact with other beings' societies, most try to observe their own accords second, acting as guest to the other race. Some, on the other hand, feel that they are superior to other races and try to impose their own rules upon others. It's not very common, but it happens enough to cause problems for the nearby heru.

Most Elves stick to dense forests when given the choice, though some prefer the cover and defendability of caverns, or the vastness of open plains. Their attitudes vary from Elf to Elf, much as it does with humans. They are masters at adaptability and camoflauge, and can occasionally disguise themselves well enough to walk amongst other races undetected.
Racial Ability 1:
Aimed Shot - Once per battle, gain a 50% bonus to Hit SVS for a single attack. (Action Ability)
Racial Ability 2:
Subtlety - Once per battle, gain a 20% bonus to damage when attacking an opponent from behind. (Action Ability)
Racial Ability 3:
Ranged Mastery - Increase the maximum attack rating (ATT) of any ranged weapon by 5%. (Passive Ability)
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