Welcome to part three of our Fantasy Fate series. In Part One we outlined some basic rules for character creation, and in Part Two we provided templates for some of the “usual suspects” in the fantasy races. This post wraps up those rules with a look at Half-Orcs, Elves, and Half-Elves.
The races we picked to start out with were somewhat influenced by those available in the campaign setting in which we’ve spent most of our gaming time. In that world, for instance, the human population has dominated most societies, and orcs and elves are storied races of a bygone time. As such, a full-blooded version of either race is extremely rare.
However, I’m attempting not to base the details entirely on any setting. For the Elves, I’m going taking some of the flavor from the Tolkienian ideal. With the orcs, or rather half-orcs, I’m focusing on a slightly more feral ‘tribal’ take; partly to get a unique perspective, and partly to make sure they’re not just beefier, Conan-like humans. For both, though, I’m trying to emphasize the fact that these are entirely different cultures, not just strange-looking humans.
HALF-ORCS
The stories told of orcs make them sound more like animals than men: feral, territorial, brutish. However, that comparison is not without its merits. They are said to have tight-knit families and a complex social order, to be fierce protectors of every member of their clan, and to prove quite adaptable when it comes to matters of survival. Unfortunately, the ambitions and prejudices of human civilizations have proven to be the worst enemies of the orcish race.
Not all humans felt this way, however, as is evidenced by the appearance of half-orc members of many societies. These beings tend to exhibit varying combinations of their shared lineages, from large, beastly specimens with sharp claws, to more ‘human-like’ features that give only a hint of a wilder side. Regardless of their outward appearance, half-orcs are known for their physical strength and intense loyalty- either to the tribe they were born into, or the one to which they’ve chosen to belong.
Musts: A Half-orc character must have a high concept that references his parentage from dual races (e.g., Half-Orc Hero or Born to Two Worlds). In addition, the Half-orc must take the following supernatural powers:
- Inhuman Strength [–2] (YS183)
- Pack Instincts [-1] (YS165; Addendum: Unlike DFRPG, Pack members do NOT have to be of the same race. However, the character’s ‘pack’ must be defined by the player prior to the game, and cannot be any bigger than his Presence skill rating.)
Options: Half-orcs also have access to the following supernatural powers; these are meant to represent other racial traits that may have been inherited from either of their parents.
- Human Guise [-0] (YS176)
- Hulking Size [-2] (YS164)
- Claws [-1] (YS162; This power cannot be used if you’ve already taken ‘Human Guise’ listed above.)
Important Skills: Might & other physical skills, Presence
Minimum Refresh Cost: –3
Possible Racial Stunts:
Murderous Mug: Your bestial appearance has a chilling effect on everyday social interactions, making ‘normal folk’ less likely to take actions against you. You may use your Presence skill in place of Alertness when determining your initiative in any Physical conflict. This stunt cannot be used if you’ve taken the Human Guise power listed above.
Break One Off: Someone of your physical gifts doesn’t typically require weapons, but you’re not above improvising one if the need arises. You may use your Fists skill when fighting with a makeshift weapon.
This’ll Show ‘Em: People tend to think less of you because you’re different, which has forced you to develop a fierce sense of self-reliance in order to be viewed as their peer. Your Conviction skill counts as 2 shifts higher for the purposes of determining your Mental Stress Track.
ELVES (Full-blooded)
While human societies tend to be the most prevalent, they are a relatively new civilization when compared to the elves. Full-blooded elves age very slowly, and live for lifetimes in human terms. As such, their traditions and rituals, indeed their very way of life, depends very little on human societies. Elves tend to be very insular, dealing with other races only when it would benefit a greater good. They almost never venture outside their own communities, but some see such wanderings as a grand adventure or a necessary evil. Either way, these elves are often viewed with some measure of suspicion by their kin.
Elves derive a great deal of their culture’s identity and power from the lands they inhabit. They seem to have a greater connection to the world of spirits and magic than do the other races. Some say this is because they were born from the fay powers into the physical realm, while others contend that their long lives and collections of arcane knowledge have simply unlocked doors that other races have yet to open. Perhaps the truth is a combination of all these factors. Whatever the truth, however, their mystical nature is undeniable.
This added enlightenment also seems to open their senses to more of what exists in the physical realm. They can often see in near darkness, or identify an individual by their unique scent, or hear the voices of supernatural creatures that usually fall deaf on mundane ears. They are rarely surprised, and move much faster than beings of other races as well. Such qualities make them very hard to track, hide from, or discover if they wish to prohibit it.
Musts: A full-blooded Elf character must have a high concept that references his Elven parentage (e.g., Elven Archer or Servant of the Firstborn). In addition, the Elf must take the following supernatural powers:
- Inhuman Speed [–2] (YS178)
- Strange Senses [-2] or Broad Senses [-3] (YS165; These are upgrades to ‘Supernatural Sense,’ and already include that power’s refresh cost.)
Options: Elves also have access to the following supernatural powers; these are meant to represent other racial traits that are unique to their pure lineage.
- Glamours [-2] or Greater Glamours [-4] (YS166)
- Seelie Magic [-4] (YS166) or Unseelie Magic [-4] (YS167)
Important Skills: Alertness, Athletics, Deceit, Discipline, Investigation, Lore, Stealth
Minimum Refresh Cost: –4
Possible Racial Stunts:
Patience is a Virtue: Your race’s longer-than-average life span has given you the patience to avoid responding to every immediate threat or conflict, enabling you to see very clearly the right time to act. After initiative has been set in a Physical conflict, but before any parties act, you may pay a Fate Point to swap two character’s initiative values. This can only be done once per Scene.
Wyld Thing: Your inborn ties to the supernatural have put your race more in tune with magic than other beings. As such, you have natural Armor:1 against magical attacks. This armor stacks with other Armor values.
A Touch of Magic: Elves have worked tirelessly at mastering their arcane abilities, especially as it relates to crafting. As such, your Lore skill counts as 2 shifts higher when determining the strength of Enchanted Items you create.
HALF-ELVES
Half-orcs will frequently struggle to reconcile the two parts of their parentage; half-elves, however, have no such need. Instead, they seem to experience the best of both worlds. From their human parent they receive a sense of community and a tenacity that drives them to succeed. From their elven parent comes heightened physical attributes, and an affinity for the supernatural. While they typically live an impressive number of years, their life spans aren’t so much longer than their human parents that they don’t experience their same impulsive need for action.
Half-elves tend to pass more easily through human society, and are more readily accepted by their human peers than other non-human races. It may be because they look more like the average human on the street, or because their elven blood lends them some attractive quality. This is not always the case, however; some humans view the elves’ reclusive nature and their connection to the unseen as dangerous elements. There are times, then, that there are complications for half-elves as well. This is especially true of half-elves who attempt to function in elven society; full-blooded elves typically view half-elves as ‘incomplete,’ and are loathe to accept them unless they prove themselves worthy.
Musts: A Half-elf character must have a high concept that references her parentage from dual races (e.g., Half-elf Adventurer or Child of Two Houses). In addition, the Half-elf must take the following supernatural powers:
- Inhuman Speed [–2] (YS178)
- Supernatural Sense [-1] (YS165; Addendum: Unlike DFRPG, Half-elf characters must designate one specific sense that is affected, and may not upgrade to ‘Strange Senses’ or ‘Broad Senses.’)
Options: Half-elves also have access to the following supernatural powers; these are meant to represent other racial traits that may have been inherited from either of their parents.
- Human Guise [-0] (YS176)
- Marked by Power [-1] (YS169)
- Glamours [-2] or Greater Glamours [-4] (YS166)
Important Skills: Alertness, Athletics, Deceit, Discipline, Investigation, Lore, Stealth
Minimum Refresh Cost: –3
Possible Racial Stunts:
Stick It To ‘Em: Your natural quickness of limb doesn’t just aid your movement; it also means you’re especially good at tossing a blade. You may use your Athletics skill when attacking with a thrown weapon.
A Certain Something: When you talk to people, your fair features and natural grace seem to shine through your words without them knowing it. You may use your Rapport skill to attempt the ‘Gathering Information’ or ‘Rumors’ trappings listed under the Contacts skill.
Release the Hounds: When the hunt is on, you are trained to see in a moment or two what it would take most people an hour to discover. You may use your Alertness skill in place of Investigation when chasing, tracking, or otherwise trying to locate a quarry.
