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Halfling Elf:

After the Angelic War and the end of the God Era, Halfling Elves continued to have insanity problems - at first. However, either due to the introduction of the cure or a cosmic guiding hand, new ones born never went insane. The cure passed around, or the hand, saw to it that blood passed on with the cure to the next generation of Halflings fixed them of their problems. The old generation continued to have to fight with the insanity. Many of them that did go insane in the end and fled from sight, others never went insane, as is the case and lived happy lives. Those that did go insane were never seen again.

The Halfling Elves mostly stayed out of the many Elven conflicts that arose and though some allied with certain factions, especially the Kingdom of Badelf due to resentment of what happened, others were like Bunpers and wandered Kingdoms. Most stayed in the Kingdom of Neer, where they were first welcomed and the cure introduced.

To this day, you can almost always find halflings around. They stop aging typically around 18-25 and do not start aging again until they are half-way through their life or a quarter, then they typically age every 1 year physically over 2 years until they die of old age, even if it's only in their 60s physically.

Age Limit Typically: 300-350

Excel Stats: Perception, Reflexes, Charisma (1 level up gives you 10 points in each.)

Detriment Stats: Mind, Stamina and Luck (2 level ups give you 5 points in each.)

Remaining Stats: 1 level up gives you 5 points.

Spirit/Mana - 1 level up gives you 10 points of mana

Starting Stats:

Health: 10
Stamina: 5
Strength: 10
Energy: 10
Speed: 10
Reflexes: 20
Perception: 20
Charisma: 20
Mind: 5
Luck: 5
Hand to Hand Combat: 10
Melee Weapons: 10
Ranged Weapons: 10
Magik Offense: You must learn this in your first 25 levels. If you do, it will begin at 10
Magik Defense: 10
Spirit/Mana Pool: You must learn this in your first 25 levels. If you do, it will begin at 100 points

Cap Stats:

Health: 20
Stamina: 10
Strength: 20
Energy: 20
Speed: 20
Reflexes: 40
Perception: 40
Charisma: 40
Mind: 10
Luck: 10
Hand to Hand Combat: 20
Melee Weapons: 20
Ranged Weapons: 20
Magik Offense: 20
Magik Defense: 20

 

Generic Traits (You can only pick 3):

1) Bursts of super strength the more insane you become. (this only works on old school halflings or those with infections from them)

2) All elves have keen sight/smell. This adds sharper dimensions like a bloodhound/can see like a hawk

3) Can climb certain surfaces like a cat

4) Always land on your feet

5) Extremely flexible and spinal cord flexiiblity

6) Fast bursts of speed, negative effects to body due to not using speed stat.

Racial Advantages/Disadvantages:

Advantage: Halflings are extremely capable at magik and if they have spells, it does 1.5 damage.

Advantage: Halflings are capable of having extremely high IQs.

Disadvantages: Halflings a prone to finding certain tight spaces or areas with no sky to be more frightful, as they are like wide open spaces - this may be remnants of when there was rampant insanity.

Elven Abilities:

1) Basic Elven Creation: Elves have the unique talent to create something from nearly nothing, taking things from the very fabric of magik in the air and turning it into something else. Using this talent as a gate way to new and improved abilities and skills, elves' magikal foundation comes from this, though it does not use mana.

Lv. 1: Elves can create basic objects like cups, stools, crude tools like hammers or spades. These creations are easily breakable after either a short useage or duration of time. Energy Used: 5

Lv. 2: The same thing as above, however the durablilty is much higher and the time of existence is nearly an hour now. Energy Used: 5

Lv. 3: Elves can create more complex structures up to either 5 feet in height or width. This allows for stepping stones to reach higher places or other tool assisted features. Unlike the smaller tools, the durability on the largest structures are much weaker and the duration much shorter. Energy Used: 15 (Disadvantage If Chosen: It takes 1 minute before another can be created unless you automatically use up 30 stamina)

Lv. 4: Same as above, but this strengthens the durability of the structures so they do not easily break and increase the duration of existence. This allows it to become more permenant outside an enemy shattering it. The elf is capable of dissolving it with a snap of their fingers after they are done with this level instead of waiting for the time to run out. Energy Used: 25 (Disadvantage 1: Using this skill depletes 15 stamina even before the stamina total is used to decide how fast energy is restored. Disadvantage 2: A random chance the structure will shatter - decided by the GM. Disadvantage 3: Due to weaknesses, another elf or halfling can use your structure against you)

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2) Basic Elven Weapon Creation: Needed First - Basic Elven Creation Lv. 2. Expanding upon their unique abilities to create nothing from nothing in the air with magikal properties located in nature, elves can form basic weapons. This is not an attack, simply the creation process for the weapons.

Lv. 1: Creating a tier 3 weapon of any shape or form, this weapon is easily shatterable. Energy Used: 15

Lv. 2: The same as above, this solidifies the weapon to allow for a longer battle with it before it breaks. Energy Used: 20

Lv. 3: Creating a tier 6 weapon of any shape or form, this weapon is easily shattered by anything that is tier 6 or above. Energy Used: 30 (Disadvantage If Chosen: It takes 1 minute before another can be created unless you automatically use up 30 stamina)

Lv. 4: The same as above, this soldifies the weapon so it does not shatter so easily. While higher tiers like 9-12 and God/Omega may break it easily, it's a good tier 6 weapon and can be shattered at will by the user to send shards flying outward in front of them. Energy Used: 40 (Disadvantage 1: You need a recharge period before you can create another weapon even if you have enough energy. Disadvantage 2: Sometimes weapon creation will simply fail. Disadvantagte 3: Sometimes another elf can shatter your own weapon in your direction.)

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3) Basic Elven Manifestation Enhancement: Using talents of magik unique to them, elves and halflings can bring about special bonuses to their body. While I am not going to go through the various levels, I am going to describe some of the things you can pick. Once you pick something, you cannot pick anything else from this list unless circumstances grant you it from the GM. He will work with you on the creation of the levels/energy consumption/disadvantages depending on how you choose to develop it and if you need to learn any of the two above or anything below or anything else in general.

1: Double Melee allows the user to create two weapons at once, but both are melee.

2: Magiked allows the user to infuse their manifestations with magik, so that it can be used to explode with devastating magik attack when formed (long ranged or short) near an enemy.

3: Double Jump allows the user to leap up into the air and form a crystal in mid-air to leap off again.

4: Shield allows the user to create a barrier of crystal around them to block attacks, and open slots in it to attack from. However, each time they open a slot, it cannot be closed and the shield can be destroyed eventually.

5: Glide allows the user to leap off and form wings to glide slowly across a long distance to reach a destination.

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4) Insanity Ability: This is your own unqiue path into insanity. All halfings go insane eventually. You can use this to have certain stats influenced at certain peaks of insanity or certain special bonuses or unique thingts happen. Speak with the GM to learn more about how to develop it.

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Halfing Skills:

1) Mending: Using their 'magik', elves are capable of restoring and mending tissue, but it forms differently for each person. Make no mistake, this is for healing inner and outer damage to the person, but the way each elf goes about it varies - some prefer to use more energy over all to do it quickly, some prefer the same method of using energy but at a less amount so it takes much longer, some prefer to use their own life/stamina/energy combination to do it. You can speak with the GM to create your own unique formation of healing technique and what areas of the body you wish to heal. For example, elves excel at healing certain areas - if you want to heal the brain, you will be devoted to that entirely.

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2) Crystal Projectile: Using their 'magik', elves create crystal projectiles to do battle with against enemies. This varies, though, depending on how they go about it. Do you prefer to have your projectiles be actual long range attacks, or something more? The creation of a crystal attack is in your hands with this.

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3) Insanity Attacks: The same as abilities, this works more for literal attacks. Work with the GM when the halfling insanity syndrome occurs to allow for certain attack moves and how you wish to develop it with the GM. This is only for halflings that had the insanity back when it was around, or somehow develop it despite it.

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Halfling Talents:

1) Tracker: The Elven people are also good at tracking. Depending on what type of setting you wish to focus on, you can fill out the tiers with the GM to develop it - forest, desert, urban, mountainous, wastelands, etc.

2) Sculptur: The Elven people are artisans with their crystal like abilities. You are able to build special art and craft to serve a purpose. What that purpose is must be created by you and the GM with your tiers of choice.

 
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