chronicles of arax heroes 04 high elf

Upload: kaiser-julianus-apostata

Post on 01-Mar-2018

215 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/26/2019 Chronicles of Arax Heroes 04 High Elf

    1/3

    The High Elf is a new Hero for you to use in theChronicles of Arax solo adventure game.

    While most of the elven people live within the trees,either in shelters built upon the ground or in

    specially crafted tree-houses high in the branches,some elves live a life of pure luxury.

    These elves - the High Elves, as they are called - livein the great crystal towers that exist in within theGreatwood. They are great magic users and, due tothe nature of these crystal towers - they focus thenatural mana of the land into pools that allow thosenear them to cast spells of great power - they havebecome the pinnacle of elven spell casters.

    During the Age of Golden Dreams, before the evilcame to Arax, the High Elves helped shape theGreatwood and, to a lesser extent, the world aroundit. When the Age of Darkness and Nightmaresbegan, they instead began to focus their magic ondriving back the evil tide that began to spreadthroughout the world.

    Alas, their efforts have been in vain. The Greatwoodhas been defiled on all sides and the elven peopledecimated. The High Elves have helped slow theforces of evil but even their immense powers cannotseem to stop them.

    Desperately the High Elves seek a way to stop thearmies of darkness that now seem poised to conquer

    Arax. Whether they will or not, only time will tell.

    CHARACTERISTICS

    A High Elf begins with the following characteristics:

    FIGHTING SKILL:

    d6MAGIC SKILL: d8STRENGTH: d4REFLEXES: d8ENDURANCE: d4KNOWLEDGE: d8CHARM: d6PERCEPTION: d6

    WOUNDS: 8

    STARTING EQUIPMENT: Sword (+2 damagebonus); healing potion x3

    Alternatively, start with 50 coins instead of thestarting items listed and purchase from theEquipment list.

    ADVANCED HIGH ELVES

    As a High Elf rises in level they gain special skills

    and characteristic increases. The following tableshows what a High Elf gains at each level.

    Level Ability0 -1 Spell2 Spell3 Magic Skill d104 Knowledge d105 Spell6 Spell

    7

    Magic Skill d128 Spell9 Fighting Skill d810 Spell

    a Ccb (order #5820649)

  • 7/26/2019 Chronicles of Arax Heroes 04 High Elf

    2/3

    When a High Elf gains a Spell, they gain one of thebenefits listed below. Roll 1 d10, twice, and consultthe list of Spells below. Choose one of the Spellsrolled. Your High Elf now knows that Spell and canuse it as the description states. If you happen to roll

    a Spell you already have, you may instead chooseone from the list freely.

    Note thatyou may only use one Spell perEncounterunless otherwise told.

    1. ARCANE FOG You summon a thick mist from out of the air,

    making it impossible to see beyond a short distance.

    Cast at any time. Make a Magic Skill Test(7+). If you pass, you may escape from theEncounter you are in, counting it as ended.However, you do not pass the Encounter.

    2. RAGING WHIRLWIND A spinning, raging tornado appears in front of you,

    sucking your enemies into the air and flinging themback to the ground.

    Cast before a battle. Make a Magic Skill Test(7+). If you pass, one enemy loses 1 d10

    Wounds.

    3. TREMORS The earth begins to shake, causing those in the area

    to lose their balance.

    Cast before a battle. Make a Magic Skill Test(4+). If you pass, all enemies suffer a -1

    penalty on their Fighting Skill for the rest ofthe Encounter.

    4. SKIN OF STONE Your skin hardens, taking on a gravelly appearance

    and making it harder for you to be harmed.

    Cast before a battle. Make a Magic Skill Test

    (4+). If you pass, you may add +1 to yourArmour for the rest of the Encounter.

    5. FLAME BLAST A gout of flame bursts from your outstretched

    hands, blasting your enemies with fiery death.

    Cast before battle. Make a Magic Skill Test

    (5+). If you pass, the enemy loses 1 d4Wounds.

    6. FIERY AURA You surround yourself with an aura of white-hot

    fire. As your enemies approach they risk beingbadly burned.

    Cast before battle. Make a Magic Skill Test(5+). If you pass, if an enemy hits you during

    battle, they lose 1 Wound.

    7. STREAM OF LIFE By standing in cool, running water, you wash away

    your injuries and ailments and restore your health.

    Cast at any time. Make a Magic Skill Test(6+). If you pass, restore your Wounds to itsmaximum value (normally 8).

    8. HEALING SALVE This spell turns an ordinary vial of water into a

    salve capable of healing wounds.

    Cast at any time. Make a Magic Skill Test(4+). If you pass, you may restore 1 d4

    Wounds.

    9. CALL OF THE WILD You use your magic to send out a call to the closest

    animal in the area, summoning it to your side inorder to aid you.

    Cast before battle. Make a Magic Skill Test(5+). If you pass, you summon an animal to

    you; roll 1 d4 to determine the nature of theanimal and its characteristics:

    a Ccb (order #5820649)

  • 7/26/2019 Chronicles of Arax Heroes 04 High Elf

    3/3

    d4 Animal

    1 Wolf (Fighting Skill: d6; Damage: d6;Armour: d6; 3 Wounds)

    2 Great Eagle (Fighting Skill: d10; Damage:d8; Armour: d8; 6 Wounds)

    3

    Pegasus (Fighting Skill: d6; Damage: d8;Armour: d8; 6 Wounds)

    4 Bear (Fighting Skill: d8; Damage: d8;Armour: d8; 5 Wounds)

    The animal departs at the end of theEncounter.

    10. LIVING LANDS This spell causes the land around you to become

    alive, aiding you in battle against your enemies.

    Cast before battle. Make a Magic Skill Test(5+). If you pass, you may add +1 to yourFighting Skill, damage bonus and armour

    bonus for this Encounter.

    Chronicles of Arax is copyright Crystal Star Games, 2011. Written by Shane Garvey. All names and places are completely

    fictional and are not meant to represent any location or person, living or dead.

    Facebook:http://tinyurl.com/chroniclesofarax

    As the undisputed masters of magic upon Arax,High Elves have learnt to use mana in ways othermages could only dream of.

    High Elves have a constant flow of mana throughtheir bodies, ready to be used at a moments notice.When they are not using it for spell casting, they

    instead use it to energize themselves. Therefore, atthe end of each Encounter, a High Elf may restore 1lost Wound.

    On the other hand, High Elves can also boost theirmagical abilities with their own life energy. You canelect to trade Wounds for increased power whenmaking a Magic Skill Test. If you do, for every

    Wound you choose to lose, add +1 tothe result ofthe Test.

    Finally, a High Elf can channel mana into his or herweapon when fighting. Whenever you hit in battle,you make use your Magic Skill die instead of yourStrength die when determining damage.

    a Ccb (order #5820649)

    http://tinyurl.com/chroniclesofaraxhttp://tinyurl.com/chroniclesofaraxhttp://tinyurl.com/chroniclesofaraxhttp://tinyurl.com/chroniclesofaraxhttp://tinyurl.com/chroniclesofaraxhttp://tinyurl.com/chroniclesofaraxhttp://tinyurl.com/chroniclesofaraxhttp://tinyurl.com/chroniclesofarax