Misfit Studios Blog Banner Product Preview

Mutants & Monsters: Elves Preview

Steven TrustrumProduct Preview, Super-Powered by M&M Leave a Comment

Elf, Drow PL2

Written by Steven Trustrum

Illustration by Brett Neufeld

Illustration Copyright Brett Neufeld. All other content Copyright 2018 Misfit Studios. All Rights Reserved.

This content appears in Mutants & Monsters: Elves. It contains rules references to content in Metahuman Martial Arts 3e and Better Mousetrap.

Drow Poison

Coating their weapons with a potent venom is a common drow tactic.

Drow Poison: Affliction 3 (Resisted by Fortitude; Fatigued, Exhausted, Incapacitated), Cumulative, Progressive • 12 points

Abilities

Strength

1

Fighting

1

Stamina

0

Intellect

1

Agility

1

Awareness

–1

Dexterity

1

Presence

0

Powers

Dancing Light: Environment 1 (Light), Liberated 3 * (1 minute) • 4 pts

Darkness: Burst Area All Visual Concealment 4, Attack, Liberated 6 * (8 minutes) • 18 pts

Drow Sight: Senses3 (Darkvision, Extended) • 3 pts

Faerie Fire: Ranged Feature 1 (Pale Glow Surrounds and Outlines Target), Attack, Extended Range 2, Liberated 3 * (1 minute), Sustained • 7 pts

Long-Lived: Feature 1 (Longevity) • 1 pts

Magic Resistance: Enhanced Will 2, Limited to Magic; Impervious Protection 2, Limited to Magic • 3 pts

Wakefulness: Immunity 5 (Sleep Effects) • 5 pts

Equipment

Varies, but enjoy coating their weapons with poison

Advantages

Languages 2 (Drow Sign Language, Undercommon), Ranged Attack

Skills

Close Combat: Sword 1 (+2), Investigation 2 (+3), Perception 4 (+3), Stealth 1 (+2)

Offense

Initiative +1

Crossbow

Ranged Damage 3

Sword

Close Damage 3, 19-20

Unarmed

Close Damage 1

Defense

Dodge

1

Fortitude

2

Parry

1

Toughness

0/2**

Will

–1/1**

* See Better Mousetrap 3e

** Versus Magic

Power Points

Abilities

8

Skills

4

Powers

41

Defense

2

Advantages

3

TOTAL

58

Complications

Light Blindness: Abrupt exposure to bright light (such as sunlight or a searchlight) blinds a drow for 1 round. On subsequent rounds, they are impaired as long as they remain in the affected area.

Power Loss: Each of a drow’s Dancing Lights, Darkness, and Faerie Fire effects are limited to one use per 24-hour period.

Sadistic Domination: Drow are viciously sadistic, including to their own kind. They feel a pervasive need to take control and maneuver themselves into a position of authority in all circumstances.


Threat Level: Alpha –D, –E, or –T

Height: 4 feet, 10 in.

Weight: 95 lbs.

Native Language: Elven, and may also know English (or another common human tongue.)

Drow Characters (46 points)

Dark elf characters possess the following shared traits.

Abilities (4 points)

Intellect 1 • 2 points
Presence 1 • 2 points

Skill (0.5 points)

Close Combat: Sword 1 • 0.5 points
Stealth 1 • 0.5 points

Powers (41 points)

Dancing Light: Environment 1 (Light), Liberated 3 * (1 minute) • 4 points

Darkness: Burst Area All Visual Concealment 4, Attack, Liberated 6 * (8 minutes) • 18 points

Drow Sight: Senses3 (Darkvision, Extended) • 3 points

Faerie Fire: Ranged Feature 1 (Pale Glow Surrounds and Outlines Target), Attack, Extended Range 2, Liberated 3 * (1 minute), Sustained • 7 points

Long-Lived: Feature 1 (Longevity) • 1 points

Magic Resistance: Enhanced Will 2, Limited to Magic; Impervious Protection 2, Limited to Magic • 3 points

Wakefulness: Immunity 5 (Sleep Effects) • 5 points

Complications

Light Blindness: Abrupt exposure to bright light (such as sunlight or a searchlight) blinds a drow for 1 round. On subsequent rounds, they are impaired as long as they remain in the affected area.

Power Loss: Each of a drow’s Dancing Lights, Darkness, and Faerie Fire effects are limited to one use per 24-hour period.

Sadistic Domination: Drow are viciously sadistic, including to their own kind. They feel a pervasive need to take control and maneuver themselves into a position of authority in all circumstances.

Appearance

White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.

Behavior

Sadistic and power hungry, drow can be counted on to turn every situation to their advantage, doing what is best for them. They rarely show loyalty (unless the dangers of disloyalty are too great), even to their own kind.

Powers & Abilities

Drow possess extremely long lives, the ability to see in the dark, and resistance to magic effects. All dark elves have an inherent mystic ability, including the ability to create a number of lights that dance about, to plunge a subject into darkness with a touch, or to surround them with an aura of harmless, colored flame.

Strategy & Tactics

Armies marshaled by drow cities are often inflated with slave legions forced to march into the opposition to weaken the latter before the drow themselves strike. They are deadly combatants, however, favoring ambush and stealth while combining their attacks with magic.

Enmities and Alliances

Also known as dark elves, drow are a depraved and evil subterranean elf offshoot. They hold no race in contempt so much as other elves, although they clash with just about every other subterranean civilization in their quest to dominate everything below ground (and destroy everything that lives in sunlight.) They do, however, amass great quantities of slaves and will form allegiances of necessity with other evil subterranean races of respectable power.

Caper Ideas

The following may give Gamemasters ideas on how to incorporate drow into their game.

The World of Eternal Night

Drow have been hiding in subterranean cities around the world for thousands of years, sometimes surfacing long enough to be mistaken for creatures of myth. But now they are done waiting. They want to retake the surface. Using magic, or perhaps advanced technology their long lives have allowed them to develop, the drow how found a way to deny Earth access to sunlight, plunging it into eternal darkness. Doing so will plunge the surface world into anarchy, allowing them to take over.

True Underworld Kingpins

Having watched the surface world from the shadows for centuries, the drow have decided the time has come to make a move. Using their skill with potent poisons, these elves have devised a new narcotic more mind-numbing and addictive than anything previously seen on the streets. Their plan is to work from the shadows, using a network of humans ignorant to their true nature or goals to create a global drug empire. Once enough people are addicted, the drow will reveal themselves and only supply those humans who agree to be their slaves to have more of it.

Drow … from Space

Living in space’s eternal darkness, these alien elves arrive in vast starships seeking to conquer the Earth and transform it into an endless source of slaves. The plan is to use human slaves to grow their armies to the point where they can expand their interstellar territories and besiege their hated enemies (possibly including space elves.)


Product Identity

The following items are hereby identified as Product Identity, as defined in the Open Gaming License version 1.0a, Section 1(e), and are not Open Content. All trademarks, registered trademarks, proper names (characters, artifacts, places, etc.), artwork and trade dress, with the exception of stock art used under permission or license.

Hero points, villain points, and power points are Product Identity of Green Ronin Publishing, used with permission.

Declaration of Open Game Content

All text directly pertaining to game mechanics and statistics is declared Open Game Content, meaning the archetype, character and creature statistics blocks, as well as the “Powers” sections of each archetype. The remaining content, including all character, item, organization, etc. descriptions, along with all items subject to the definition of Product Identity (see previous), are the property of Misfit Studios™ and cannot be used without written permission, with the exception of clip stock used under permission or license.

Super-Powered by M&M and its associated logo are Trademarks of Green Ronin Publishing and are used under the provisions of the Super-Powered by M&M Trademark License (see www.mutantsandmasterminds.com/licensing for details).

Requires the Mutants & Mastermind’s Hero’s Handbook by Green Ronin Publishing for Use.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1.Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2.The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7.Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8.Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9.Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10.Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11.Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12.Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13.Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14.Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15.COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson

A Magical Medieval Society: Western Europe Copyright 2003, Expeditious Retreat Press; authors Suzi Yee and Joseph Browning.

Advanced Gamemaster’s Guide, Copyright 2005, Green Ronin Publishing, LLC; Author Owen K.C. Stephens.

Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc.

Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing; Author Skip Williams

Blue Rose, Copyright 2005 Green Ronin Publishing, LLC; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead.

Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble

Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing; Author Steve Kenson

Crooks!, Copyright 2003, Green Ronin Publishing; Authors Sean Glenn, Kyle Hunter, and Erik Mona.

Cry Havoc © 2003 Skip Williams. All rights reserved.

Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC.

Hot Pursuit, Copyright 2005, Corey Reid, published by Adamant Entertainment, Inc.

Immortals Handbook, Copyright 2003, Craig Cochrane.

Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!

Monster’s Handbook Copyright 2002, Fantasy Flight Publishing, Inc.

Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved.

The Psychic Handbook, Copyright 2004, Green Ronin Publishing, LLC; Author Steve Kenson

Monte Cook’s Arcana Unearthed, Copyright 2003, Monte J. Cook. All rights reserved.

Mutants & Masterminds Annual #1, Copyright 2004, Green Ronin Publishing, LLC; Editor Erik Mona.

Possessors: Children of the Outer Gods Copyright 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin.com.

Spycraft 1960s Decade Book, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Robert J. Defendi, B. D. Flory, Scott Gearin, Clayton A. Oliver.

Spycraft Agency, Copyright 2004, Alderac Entertainment Group, Inc.; Authors Steve Crow Alexander Flagg, B. D. Flory, Clayton A. Oliver, Steven Peterson.

Spycraft Battlegrounds, Copyright 2005, Alderac Entertainment Group, Inc.; Authors Andy C. David, Alexander Flagg, Clayton A. Oliver, Jason Olsan, Patrick Parish.

Spycraft Copyright 2002, Alderac Entertainment Group.

Spycraft Espionage Handbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.

Spycraft Faceman/Snoop Class Guide, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver.

Spycraft Fixer/Pointman Class Guide, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Scott Gearin.

Spycraft Mastermind Guide, Copyright 2004, Alderac Entertainment Group, Inc.; Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver.

Spycraft Modern Arms Guide, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Tim D’Allard, Rob Drake, Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon.

Spycraft Soldier/Wheelman Class Guide, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B. D. Flory, Scott Gearin, Patrick Kapera.

Spycraft U.S. Militaries Guide, Copyright 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.

Spycraft, Copyright 2005, Alderac Entertainment Group; Authors Alex Flagg, Scott Gearin, Patrick Kapera, Cameron Haigh, Rob Vaux

Swords of Our Fathers, Copyright 2003, The Game Mechanics.

Tome of Horrors, Copyright 2002, Necromancer Games., Inc.; Author Scott Greene, based on original material by Gary Gygax.

Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan.

Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing, LLC; Author Steve Kenson

Caliphate Knights, Copyright 2006, Paradigm Concepts; Author Aaron Infante-Levy

Lex Aeternum, Copyright 2006, Blackwyrm Games; Author Ryan Wolfe, with Dave Mattingly, Aaron Sullivan, and Derrick Thomas

Mecha Vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan Wright

Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David Bolack

Out For Blood, Copyright 2003, Bastion Press; Author E.W. Morton

True20 Companion, Copyright 2007, Green Ronin Publishing, LLC; Authors Erica Balsley (Horror Adventures), Dave Jarvis (Modern Adventures), Matthew Kaiser (Fantasy and Space Adventures), Steve Kenson (Role Creation), Sean Preston (Horror Adventures)

Ultimate Equipment Guide, Copyright 2002, Mongoose Publishing

The Heartlands: Land of Reverie, Copyright 2007, Expeditious Retreat Press; Author Joseph Miller

True20 Expert’s Handbook, Copyright 2007, Green Ronin Publishing, LLC; Author Joseph Miller

The Mastermind’s Manual, Copyright 2006, Green Ronin Publishing; Author Steve Kenson.

Power Corrupts, Power Corrupts 2, Power Corrupts 3, Power Corrupted Copyright 2005 Louis Porter Jr. Design, Inc.

The Algernon Files, Copyright 2004, BlackWyrm Games; Authors Aaron Sullivan and Dave Mattingly.

Power Assaulting Copyright 2002, Louis Porter Jr. Design, Inc.

Blood and Fists Copyright 2003, RPGObjects; Author Charles Rice

Above and Beyond, Copyright 2003, Colin Fredericks

Superline #4: Hell’s Belles copyright 2005 Michael Hammes and Philip Reed, published by Ronin Arts.

Headquarters and Hideouts, Headquarters and Hideouts 2 and Power Corrupted Copyright 2004, Louis Porter Jr. Designs, Inc.

Gimmick’s Guide to Gadgets ©2005 Green Ronin Publishing; Design Mike Mearls

Golden Age, Copyright 2006, Green Ronin Publishing; Author Christopher McGlothlin.

Iron Heroes Revised, Copyright 2007 Adam Windsor. All rights reserved.

Warriors & Warlocks, Copyright 2009, Green Ronin Publishing; Developer Steve Kenson.

Blood and Fists Copyright 2003, RPGObjects; Author Charles Rice

Ultimate Power, Copyright 2006, Green Ronin Publishing; Author Steve Kenson.

Mecha & Manga, Copyright 2009, Green Ronin Publishing, LLC.; Author Alejandro Melchor.

Metahuman Mystics & Supernatural Supers Copyright 2005, Misfit Studios; Author Steven Trustrum

Metahuman Mystics & Supernatural Supers 2 Copyright 2006, Misfit Studios; Author Steven Trustrum

Metahuman Mystics & Supernatural Supers 3 Copyright 2007, Misfit Studios; Author Steven Trustrum

DC Adventures Hero’s Handbook, Copyright 2010, Green Ronin Pub-lishing; Author Steve Kenson.

Mutants & Masterminds Hero’s Handbook, Copyright 2011, Green Ronin Publishing; Author Steve Kenson.

Mutants & Masterminds Deluxe Hero’s Handbook, Copyright 2013, Green Ronin Publishing; Authors Leon Chang, Seth Johnson, Jon Leitheusser, Prof. Christopher McGlothlin, M.Ed., Steve Kenson

Power Profiles, Copyright 2013, Green Ronin Publishing, LLC; Author Steve Kenson.

Gadget Guides, copyright 2013, Green Ronin Publishing, LLC; Author Steve Kenson

Misfits and Menaces: Mixed Villains, Copyright 2008, Misfit Studios; Author Steven Trustrum

Misfits and Menaces: DOOM, Copyright 2008, Misfit Studios; Author Steven Trustrum

Do-Gooders and Daredevils: Mixed Heroes, Copyright 2008, Misfit Studios; Author Steven Trustrum

Do-Gooders and Daredevils: Good I$ Capitali$m, Copyright 2008, Misfit Studios; Author Steven Trustrum

Do-Gooders and Daredevils: Champions, Copyright 2009, Misfit Studios; Author Steven Trustrum

Misfits and Menaces: Cosmic Threats, Copyright 2009, Misfit Studios; Author Steven Trustrum

Better Mousetrap Copyright 2007, Misfit Studios; Author Steven Trustrum

Better Mousetrap 3e Copyright 2014, Misfit Studios; Author Steven Trustrum

Metahuman Martial Arts 3e Copyright 2009, Misfit Studios; Author Steven Trustrum

Metahuman Martial Arts 3e Copyright 2016, Misfit Studios; Author Steven Trustrum

The Manual of Mutants & Monsters: Elves Copyright 2018, Misfit Studios; Author Steven Trustrum

Steven Trustrum has been writing in the RPG industry since the end of the '90s and publishing via Misfit Studios since 2003. Aside from writing and publishing role-playing game content, he ... dabbles ... in content and social media marketing.

Leave a Reply

Your email address will not be published. Required fields are marked *