Blood Elves
Posted: Sun Feb 24, 2019 6:49 pm
Blood Elves: Blood Elves may travel from the Blood Wood for a variety of reasons, but it is very hard on them and uncomfortable for everyone else.
Racial Abilities:
Unappealing to Horrors: Intelligent Horrors always target Blood Elves last, if at all. They cannot get any nourishment from them, so tormenting them is like eating dirt.
Pain Resistance: Blood Elves ignore 1 point of Wound penalties.
Reduced Recovery Tests: Blood Elves have one less recovery test per day. If he would normally have 1 recovery test per day, he can only make a recovery test every other day.
Armor Restrictions: Other than Fernweave, armor and clothing must be specially crafted to be worn over the thorns, increasing its cost by three to four times when purchased outside of the Blood Wood.
Intense Reaction: Nearly all Namegivers begin with an Attitude of one worse than normal towards Blood Elves. However, any successful Interaction tests results in a free additional success.
Intense Woodlonging: In addition to knowing the direction and distance to the Blood Wood, Blood Elves may become physically ill as a result of their obsession with the Wood. Triggers for Intense Woodlonging vary, but may include near death, the death of a loved one, a major triumph, or intense reaction to a work of art. When the GM rules that it has been triggered, the elf must make a Willpower test against the number of months the elf has been away from the Wood. On failure, the character becomes afflicted with Wood Consumption.
Wood Consumption
Type: Debilitation Death Effect Step: 7 Onset Time: 1-2 months.
Interval: Chronic/1 Month Duration: Cronic
A Blood Elf taken with Wood Consumption know as soon as he fails the Willpower test. As with other Debilitating diseases, for each Success the disease gets against the victim’s Toughness Step he suffers -2 to all tests. If the penalty exceeds the victim’s Toughness Step, he is bedridden. If it exceeds his Toughness x2, he dies and cannot be revived through any means short of the intervention of a Passion. The only cure is to spend a night in the Blood Wood while suffering from no Wounds or Damage and to take a morning recovery test.
Racial Abilities:
Unappealing to Horrors: Intelligent Horrors always target Blood Elves last, if at all. They cannot get any nourishment from them, so tormenting them is like eating dirt.
Pain Resistance: Blood Elves ignore 1 point of Wound penalties.
Reduced Recovery Tests: Blood Elves have one less recovery test per day. If he would normally have 1 recovery test per day, he can only make a recovery test every other day.
Armor Restrictions: Other than Fernweave, armor and clothing must be specially crafted to be worn over the thorns, increasing its cost by three to four times when purchased outside of the Blood Wood.
Intense Reaction: Nearly all Namegivers begin with an Attitude of one worse than normal towards Blood Elves. However, any successful Interaction tests results in a free additional success.
Intense Woodlonging: In addition to knowing the direction and distance to the Blood Wood, Blood Elves may become physically ill as a result of their obsession with the Wood. Triggers for Intense Woodlonging vary, but may include near death, the death of a loved one, a major triumph, or intense reaction to a work of art. When the GM rules that it has been triggered, the elf must make a Willpower test against the number of months the elf has been away from the Wood. On failure, the character becomes afflicted with Wood Consumption.
Wood Consumption
Type: Debilitation Death Effect Step: 7 Onset Time: 1-2 months.
Interval: Chronic/1 Month Duration: Cronic
A Blood Elf taken with Wood Consumption know as soon as he fails the Willpower test. As with other Debilitating diseases, for each Success the disease gets against the victim’s Toughness Step he suffers -2 to all tests. If the penalty exceeds the victim’s Toughness Step, he is bedridden. If it exceeds his Toughness x2, he dies and cannot be revived through any means short of the intervention of a Passion. The only cure is to spend a night in the Blood Wood while suffering from no Wounds or Damage and to take a morning recovery test.