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.
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