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races:elf [2026/06/30 09:56] – [Elf] ms_ashraces:elf [2026/07/01 09:39] (current) – [Aeonic Mindset] ms_wuntch
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 //Physically, elves are slight and remarkably light, their frames shaped by hollow skeletal structures that reflect a shared ancestry with avian fauna and fae spirits from their homeworld of Avalon. Height varies widely, typically ranging from 150 to 215 centimeters, yet mass remains consistently low, usually between 55 and 75 kilograms. Their bodies favour length over density, with narrow torsos and elongated limbs that give them a floating quality in motion. Even at rest, elves appear poised, as if balance and readiness are their natural state rather than a learned posture.//\\ //Physically, elves are slight and remarkably light, their frames shaped by hollow skeletal structures that reflect a shared ancestry with avian fauna and fae spirits from their homeworld of Avalon. Height varies widely, typically ranging from 150 to 215 centimeters, yet mass remains consistently low, usually between 55 and 75 kilograms. Their bodies favour length over density, with narrow torsos and elongated limbs that give them a floating quality in motion. Even at rest, elves appear poised, as if balance and readiness are their natural state rather than a learned posture.//\\
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-//Elven skin tones are uniformly subdued, as though filtered through mist or ash. Colours span pale tans, soft browns, and desaturated creams, with rarer hues of green, blue, and violetnever vivid, never stark. These tones echo the environments of Avalon: the muted whites and yellows of stone and bark, the softened greens and oranges of foliage, and the quiet blues and purples of shaded blooms. In contrast, elven hair is strikingly vivid and confined exclusively to the scalp. It grows long and straight, often standing or flowing like plumage, and appears in brilliant, saturated colours across the full spectrum. Their eyes are perhaps their most arresting feature: with mineral-bright and crystalline structures under the cornea, refracting light through gem-like structures that cause them to sparkle in shades reminiscent of jade, sapphire, garnet, onyx, and other precious stones, in all manner of colours. With the widespread adoption of Aestheskin Cyberware, many elves alter their appearance repeatedly over their long lives, treating form as another evolving expression rather than a fixed identity.//\\+//Elven skin tones are uniformly subdued, as though filtered through mist or ash. Colours span pale tans, soft browns, and desaturated creams, with rarer hues of green, blue, and violetnever vivid, never stark. These tones echo the environments of Avalon: the muted whites and yellows of stone and bark, the softened greens and oranges of foliage, and the quiet blues and purples of shaded blooms. In contrast, elven hair is strikingly vivid and confined exclusively to the scalp. It grows long and straight, often standing or flowing like plumage, and appears in brilliant, saturated colours across the full spectrum. Their eyes are perhaps their most arresting feature: with mineral-bright and crystalline structures under the cornea, refracting light through gem-like structures that cause them to sparkle in shades reminiscent of jade, sapphire, garnet, onyx, and other precious stones, in all manner of colours. With the widespread adoption of Aestheskin Cyberware, many elves alter their appearance repeatedly over their long lives, treating form as another evolving expression rather than a fixed identity.//\\
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-//Elves possess two biological sexes, male and female, though sexual dimorphism is minimal, almost non-existent, and gender expression is culturally fluid. Facial hair is absent aside from fine eyebrows, and body hair does not develop beyond the scalp. Their features are soft yet sharply defined, with pronounced cheek structures and long, elegantly tapered ears characteristic of fae-descended peoples throughout the Federation. Elven bodies tend toward gentle curves without pronounced musculature, emphasizing flexibility and speed over strength. Longer limbs and compact torsos allow for rapid movement and thought, often appearing nearly instantaneous to other species. Communication for elves is rarely limited to speech alone; words are accompanied by gesture, posture, rhythm, and sometimes full-body movement. To watch an elf speak is to witness language made physical — an ongoing dance of intent, meaning, and motion.//\\+//Elves possess two biological sexes, male and female, though sexual dimorphism is minimal, almost non-existent, and gender expression is culturally fluid. Facial hair is absent aside from fine eyebrows, and body hair does not develop beyond the scalp. Their features are soft yet sharply defined, with pronounced cheek structures and long, elegantly tapered ears characteristic of fae-descended peoples throughout the Federation. Elven bodies tend toward gentle curves without pronounced musculature, emphasizing flexibility and speed over strength. Longer limbs and compact torsos allow for rapid movement and thought, often appearing nearly instantaneous to other species. Communication for elves is rarely limited to speech alone; words are accompanied by gesture, posture, rhythm, and sometimes full-body movement. To watch an elf speak is to witness language made physicalan ongoing dance of intent, meaning, and motion.//\\
 ==== Culture ==== ==== Culture ====
 //Elven culture is shaped by duration. As a long-lived and intensely persistent people, elves experience history not as a sequence of eras but as a continuous present, watching entire civilizations rise, fracture, and fade within a single lifetime. This has fostered a tendency toward singular focus: an elf may devote Ages to perfecting a single craft, philosophy, invention, or art form, refining it through iteration rather than reinvention. As a result, elves often perceive other species as impulsive or impatient, quick to act where restraint might yield better outcomes. This disposition frequently places them in the role of mediators, archivists, and voices of caution, though their advice is not always welcomed.//\\ //Elven culture is shaped by duration. As a long-lived and intensely persistent people, elves experience history not as a sequence of eras but as a continuous present, watching entire civilizations rise, fracture, and fade within a single lifetime. This has fostered a tendency toward singular focus: an elf may devote Ages to perfecting a single craft, philosophy, invention, or art form, refining it through iteration rather than reinvention. As a result, elves often perceive other species as impulsive or impatient, quick to act where restraint might yield better outcomes. This disposition frequently places them in the role of mediators, archivists, and voices of caution, though their advice is not always welcomed.//\\
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 Your [Entity Type] is: [Sapient]\\ Your [Entity Type] is: [Sapient]\\
-Your [Physiology] is: [Organic]\\+Your [[:Game Mechanics:Definitions:Physiology]] is: [[:Game Mechanics:Definitions:Physiology:Organic Physiology|Organic]]\\
 Your <wrap preview>[[:Game_Mechanics:Definitions:Size]]</wrap> is: 4\\ Your <wrap preview>[[:Game_Mechanics:Definitions:Size]]</wrap> is: 4\\
-\\ 
-**Please Note**: For information on ranking up [Stats] see: [[:Game_Mechanics:Spending Experience]]. 
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 ===== Unique Features ===== ===== Unique Features =====
 ==== Aeonic Mindset ==== ==== Aeonic Mindset ====
-//Elves think on the scale of Ages. Their decisions are shaped by the expectation of living long enough to see outcomes fully unfold, and this grants them a way of thinking that prizes correctness over speed. An elf observes first, studies second, plans third, and practices until error has been ground away entirely. Action is delayed not by indecision, but by patience — by the certainty that rushing only creates work that must later be undone. When an elf finally commits, the result is often flawless, executed with a precision born of repetition and foresight rather than inspiration. To shorter-lived peoples this mindset can appear slow, aloof, or infuriatingly cautious, but to elves it is simply the natural consequence of knowing they will still be here when everyone else is gone, plus, it is hard to argue with the results.//\\+//Elves think on the scale of Ages. Their decisions are shaped by the expectation of living long enough to see outcomes fully unfold, and this grants them a way of thinking that prizes correctness over speed. An elf observes first, studies second, plans third, and practices until error has been ground away entirely. Action is delayed not by indecision, but by patienceby the certainty that rushing only creates work that must later be undone. When an elf finally commits, the result is often flawless, executed with a precision born of repetition and foresight rather than inspiration. To shorter-lived peoples this mindset can appear slow, aloof, or infuriatingly cautious, but to elves it is simply the natural consequence of knowing they will still be here when everyone else is gone, plus, it is hard to argue with the results.//\\
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-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
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-You gain the effects of the [[:Game_Mechanics:Advantage and Disadvantage|Advantage]] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> when performing [[:Game_Mechanics:Check|Checks]] to advance any [[:Game_Mechanics:Rituals and Invocations|Ritual or Invocation]]. If you would already be under the effects of the <wrap preview>[[:Game_Mechanics:Properties:Advantage]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>then you may [Upgrade] this <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> instead.\\+You gain the effects of the [[:Game Mechanics:Definitions:Property:Advantage]] [[:Game Mechanics:Definitions:Property]], [[:Game Mechanics:Upgrading Or Downgrading|Upgrading]], when performing [[:Game Mechanics:Check|Checks]] to advance any [[:Game Mechanics:Definitions:Ability:Ritual]], including [[:Game Mechanics:Invocation|Invocations]].\\
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-However, the number of [Projects] you can maintain is reduced by 1, to a minimum of 1.+However, the number of [[:Game Mechanics:Project|Projects]] you can maintain is reduced by 1, to a minimum of 1.
 ==== Silence! I’m trying to think! ==== ==== Silence! I’m trying to think! ====
-//Elven cognition is powerful, and fast, but not susceptible to rapid change. Their minds are built for depth, not immediacy, and sudden change disrupts them more than it does most species. When situations evolve rapidly, plans fracture, or interruptions break concentration — especially during complex rituals or precise work — elves struggle to reorient. Momentum lost is difficult to regain, and improvisation rarely comes naturally. Where others push through chaos on instinct, elves must first restore internal order, often at great cost. In calm conditions this flaw is invisible; in crisis, it can be decisive.// \\+//Elven cognition is powerful, and fast, but not susceptible to rapid change. Their minds are built for depth, not immediacy, and sudden change disrupts them more than it does most species. When situations evolve rapidly, plans fracture, or interruptions break concentration — especially during complex rituals or precise workelves struggle to reorient. Momentum lost is difficult to regain, and improvisation rarely comes naturally. Where others push through chaos on instinct, elves must first restore internal order, often at great cost. In calm conditions this flaw is invisible; in crisis, it can be decisive.// \\
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-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
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-You suffer the effects of the [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage|Disadvantage]] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> when performing any [[:Game_Mechanics:Multitasking]] <wrap preview>[[:Game Mechanics:Save|Saves]]</wrap>. If you would already be under the effects of the [[:Game_Mechanics:Advantage_and_Disadvantage#Disadvantage|Disadvantage]] <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>, you must [Upgrade] the <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> instead+You suffer the effects of the [[:Game Mechanics:Definitions:Property:Disadvantage]] [[:Game Mechanics:Definitions:Property]][[:Game Mechanics:Upgrading Or Downgrading#Upgrading or Downgrading Properties|Upgrading]], when performing any [[:Game_Mechanics:Multitasking]] [[:Game Mechanics:Save|Saves]].
 ==== Dreamwaker ==== ==== Dreamwaker ====
-//Elves do not sleep, because they do not need to leave the waking world to touch the astral. Where most beings rely on dreams to flush mana through the body — restoring mind, soul, and form — elves remain continuously connected, their awareness threaded directly into the living currents of magic. They pause only to centre themselves, never to rest. Subtly sustained by light and environment, they can work, study, create, and cast without the cycles of exhaustion that bind other races. Spent mana returns to them with unnatural speed, allowing sustained and repeated spellwork where others would falter or collapse. Though their bodies heal more slowly than some, this is a trivial cost for a people who never truly power down. Elves are awake when others dream, present when others recover, and dangerous precisely because their magic does not wait for permission to return.//\\+//Elves do not sleep, because they do not need to leave the waking world to touch the astral. Where most beings rely on dreams to flush mana through the bodyrestoring mind, soul, and formelves remain continuously connected, their awareness threaded directly into the living currents of magic. They pause only to centre themselves, never to rest. Subtly sustained by light and environment, they can work, study, create, and cast without the cycles of exhaustion that bind other races. Spent mana returns to them with unnatural speed, allowing sustained and repeated spellwork where others would falter or collapse. Though their bodies heal more slowly than some, this is a trivial cost for a people who never truly power down. Elves are awake when others dream, present when others recover, and dangerous precisely because their magic does not wait for permission to return.//\\
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-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
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-You do not require sleep and thus you can not receive the benefits of a [[Game_Mechanics:Rest]], nor do you suffer any ill effects for staying awake for long periods of time. Therefore you will not restore [Health], [Mana] or [Grit Points], nor will you heal [Injuries] or [Panicsif you [Rest].\\+You do not require sleep and thus you suffer any ill effects for staying awake for long periods of time. You will also not restore [[:Ratings:Health]] or heal [[:Game Mechanics:Injury|Injuries]] when you [[:Game Mechanics:Rest]].\\
 \\ \\
-Instead you restore [Mana] equal to your [Hokum] at the end of each <wrap preview>[[:Game_Mechanics:Encounter]]</wrap> instead of each [[:Game_Mechanics:Scene]]. At end of each [Scene], you will restore 1 missing [Health]. If your [Health] is full, you will reduce the [Severity] of your oldest [Injury] or [Panic] by 1. Finally, at the end of each [Period], you restore 1 missing [Grit Point].\\+In addition, you restore [[:Ratings:Mana]] equal to your [[:Stats:Hokum]] at the end of each [[:Game Mechanics:Encounter]] instead of each [[:Game Mechanics:Scene]].\\ 
 +\\ 
 +Furthermore, at end of each [[:Game Mechanics:Encounter]], you will restore 1 missing [[:Ratings:Health]]. If your [[:Ratings:Health]] is full, you will reduce the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] of your oldest [[:Game Mechanics:Injury]] by 1 instead.\\
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 <WRAP Notice> **Ash's Aside**\\ <WRAP Notice> **Ash's Aside**\\
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-It is reasonable to assume that you may be able to perform tasks, as [Appropriate], while others perform [Rests], but it is important to understand that [Elvesdo like to take time to meditate and think on recent events, so it is important to role play such activities as well. However, there is nothing wrong with asking the [Characterwho doesn't sleep to go on watch.+It is reasonable to assume that you may be able to perform tasks, as Appropriate, while others perform Rests, but it is important to understand that Elves do like to take time to meditate and think on recent events, so it is important to role play such activities as well. However, there is nothing wrong with asking the Character who doesn't sleep to go on watch
 +</WRAP> 
 + 
 +==== Changelog ==== 
 +<WRAP changelog center 800px> 
 +Version 0.5c - June 2026 
 +  * Wordings Updated. 
 +  * Dreamwaker Ability language clarified. 
 +  * Dreamwaker Ability no longer interacts with Panics.
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