by
Rodford Edmiston Smith
This module refers to material Copyrighted and Trademarked by WARP Graphics, and may not be sold. It is intended as a work of fan fiction, solely for the amusement and entertainment of "Elfquest" fans. Some of this material is based on the out-of-print tabletop role-playing game.
Note: This is a work in progress, and remains unfinished.
Creating a Character
To create an Elfquest character for the Interworld gaming system, first decide which type of Elfquest Character (elf, Troll, human, etc.) is being created. (If the Player wishes to create a human, go directly to the basic rules.) Look up the base Characteristic scores, and height, weight and age ranges for that type. Then create the character as per the basic rules, with the appropriate changes. Note: If the Special Talent of Psionics is obtained for a non-human Character, use the table at the end of this module. See the section on "Magic" later in this module for additional information.
General note: The extra beginning skills obtained due to an initial age past 20 should be applied as normal to Characters below the age of 60, but from 60 to 120 the number of skill points should be divided by 10, and above 120 the number of skill points should be divided by 100. This still allows ancient elves to be very good at a number of things.
These rules provide guidelines for creating and playing Characters in three different eras. The first is during the early years, from a few centuries to a thousand years after the arrival of the Palace. The second is during the steady-state period shortly before the events covered in the first series of Elfquest comics, roughly the span from 5000 years PA (Post Arrival) to 10,000 PA. The third era is that portrayed in the most recent stories, from a few centuries before the return of the Palace to just after the return (roughly 19,500 PA to 20,000 PA). General guidelines for determining Character ages are given for each era. The GM and Players must make whatever adjustments to Character age are needed for the specific year.
Desert Elves
Characteristic Base Minimum Maximum
Intelligence 10 5 30
Will 10 5 30
Perception 10 8 35
Strength 10 7 25
Agility 15 13 33
Fitness 14 12 32
Speed 12 9 35
Special Talent 2
Age: Initial age is determined by rolling 1D12 for the number of centuries (taking "12" or "1" as zero), another 1D10 for the number of decades (with "10" or "0" as zero) and adding 18 as the base number of years. This gives an age range of 18 to 1208 years. This is for a Character living in the first era (described above). For Characters in the second era, multiply this age by 1D8, which gives a range from 18 to 9664. for Characters in the third era, multiply the initial age by (3D6 - 2), which gives a range from 18 to 19,328. Height = 60 + (3D6 X 5) cm; Mass = 9 + (2D6 X 4) kg.
Ability Chance
Defense 50%
Domination 10%
Finding 20%
Healing 10%
Rock-Shaping 10%
Sending 90%
The Desert Elves live by traveling from oasis to oasis and trading with humans and other elves. Although the humans who actually live in this area are violently hostile to the elves, most of those from bordering areas who wish to cross the desert hire Desert Elves as guides and guards. It seems that the local bandits not only attack elves, but anyone else, including other bandits.
For the most part, the relationships between the elves and their human customers are strictly business. The travelers aren't likely to get through without help, and the elves need what they offer as payment to survive. Some humans and elves have become friends; others have become bitter enemies.
Firstborn
Characteristic Base Minimum Maximum
Intelligence 10 5 30
Will 13 8 35
Perception 10 8 35
Strength 11 8 27
Agility 13 10 30
Fitness 11 8 27
Speed 11 8 27
Special Talent 5
Age: Initial age is determined by randomly creating a year of birth and adding the year PA. This is done by rolling 1D10 for the century number, another 1D10 for the decade number and a final 1D10 for the year number. Height = 110 + (2D8 X 5) cm; Mass = 45 + (1D6 X 5) kg.
Ability Chance
Astral Projection 10%
Domination 30%
Finding 10%
Flesh-Shaping 10%
Healing 10%
Levitation 90%
Plant-Shaping 10%
Rock-Shaping 20%
Sending 90%
Shielding 10%
Gliders
Characteristic Base Minimum Maximum
Intelligence 10 5 30
Will 13 8 35
Perception 10 8 35
Strength 11 8 27
Agility 13 10 30
Fitness 11 8 27
Speed 11 8 27
Special Talent 2
Age: Initial age is determined by randomly creating a year of birth and adding the year PA. This is done by rolling 1D10 for the century number, another 1D10 for the decade number and a final 1D10 for the year number. This gives a range from 111 + Year PA to 1110 + Year PA. Height = 110 + (2D8 X 5) cm; Mass = 45 + (1D6 X 5) kg.
Ability Chance
Astral Projection 10%
Domination 30%
Finding 10%
Flesh-Shaping 10%
Healing 10%
Levitation 90%
Rock-Shaping 20%
Sending 90%
Shielding 10%
Go-Backs
Characteristic Base Minimum Maximum
Intelligence 10 5 30
Will 10 5 30
Perception 10 8 35
Strength 10 7 25
Agility 14 12 32
Fitness 14 12 32
Speed 14 12 32
Special Talent 1
Age: Initial age is determined by rolling 1D12 for the number of centuries (taking "10" or "0" as zero), another 1D10 for the number of decades (again with "10" or "0" as zero) and adding 18 as the base number of years. This gives an age range of 18 to 1208 years. This is for a Character living in the first era (described above). For Characters in the second era, multiply this age by 1D8, which gives a range from 18 to 9664. for Characters in the third era, multiply the initial age by (3D6 - 2), which gives a range from 18 to 19,328. Height = 90 + (2D8 X 5) cm; Mass = 10 + (3D4 X 4) kg.
Ability Chance
Domination 10%
Healing 10%
Sending 90%
High Ones
Characteristic Base Minimum Maximum
Intelligence 20 15 40
Will 20 15 40
Perception 20 15 40
Strength 20 15 40
Agility 22 15 40
Fitness 20 15 40
Speed 20 15 40
Special Talent 10
Age: Irrelevant. The have the initial abilities at the beginning of play, regardless of the year. For the most part, the skills with specific psionic abilities which they possessed before coming to the World of Two Moons are inappropriate, because psionics work differently here. These skills therefore have to be relearned. However, all High Ones automatically have level 10 skills in Elf Tools and general psionics. For experience, count the time from Arrival Date. Height = 140 + (2D6 X 4) cm; Mass = 64 + 1D12 kg.
Magical abilities: 3% chance for each ability on the psionic abilities table.
Plainsrunners
Characteristic Base Minimum Maximum
Intelligence 10 5 30
Will 10 8 30
Perception 10 8 35
Strength 11 8 27
Agility 14 12 32
Fitness 13 10 30
Speed 14 12 32
Special Talent 2
Age: Initial age is determined by rolling 1D12 for the number of centuries (taking "10" or "0" as zero), another 1D10 for the number of decades (again with "10" or "0" as zero) and adding 18 as the base number of years. This gives an age range of 18 to 1208 years. This is for a Character living in the first era (described above). For Characters in the second era, multiply this age by 1D8, which gives a range from 18 to 9664. for Characters in the third era, multiply the initial age by (3D6 - 2), which gives a range from 18 to 19,328. Height = 48 + (2D8 X 6) cm; Mass = 6D4 X 2 kg.
Ability Chance
Domination 50%
Finding 20%
Healing 10%
Plant-shaping 10%
Sending 90%
Preservers
Characteristic Base Minimum Maximum
Intelligence 10 5 30
Will 14 10 20
Perception 10 8 35
Strength 2 1 5
Agility 15 13 33
Fitness 17 16 37
Speed 15 13 33
Special Talent Generally N/A
Age: N/A
Sea Elves
Characteristic Base Minimum Maximum
Intelligence 10 5 30
Will 15 8 30
Perception 10 8 35
Strength 11 8 27
Agility 16 14 35
Fitness 13 10 30
Speed 16 14 35
Special Talent 2
Age: Initial age is determined by rolling 1D12 for the number of centuries (taking "10" or "0" as zero), another 1D10 for the number of decades (again with "10" or "0" as zero) and adding 18 as the base number of years. This gives an age range of 18 to 1208 years. This is for a Character living in the first era (described above). For Characters in the second era, multiply this age by 1D8, which gives a range from 18 to 9664. for Characters in the third era, multiply the initial age by (3D6 - 2), which gives a range from 18 to 19,328. Height = 60 + (3D6 X 5) cm; Mass = 9 + (2D6 X 4) kg.
Ability Chance
Domination 20%
Finding 10%
Flesh-Shaping 10%
Healing 10%
Plant-Shaping 10%
Rock-Shaping 10%
Sending 99%
Sunfolk
Characteristic Base Minimum Maximum
Intelligence 10 5 30
Will 12 8 30
Perception 10 8 35
Strength 9 5 23
Agility 15 13 33
Fitness 12 9 28
Speed 15 13 33
Special Talent 2
Age: Initial age is determined by rolling 1D12 for the number of centuries (taking "10" or "0" as zero), another 1D10 for the number of decades (again with "10" or "0" as zero) and adding 18 as the base number of years. This gives an age range of 18 to 1208 years. This is for a Character living in the first era (described above). For Characters in the second era, multiply this age by 1D8, which gives a range from 18 to 9664. for Characters in the third era, multiply the initial age by (3D6 - 2), which gives a range from 18 to 19,328. Height = 60 + (3D6 X 5) cm; Mass = 9 + (2D6 X 4) kg.
Ability Chance
Astral Projection 10%
Defense 10%
Domination 10%
Finding 20%
Healing 10%
Levitation 10%
Rock-Shaping 10%
Sending 10%
Shielding 10%
Trolls
Characteristic Base Minimum Maximum
Intelligence 10 5 30
Will 10 5 30
Perception 10 5 35
Strength 15 9 37
Agility 11 8 27
Fitness 13 10 30
Speed 11 8 27
Special Talent 2
Age: Initial age is determined by rolling 1D12 for the number of centuries (taking "10" or "0" as zero), another 1D10 for the number of decades (again with "10" or "0" as zero) and adding 18 as the base number of years. This gives an age range of 18 to 1208 years. This is for a Character living in the first era (described above). For Characters in the second era, multiply this age by 1D8, which gives a range from 18 to 9664. for Characters in the third era, multiply the initial age by (3D6 - 2), which gives a range from 18 to 19,328. Height = 88 + (2D6 X 4) cm; Mass = 50 + (2D10 X 5) kg.
Wolfriders
Characteristic Base Minimum Maximum
Intelligence 10 5 30
Will 12 8 30
Perception 10 8 35
Strength 9 5 23
Agility 16 14 35
Fitness 13 10 30
Speed 16 14 35
Special Talent 2
Age: Initial age is determined by rolling 1D12 for the number of centuries (taking "10" or "0" as zero), another 1D10 for the number of decades (again with "10" or "0" as zero) and adding 18 as the base number of years. This gives an age range of 18 to 1208 years. This is for a Character living in the first era (described above). For Characters in the second era, multiply this age by 1D8, which gives a range from 18 to 9664. for Characters in the third era, multiply the initial age by (3D6 - 2), which gives a range from 18 to 19,328. Height = 48 + (2D8 X 6) cm; Mass = 6D4 X 2) kg.
Ability Chance
Domination* 10%
Finding 10%
Healing 10%
Plant-Shaping 10%
Sending 99%
All Wolfriders (99%) have a special form of Domination which only affects wolves.
Elf Tools
When the High Ones arrived on the World of Two Moons the only tools they possessed were their living servants - the Preservers and Trolls - and the Palace itself. Long before the High Ones left their ancient world they had passed the Clarke limit, possessing a technology so advanced it appeared to be magic. Essentially immune to aging and accident, they were creatures of the flesh only because it suited them to remain so.
The ultimate manifestation of this technology was their starfaring cities.
These were generalized machines, able to alter themselves for any task,
and capable of altering and empowering their inhabitants likewise.
Any part was as capable as the whole, and remained connected to it, no
matter how separated by distance.
The Palace of the High Ones provided more than transportation. It sheltered
them, and even protected them from death by retrieving the essence in the
case of the physical form being destroyed. This essence could then be placed
into a new body. When the Trolls made their bid for freedom, however, they
upset the delicate balance of forces being controlled by the Palace. This
resulted not only in the Palace being thrown across space and time, but
affected its functioning. In addition to the actual, physical damage done,
the paradox of being in it's own past acted as a damper on the Palace's
capacities. That, in turn, reduced the abilities of the High Ones on Abode,
leaving them with only the natural capacities of their assumed forms.
Those abilities were, however, far beyond what the natural creatures of Abode possessed, and gave them vital advantages. For instance, they were still telepathic sensitives, able to communicate without sound, and beyond visual range. As the generations passed, different branches of the elves found different abilities valuable. Most retained Sending, though except for the Wolfriders at a reduced level.
When the ice buried the Palace it also drove the elves south, to warmer climes. During this period the Palace was without guidance, and simply repaired and maintained itself as best it could, given the reduction in its abilities. When some of the elves moved north again with the warmer weather, they began to feel the telepathic presence of the Palace, and were instinctively drawn to it. Some of the earliest were captured by the northern Trolls. Others became the Go-Backs.
Because of a holographic, inherently redundant design, any part of the Palace (at least down to a few grams) can perform all of the services of the main body, though at a mass-proportionate level of capacity. Additionally, any fragment operates as a direction finder for the remainder. During the millennia, several pieces of the Palace have been separated from it. Some of these were removed by trolls, a few by humans. One, the miniature Palace left in Sun Village, was produced by the rockshaper Ekuar.
Possession of a small fragment of the Palace increases psionic abilities in those attuned to it by 20%. (Attunement is automatic for all elves, 10% per year cumulative for trolls and Preservers, and 1% per year non-cumulative for humans.) Close proximity (say, within 100 meters per kilogram) to a significant fragment (such as the miniature Palace) increases psionic abilities by 50%. Proximity to the Palace (being within a few kilometers) increases abilities by 100%. There is no increased Endurance cost for the increased abilities.
Elf Magic
The "magic" in Elfquest is actually a form of psionics. The descriptions of psionic abilities in the basic rules can be used with the modifications listed at the end of this module. There are two ways to obtain psionic abilities. One is from the roll on the Special Talent table as described in the basic rules. This table includes the standard psionic abilities, which are open to any elves. (Remember the modifications!) The other is from the table listed with the descriptions of each type of elf.
Lock-Send: This is merely narrowing a Sending to one target or a small group of targets. It is difficult to detect, and even more difficult to interrupt psionically, though a major distraction may break the contact. In Lock-Send elves not only communicate on a "private line" but can access each other's memories without interference. All elves involved must cooperate, but once initiated each person in the Lock-Send has free access to the non-private memories of any of the others. This includes using skills, though the maximum level used can be no more than the maximum level possessed by the elf being accessed. (That is, the benefit is not additive, but limited to the skill level of the source.) Also, the user can not improve their own ability by more than 100%, no matter how skilled the source of the knowledge they are borrowing.
The difficulty of initiating a Lock-Send is the same as making contact with a willing subject, plus a 10 percentage point penalty for each person above two involved. Each participant must succeed, or be left out of the Lock-Send. Failure to succeed does not directly affect the success of the others. END cost is 5 points per Combat Phase in addition to whatever else is being spent for Telepathy and any other activities being performed.
Pool: This requires that the participants first engage in a Lock-Send. Once this is done, the elves involved may pool their Characteristics and abilities, adding them to perform tasks normally beyond the capacity of any one elf. One person must initiate the Pool, and that elf is then the controller. Attempts by others in the Pool to change what is being done will probably disrupt it. Any ability possessed by any one of the members of the Lock-Send may be used by the controller. The magnitude of the effect is found by summing the determining Characteristic(s) required for the ability of all the members participating and dividing by 2. END costs for use of the ability are shared equally. Each person participating must also pay 10 END per combat Phase, plus whatever else is needed for Telepathy and the other activities being undertaken.
Additionally, where there is an Advanced Psionics version of an ability possessed by a member of a Pool, that may be used, even though no-one in the Pool has the Advanced ability. If someone has an Advanced ability, the Super version may be likewise accessed. There is no additional END cost for these functions.
Die Roll Ability Note
01 Advanced Psionics (See Special Psionics Module)
02-06 Astral Projection (Characters without Sending re-roll)
07-11 Attack (Characters without Sending re-roll)
12-16 Blending
17-21 Cell Manipulation*
22-26 Defense (Characters without Sending re-roll)
27-31 Domination (Characters without Sending re-roll)
32-36 Empathy
37-41 Finding**
42-50 Healing
51-56 Levitation
57-58 Machine Rapport
59-63 Rock-Shaping (aka Matter Manipulation)
64-65 Precognition
66-70 Probability Alteration
71-75 Pyrokinesis
76-80 Remote Sensing (Characters without Sending re-roll)
81-85 Shielding*** (Characters without Sending re-roll)
86-90 Telekinesis
91-95 Sending****
96-00 Warning Sense
For each 100 points Experience, the Character can buy one roll on the above table, or roll at +10% (cumulative per attempt) for tribe-specific abilities.
* Most elves have only one specialized ability in this, either Flesh-Shaping or Plant-Shaping, and the Player may choose between them. Shapeshifting is Flesh-Shaping used on the self. See the Special Psionics Module for details.
** This is a new (for Interworld) psionic ability defined specifically for this module. Range = 300 m per point of Will, END = 3 per minute per point of Will applied. This can be used for specific items or for something general, such as water. In the second case it will give the direction and distance to the nearest example.
*** Shielding works the same as Defense, but for others. Anyone with Defense has a beginning chance of 20% to also have Shielding.
**** Sending is a specialized form of Telepathy. For game purposes, the only difference from Telepathy is that it is species specific, with the Wolfriders being able to send to both elves and wolves. Sending may be upgraded to general Telepathy by spending 20 experience points.
Note: "Magic-Feeling" is based on a Perception roll for those who have an appropriate ability. This could be Sending, Finding, Precognition, Healing, Warning Sense, and so on.
Both Healing and Cell Manipulation are much easier to perform on elves than on other creatures. Divide Endurance by 5 for both, and multiply the mass affected by 5 for Cell Manipulation.
Humans
Humans are important in the World of Two Moons, both as friends and enemies.
Languages
Written
Location Time (PA) Spoken Symbolic Phonetic
Initial Landing 0 HS1A HW1A N/A
5000 HS1B HW1B N/A
10,000 HS1C HW1C N/A
19,500 HS1D HW1D HP1A
20,000 HS1E N/A HP1B
Second Landing 0 HS2A HW2A N/A
5000 HS2B HW2B N/A
10,000 HS2C HW2C N/A
19,500 HS2D HW2D N/A
20,000 HS2E N/A HP2B
Desert 0 HS3A HW3A N/A
5000 HS3B HW3B N/A
10,000 HS3C HW3C N/A
19,500 HS3D HW3D N/A
20,000 HS3E HW3E N/A
Blue Mountain 0 HS4A HW4A N/A
5000 HS4B HW4B N/A
10,000 HS4C HW4C N/A
19,500 HS4D HW4D HP4A
20,000 HS4E N/A HP4B
Plains 0 HS5A HW1A N/A
5000 HS5B HW1B N/A
10,000 HS5C HW1C N/A
19,500 HS5D HW1D HP5A
20,000 HS5E N/A HP5B
Coastal I 0 HS6A HW6A N/A
5000 HS6B HW6B N/A
10,000 HS6C HW6C N/A
19,500 HS6D HW6D HP6A
20,000 HS6E N/A HP6B
Forest I 0 HS7A HW7A N/A
5000 HS7B HW7B N/A
10,000 HS7C HW7C N/A
19,500 HS7D HW7D HP7A
20,000 HS7E N/A HP7B
Coastal II 0 HS8A HW8A N/A
5000 HS8B HW8B N/A
10,000 HS8C HW8C N/A
19,500 HS8D HW8D HP8A
20,000 HS8E N/A HP8B
Flora and Fauna
Animals
Bloodworms: Giant leeches, up to two meters long. Aquatic, but capable of traversing land for short distances. They live in still water, such as in swamps or ponds, rather than rivers.
Bristle Boar: The Abodean version of Earth's peccary. They live in hills and other wooded areas. They are small, but have large, powerful tusks.
Crocodilians: These large saurians live in swamps and river and are typically 3 meters long. They are active predators, mainly of fish, snakes and incautious drinking animals. Crocodilians are not social, but the sometimes cluster in large numbers. They are excellent swimmers and so-so walkers.
Fin Backs: These are the Abodean equivalent of dimetridon. They prefer warmer climates. They are herbivorous, communal and often cluster near swamps. They are large, tough and stupid.
Giant Hawks: This species was created by the Gliders of Blue Mountain and used as mounts for the elite force of
Giant Snakes: A species of constrictor found in jungles and temperate forests. Some breeds are aquatic, some arboreal and some ground dwellers. Typical length is eight meters.
Giant Spiders: These are rare, preferring dark, damp places such as jungles or thick forests. They are trap-web spiders, rather than active hunters.
Long Tooths: Large, solitary felines similar to sabre-tooth tigers of Earth. They prefer jungles and grassy areas, but also survive well in cold areas. They are ambush hunters, and are quite intelligent. Mad Horns: Similar to terrestrial woolly rhinoceros. They prefer cold climes and flat lands. They are near-sighted and short-tempered.
Nohumps: Similar to early horses, these plains-dwellers are wily and swift, but can be tamed through magic or skill.
Serpent Noses: Similar to Earth's mammoths. They are furred and prefer cold climates. They generally form small, wandering herds. They are intelligent (though not as intelligent as humans) and learn quickly. The occasional rogue is something to be wary of. They primarily eat pine needles and other alpine vegetation.
Sting-Tails: The Abodean version of scorpions.
Shell Backs: Armored mammals reminiscent of giant armadillos. They are nonaggressive, solitary and good to eat. In some species the tail has an armored ball or spike on the end.
Sword Feet: Similar to Earth's Velociraptor, these bipedal reptiles typically stand over two meters tall. They are clever and vicious predators. They tend to eat any animal which doesn't kill them first. They prefer warm climates, and individuals found in cooler areas are probably rogues, which are even more dangerous. The Sword Feet attack on the run, and often in packs.
Tree Grazers: The Abodean version of Earth's giant sloth. They are slow and powerful, and can stand on their hind legs to reach high vegetation, using their thick tails as props. They have powerful claws and are good diggers. They have few natural enemies. There are several species, ranging in size from one meter to 7 meters. Their hides are tough, and covered with long, lank hair. A layer of bony nodules under the skin provides additional protection. The smaller animals have proportionately thinner skin and more nodules. They are either solitary or in small family groups.
Treewees: Small omnivores, similar to Earth's tarsiers. They are tree-dwelling primates, nocturnal, with large ears and eyes and spatulate fingers.
Wolves: There are several breeds on Abode. The largest are similar to the dire wolves of Earth's prehistory.
Zwoots: Cameleid mammals, desert dwellers. They have a hump over the shoulders. They are stupid and easily panicked, but easily domesticated.
Plants
Interworld and all related materials are Copyright 2002 Rodford E. Smith, who can be reached at: Stickmaker@usa.net. Elfquest and all related materials are Copyright Warp Graphics.