Elves

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Monsters of Heaven: Elves

Elves are mysterious, aloof human-like creatures. They claim immortality, and possess fearsome magic, allowing them to project their ego. Usually untrusted or revered, or both, they wander Near looking for an answer.

Appearance and Personality

For the most part, elves appear human-like. They create their own bodies from the power of their own self-image, so they can have any appearance they want at creation, but most stick with a similar appearance in each incarnation. Their skin tone, however, is always pale, ranging from bone-white to a very light olive, and their hair is light, ranging from blonde to a sandy brown or golden red. All elves have an aura, a small nimbus of light that shines around them. This aura is slight enough that it only shouts their presence under a pitch-black sky. It is noticeable enough, though, that anyone that does see an elf knows what it is.

Elves tend to be solitary creatures without roots. This is not to say that they are not social; they can be incredibly magnetic. They do not, however, usually settle down in one place and form lasting relationships. It is said that one cannot trust an elf for "whatever good he does, he does for his own purposes."

The Cycle of the Elf

Elves are people who have looked deep within and found only one thing there: the self. Dedicated like a Zen master, they have realized the world is illusory and the only truth is what one thinks of one's self. Upon the death of the body, these souls do not pass on, but return again and again, as a more perfect form.

This sort of worldview kind of shuts the door on most religion. The elf recognizes no god or greater power, only more powerful souls. Strangely, this sort of self-absorption doesn't always lead to evil: many elves roam the world doing good to either appease something inside them or perhaps for amusement. Others strike down anything in their path, realizing the insignificance of others that have not achieved their enlightenment. Whatever the attitude, an elf lives on, seeking to know itself deeper.

Sometimes, an elf strays from this path. They were once human, after all, although it's not too wise to mention that. Any time an elf recognizes another life as greater than his own, he falls from elfhood. If an elf either saves the life of another, dying or becoming mortally wounded in the process, or creates life - elves function sexually as humans - they become somewhat human. (If the elf died for another, he is reborn a last time.) Their aura dims and becomes grey, and they begin to get older like a human: they have entered the Grey Age. Other elves usually despise a Grey One for his weakness.

Elven Magic

The most powerful magic of the elf is the fact that it's immortal. Elves come into this world at maturity, and do not age unless they want to. Most do, over their many incarnations, as their self-image becomes more wizened. They do not catch diseases, although they can be poisoned. Their body is only a shell they have created, and even if struck down, they return to the world of Near.

An elf, if feeling introspective - and when aren't they? - may speak of Heaven. This may be the only religious belief elves have: that when they achieve perfect enlightenment, they will leave Near and enter perfect one-ness, when the illusion of Near disappears for them, and they see it for what it is, their own dream. This Heaven is as horrific of an idea to a human as it sounds - the elf sees himself as the dreamer of everything and everyone else, and he will take his true place in Heaven.

Elven magic manifests itself in other minor forms, however. Elven auras are very powerful and have many special abilities that protect the elf and project its will on others. The long age of an elf seems like magic to other peoples, as well: elves can draw on their many experiences to perform nearly any feat.

The Shadow Moon and the Elf

When the Sky Fire fell to Near, all elves disappeared. Not a single one was seen for over two hundred years. As to where they went, no one knows, not even the elves. Elves' stories are varied: most purport that they were always here and have no memory of leaving or those two hundred years, while others speak of Far, another world they are able to visit.

Whatever happened, elves are loathe to speak of it. Since they have returned, though, it is obvious the Shadow Moon has had an effect on them. Once elves were friendly towards each other, greeting other ones on the path to enlightenment. Once, when an elf was asked about the logical fallacy in two elves both thinking the universe is their dream, he said, "It is not known whether I am dreaming him dreaming the world, or he is dreaming me dreaming the world. Either way, we'd better get along." Now, though, elven friendliness is rare, and most elves despise the sight of another one. The power struggle to see who is truly the master of the dream has become intense. Some old elves blame the younger ones for the Sky Fire and Shadow Moon, claiming too many competing for the dream have threatened to tear it apart.

Crunchy Bits

Elven Species Abilities

Past Lives (Reason) - Innate Ability
This is the elven ability to remember many abilities and bits of knowledge from the past. It can be used to remember facts about any ancient landmark or piece of history.

Elven Species Secrets

Secret of Immortality(Skill)
When an elf character dies, it returns to Near within 28 days. The Story Guide and the character's player should decide together when the most appropriate and enjoyable time for the character to come back would be. No one has actually ever seen an elf return: it happens out of the sight of other people. The character loses a point from each pool. Three abilities are lowered by one rank as well; the process of reincarnation is not perfect and the elf's spirit must adjust to a new form. The player can choose to have his character not return from death. Whether this means the character has ascended to Heaven, or something else has happened, is completely up to that player and the Story Guide. This secret is mandatory for elven characters.


Secret of the Polymath
In an elf's life, many abilities have waxed and waned. Using this secret, the elf may use its Past Lives ability as any other ability for an entire scene.
Cost: 2 Reason. In addition, the very next available advance the player spends must be used to improve this ability.


Secret of Fading the Illusion
An elf with this secret can, through force of will, make the illusion of the world temporarily grow dim and ghostly around him. To everyone else, it appears the elf has become translucent and incorporeal. This secret lasts for one scene.
Cost: 2 Vigor. (To note, your character can slip through cracks and cannot be physically harmed. She just has an interesting way of looking at this.)


Secret of the Iron Mind
Your character can refresh Reason whenever she defeats someone else in a one-on-one personal contest of any type, as long as it has been established as a contest between the two.


Aura of Protection
Your character's aura is palpable, bringing a strange thickness to the air. When physically attacked, you can spend from your Reason pool to lower damage on a one-for-one basis.


Aura of the Imperator
Your character's aura waxes as he enforces his will, making him appear taller and more threatening. On any attempt to intimidate someone or convince them of your character's opinion, you may add a bonus die.


Aura of Sight
Your character's aura is brighter than normal when close up, but no brighter when far away. This allows you and your friends to see fine at night, and eliminates any sight-based difficulties within 10 yards.


Aura of the Tower
Your character's aura is polarized, giving it a weird light-and-dark flavor. Both Reason and Vigor are now associated with Resist, and you can spend from both of them for ability checks.


Elven Species Keys

Key Name Summary Key XP Buyoff
Key of the BloodlineNo elf existing in Near today has humans that still remember his humanity. Some elves remember where they came from, though, and show their weakness through secretly shepherding their bloodline.Gain 1 XP every time your character is in a scene with one of his bloodline.
Gain 2 XP every time he secretly manipulates a situation in their favor.
Gain 5 XP every time he puts himself at risk to do so.
Reveal who you are to your family.
Key of the Eternal QuestionThere is a reason for the illusion of Near, a purpose behind its entrapment of your character. Only when she answers this question will she be ready to be the master of all she dreams. Pick a philosophical question for your character. "What is the measure of a hero?" or "Can one know himself better through fulfillment or denial?" are good examples.Gain 1 XP every time you can apply this question to the situation your character's in.
Gain 3 XP every time your character risks harm in pursuit of the answer.
Answer the question.
Key of the SelfYour character is an elf, immortal and dedicated to the self.Gain 1 XP every time he ignores the request of another in order to fulfill his own goals.
Gain 3 XP every time he ignores someone in need for himself.
Become human. By either dying to save the life of another, or creating life, your character enters the Grey Age. All Elven Species Secrets and Keys, except Secret of the Polymath, are unusable.
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