Elf (Homo nobilis)

They call themselves the "Elohim". They are the descendants of rich and powerful individuals dating back to Earth before World War 3. The Elohim started a settlement that eventually became the city of Ix. After the Event, they where persecuted by groups of people that hunted them down after falsely accusing them of being responsible for The Event. Realizing the need for individuals that could be long lived enough to help maintain their civilization after The Event, the Colonial Alliance government offered protection to the city of Ix. The Elohim of the city of Ix accepted and to this day, they are part of the collection of states that form the Colonial Alliance. Due to the persecution they suffered after the Event and their ingrained misanthropic views, they tend to keep to themselves. But nowadays, they are forced out of necessity to trade and interact with baseline Human settlements. When seen outside of their lands, their love for luxury keeps them in civilized areas of the planet. There''s even a small community of Elohim living on the Colonial Alliance capital city of Nova Aurora. They are still few in numbers and are a rare sight to most Humans. Most, if not all, of the Elohim died relatively young during the years following The Event by reason of the ensuing chaos, lack of resources and persecution of their race. Their numbers haven't increased as much as other races since The Event, but they still manage to thrive and hope that their race survives in the planets of Far-Star Victoria. Their lifespan can be twice as long as a Human being, with some Elves known to have lived to just over 200 years old.

Elf Traits

Your elf character has a variety of natural Abilities, the result of of elven genetic refinement.

Ability Score Increase: Your Dexterity score increases by 2.

Age: Although elves reach physical maturity at about the same age as Humans, the elven understanding of Adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims Adulthood and an adult name around the age of 40 and can live to be 200 years old.

Alignment: Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

Keen Senses: You have Proficiency in the Perception skill.

Evolved Mental Acuity: You have advantage on Saving Throws against being Charmed, and can’t be put to sleep.

Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages: You can speak, read, and write Common and Elvish. Elvish is a language based on Esperanto. It is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among Other Races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf Variant Traits

Ixian Elf

The Ixian Elohim are elves who dwell in the cities of Elysium. They are comfortable with technology, and many work as planners, architects, airship engineers or inventors. They have their own highly advanced city-state of Ix, but Ixian elves are generally integrated into the rest of society of The Colonial Alliance, also living in other cities dominated by the other races (though, as in Nova Aurora, many of them live in specific garden-like neighborhoods) and engaging in trade.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, revolver, and rifle.
  • Incisive Sense. You have advantage on Investigation and Insight checks.
  • Extra Language. You can speak, read, and write one extra language of your choice.

Tsintah Elf

Elves who dwell in the forest and countryside are known as the Tsintah Elohim. They are elves that have left city life and more advanced technology in favor of the open fields and nature. Most live in isolated communities away from other races, though they still trade with them. Tsintah elf farmers grow food, wood for building, and tend to livestock in their meandering gardens and fields. They have a pioneer mentality and value freedom.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, revolver, and rifle.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Erebian Elf

The Erebian Elohim, also known as the drow or dark elves are a dark-skinned and white-haired subrace of elves connected to the subterranean civilization of the planet Erebus. Their ancestors were Elohim who were part of the administration of Astraea Corp. on Erebus. They indulged in genetic experiments on themselves in order to better adjust to the subterranean life that the planet offered. This brought forth latent psionic abilities in their descendants, but also a talent for cruelty and subterfuge that has characterized their kind.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
  • Drow Psionics. You can manifest Dancing Lights. When you reach 3rd level, you can manifest the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can manifest the Darkness spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Drow Weapon Training. You have proficiency with rapiers, short-swords, and revolvers.