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Drow Elves

Conversion by Mephysto

 

The name Drow and AD&D are registered trademarks of Wizards of the Coast. They own everything.

     Ages past, there lived only one race of elves. This race eventually split into two factions: one that followed the tenets of good, and one that bowed down to the forces of evil and became corrupted by their own need for power. The latter faction was eventually forced underground by the forces of light and ended up preferring and thriving in their underground environment. Centuries of living in their magic-rich underground environment changed these corrupted elves both physically and mystically. This race of corrupted elves became known as the Drow (the very name of their race bringing thoughts of hatred and rage to anyone that walked beneath the sun’s warming rays). But, the Drow would eventually be forgotten (along with most humanoids and monsters, save the human kind of monster) and would not set foot upon the earth again until the day of man’s ultimate folly, also known as the Great Cataclysm. With the re-emergence of monsters and dimensional beings into the now magic-rich environment of Earth, came the rebirth of the Drow into a new, chaotic world.

     The Drow can now be found almost anywhere on Rifts Earth, their lust for power remaining strong in this new environment and their mastery of the arts of combat, magic and psionics no less diminished. Though most Drow elves prefer to live underground, some have ventured to the surface. Below are the statistics and abilities common to all Drow elves:

 

Alignments: Any are acceptable.

Attributes: The number of six-sided dice rolled is as designated: I.Q. 3D6+6, M.E. 4D6+6, M.A. 3D6+6, P.S. 4D6+4, P.P. 5D6+6, P.E. 4D6+6, P.B. 3D6+6, Spd. 4D6+6.

Hit Points: P.E. + 1D6 per level of experience.

S.D.C.:  50 plus 1D6 per experience level, plus any gained from O.C.C.s and physical skills.

Natural Armor Rating: None.

Horror Factor: None, Drow elves are considered D-Bees on Rifts Earth.

P.P.E.: Base P.P.E. is 20 + M.E. + 1D6 per experience level, plus any gained from O.C.C.

I.S.P.: Base I.S.P. is 40 + M.E. + 2D6 per experience level, plus any gained from O.C.C.

Natural Abilities: See in absolute dark (means exactly that, Drow can see in absolute dark using infrared sight – i.e. varying degrees of heat become visible to the Drow’s eyes; while active, the Drow's eyes glow an eerie red) up to 2000 ft., bio-regeneration (at the rate of 5 S.D.C./hit points per hour, limbs cannot be re-grown), keen sense of hearing (making the Drow elf very alert to his/her surroundings and giving the Drow elf a +2 to initiative - note that initiative bonus is negated if the elf is wearing any type of environmental armor or anything that covers the ears), plus see psionics.

Racial Bonuses: All Drow elves have the following bonuses: +6 vs. magic, +3 vs. psionics, +3 vs. Horror Factor, and +2 to initiative (see Natural Abilities above).

Racial Penalties: –2 to strike/parry/dodge and –10% to all skills when the Drow elf’s eyes are exposed to sunlight (centuries of living underground tends to do that to a race, lol). It hurts the Drow elves’ sensitive eyes, and the above penalty is applied whenever a Drow is out in the sun unless the elf is in environmental armor, wears sunglasses (or tinted goggles or similar protection), or takes similar precautions when out in the sun.

Racial Immunities: Immunity to illusions of all kinds.

Combat: Two attacks per melee round plus those gained from hand-to-hand combat and/or skills. Also, approximately three-fourths (75%) of all Drow elves are ambidextrous. Ambidexterity allows for an extra attack per melee round (giving the dark elf three attacks per melee round plus those gained from hand-to-hand combat and/or skills) and makes paired weapons automatically known to the elf in addition to hand-to-hand abilities.

Psionics: Back before elves and other creatures disappeared off the face of Earth, the Drow were known to possess certain inherent abilities that were thought to be magical in nature. Now, on Rifts Earth, the elves natural "magical" abilities are known to be, in actuality, psionic in nature… relying on the Drow elves’ own inner power, not external forces of magic. All Drow elves have the following psionic powers: Sense Magic, Levitation, Alter Aura, See Aura, Sixth Sense, and Total Recall.

Average Life Span: The Drow are a very long-lived race. Life Span is at least two thousand years, but most die in battle at a much earlier age.

O.C.C.s: Virtually any O.C.C. (except, of course, Coalition O.C.C.s). Drow elves generally lean toward magic or psionic occupations. They are also very combat-oriented in nature, no matter their O.C.C.

Skills of Note: Language: Drow (98%), Literacy: Drow (98%), Drow Silent Hand Code (a silent and very complex language - as intricate as any written language - involving the use of hand a facial gestures to convey messages, 98%), Language: Dragonese (98%), Select two other Languages and Literacies at 98%, Lore: Demons & Monsters (+20%), Lore: Faerie (+20%), Lore: Magic (+20%, see Triax & the NGR world book), Prowl (+50%), W.P. Knife, W.P. Sword, W.P. Archery & Targeting, and Blind Fighting (new skill, see below). All skills are in addition to O.C.C. skills.

Habitat: Can be found almost anywhere on Rifts Earth.

Enemies: The Coalition States and all other D-Bee haters.

Allies: Non-Coalition humans who don't mind interacting with D-bees. Basically, those who don’t know (or care) what the Drow were before their rebirth on Rifts Earth.

Physical Appearance: As stated in the descriptions above, centuries of living underground have irrevocably changed these once fair-complected elves. They are dark- or ebon-skinned with stark white hair. Eyes can be of any color (note that a Drow's eyes will glow red when using infrared sight, no matter their original color).

Disposition: Some Drow elves tend to be arrogant, cruel, and heartless. But as stated in alignment, Drow elves can have almost any disposition depending on the player.

Size: 5 feet (1.52 meters) + 2D6 inches tall.

Weight: 150 to 230 lbs. (67.5 to 103.5 kilograms).

Equipment: All Drow elves start out with an enchanted suit of magical, skin-tight, supple mesh armor (referred to as “Drow elven chainmail”) with 50 M.D.C. The armor regenerates five (5) M.D.C. per hour as long as not all of the M.D.C. has been depleted. If all M.D.C. has been depleted, 200 P.P.E. must be pumped into the armor to get the regenerative process started again. A pair of boots and gloves are part of the suit (which is non-environmental), and the hood can be pulled back or taken off if needed. The suit has no speed or prowl penalty, weighs only 12 lbs. (5.4 kilograms), and can be worn under normal clothing and/or armor without restriction. The process used to create and enchant this armor is mystical in nature. Few people (Drow included) know how to create it.

       In addition to the armor, each Drow elf wears an amulet that identifies his/her clan affiliation. These amulets are unique to each clan and concur upon each Drow of a particular clan certain powers or abilities. The following are the amulets of the three most notable clans (Duket’sol, Vir’dane, and Tae’lou):

     The Clan Duket’sol Amulet acts as a Talisman of Armor (providing its wearer with a form-fitting 200 M.D.C. force field up to five times per day, duration of the force field is 30 minutes plus one minute per the Drow’s level of experience).

     The Clan Vir'dane Amulet can (up to 4 times per day) grant the power of Supernatural Transformation to its wearer. While transformed, the Drow’s physical abilities are considered to be Supernatural. The dark elf does mega-damage with kicks and punches (Supernatural P.S.), physical prowess becomes Supernatural, and the dark elf gains a natural M.D.C. equal to his/her hit points and S.D.C. combined (Supernatural physical endurance). Any bionics that the dark elf might have are not considered to be part of the natural body and retain their original M.D.C. while the elf is transformed. Duration of the transformation is 10 minutes plus one minute per the Drow’s level of experience. Weapons specifically designed to combat the Supernatural do double damage to the elf while transformed.

     The Clan Tae'lou Amulet contains 500 P.P.E. and 175 I.S.P. that can be used by the wearer to power spells/psionics/abilities. The P.P.E. and I.S.P. of the amulet replenishes itself fully every 24 hours.

  The above example does not describe every clan’s amulet, just the amulets of the three most notable clans. GMs, feel free to create/modify the powers of each amulet to fit your campaign. Just remember that each clan’s amulet is unique to that clan, and no two different clans will have the same type of amulet.

       Other than the armor and clan amulet, equipment is as per O.C.C.

Money: As per O.C.C.

Cybernetics: As per O.C.C., dark elves can get cybernetics or bionics if needed or wanted.

 

 

New Skill

 

Blind Fighting: This skill allows a person to fight while blind, with little or no hindrances. The person has adjusted his/her other senses (most notably, sense of hearing) to compensate for the loss of sight during combat and other activity (for the Drow, this skill has developed over centuries of living underground – an environment where there is no light at all). All normal penalties for fighting while blind are negated, and the following penalties are applied instead:

     –1 to strike.

     –3 to parry, dodge, and roll with impact/fall.

     Chance of falling is only 5% every 200 feet (61 meters) traveled.

  A blinded spell caster with this skill cannot use any spells that require his vision. But, if the spell caster uses any defensive/assault spells, such as magic net, call lightning, fire ball, carpet of adhesion, etc., there is (instead of the normal 65% chance) a mere 10% chance that the spell will be misdirected upon his own comrades.

Note: If the character is both blinded and deafened, penalties for blindness are applied normally.

 

 

Creator's note: I create Rifts material for fun, not monetary gain (for me, this is a favorite hobby, not a job). The satisfaction I get is knowing that the material I create is making the campaigns of others more exciting and enjoyable. After all, the ultimate point of role-playing is to have fun and enjoy spending time with friends and fellow role-players! In other words… GM's feel free to make any changes you see fit to suit your campaigns!

 

To all of you… my fellow role-players, friends, and fans of Rifts… Enjoy J

 

 

Questions, comments, praises, or flames? Email me at mephysto_66@hotmail.com