TEXT: -1-  
  ALIEN ELVES 
   
   
   
       
  
  -2-  
   
  FROM ANOTHER WORLD 
   
   A full character class description (including new special 
  abilities), for use with old-school games including 
  LABRYRINTH LORDTM 
   Helpful charts to take your Alien Elf from level 1 to level 10 
   Suggestions for incorporating Alien Elves into your 
  campaign. 
   Pregenerated characters at first and third level.  Just print 
  and play (or use them as NPC’s) 
   
   
   
   
  Gaming looks even sweeter from Sharp Mountain! 
   
  Copyright © 2015 John Fredericks.  All Rights Reserved. 
  Distributed under the terms of the Open Game License version 
  1.0a 
  
  -3-  
   
  Thank you for purchasing this product.  Its 
  goal is to help you bring a science fictional 
  race into your fantasy campaign.  On the 
  following pages, you’ll find: a complete 
  description of the Alien Elf race, handy 
  advancement charts, and suggestions for 
  incorporating Alien Elves into your existing 
  campaign.  Also included are pregenerated 
  characters at levels one and three.  Just 
  print them out for players, or use them as 
  non-player characters. 
   
  If you enjoy this product, look for other 
  releases from Sharp Mountain Games at 
  http://drivethrurpg.com 
   
   
   
   
  Copyright © 2015 John Fredericks.  All Rights Reserved. 
  Distributed under the terms of the Open Game License version 1.0a 
   
  Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM 
  and Advanced Labyrinth.  Labyrinth LordTM are trademarks of Daniel Proctor. 
  These trademarks are used under the Labyrinth LordTM Trademark License 1.2, 
  available at www.goblinoidgames.com. 
  
  -4-  
  ALIEN ELVES 
  BACKGROUND:  You were once a bold star 
  explorer aboard an advanced spaceship.  You visited 
  many worlds and discovered new species and unknown 
  cultures.  On one mission, you ventured through an 
  ancient stone gateway.  After stepping through the 
  misty opening, you found yourself on a strange world of 
  swords and magic.  Unfortunately, the portal seemed to 
  have closed behind you.   
   
  You have adapted to your new life by disguising 
  yourself as an “elf”, a local race that you resemble.  
  This has helped you to fit in and find companions.  You 
  have also found a sense of purpose, adventuring to aid 
  noble causes.  However, all the while, you secretly 
  search for any clue that may help you make your way 
  back home. 
   
  DESCRIPTION:  Outwardly, Alien Elves resemble 
  traditional elves, but are proportioned more like 
  humans.  Their hair tends to be dark brown or black, 
  and their complexions have the same range as humans.   
  They are hardier than elves, and a bit more resistant to 
  spell effects.  They have a lifespan of about 150 years.     
   
  Alien Elves value rationality above sentiment, and can 
  often seem cold and calculating to other races.  They 
  possess a biting sense of humor (though of course they 
  would never laugh at their own jokes.)  Alien Elves 
  prefer stealth and negotiation to violence. However, 
  when their companions or innocent beings are 
  threatened, they can be formidable fighters.  The prime 
  requisite for an Alien Elf is INTELLIGENCE.  An 
  INTELLIGENCE score of 13 or greater will give an 
  Alien Elf a 10% bonus to earned experience points. 
   
  RESTRICTIONS:  Alien Elves use eight-sided dice 
  (d8) to determine their hit points, and may advance to 
  10th level.   They may wear any type of armor, and may 
  use shields and any type of weapon.  Alien Elves must 
  have a minimum INTELLIGENCE score of 9.  
  Additionally, they are vegetarians. 
   
  VEGETARIAN: If Alien Elves must eat meat to 
  survive, they make a SAVING THROW VS. POISON.  
  On a failed save, they suffer a -2 penalty to all ABILITY 
  CHECKS, SAVING THROWS and ATTACK ROLLS 
  until they are able to sleep for a full night’s rest. 
   
  SPECIAL ABILITIES:  Alien Elves have different 
  special abilities than traditional elves.  They include: 
   
  HEALING SLEEP:  Alien Elves gain 1d6 hit points 
  by putting themselves into an 8 hour trance.  They 
  may do this as their normal nightly rest.  If they are 
  wakened early, they do not receive this benefit. 
   
  PARALYZING ATTACK:  Alien Elves can locate 
  the nerve center of a human sized (or smaller) 
  opponent and deliver a shock with their fingers.  The 
  opponent must make a SAVING THROW VS. 
  PARALYSIS or collapse for 1d4 turns.  If the Alien 
  Elf is reasonably able to sneak up on an opponent 
  before combat begins, they make their Paralyzing 
  Attack as a standard melee attack.   If they use their 
  Paralyzing Attack during combat, they attack with a 
  penalty.  Note that the penalty decreases as the Alien 
  Elf becomes more experienced 
   
  MIND READ:  Alien Elves may join their minds 
  with other intelligent beings.  This requires that they 
  touch the other being, and that both beings are calm 
  and still.  In general, Alien Elves will be very 
  reluctant to forcibly Mind Read with an unwilling 
  subject unless innocent lives are at stake.  If a subject 
  is unwilling, they make a SAVING THROW VS. 
  SPELLS to resist the effect.  If a subject is willing, 
  they only make the Saving Throw if the Alien Elf tries 
  to permanently change their memories.  Note that as 
  the Alien Elf becomes more experienced, the subject 
  saves with a penalty to their Saving Throw. 
   
  JURY RIG:  The alien elf may use simple materials 
  to make weapons, tools, or devices.  The alien elf 
  must roll a percentile dice to see if they are successful, 
  and the ability increases with experience.  The 
  devices must be within reason, and the GM has the 
  final say. 
   
  On the following page, you’ll find all the charts you 
  need to create an Alien Elf.  Simply roll or assign your 
  ability scores, jot down the information from the charts, 
  buy some equipment, and you’re ready to play.
  
  -5- 
  ALIEN ELF CHARTS 
  RESTRICTIONS  
   
  Vegetarian 
   
  SPECIAL ABILITIES 
   
  Healing Sleep 
   
  Paralyzing Attack 
   
  Mind Read 
   
  Jury Rig 
   
   
   
  Saving Throws 
   
   
  Special 
  Abilities 
   
  Roll need to hit AC 
  Level 
  XP 
  Hit Dice 
  Attack Bonus 
  Death Ray/Poison 
  Magic Wands 
  Paralysis/Petrify 
  Dragon Breath 
  Rod/Staves/Spells 
  Paralyzing 
  Attack Penalty 
  Mind Read Save 
  Penalty 
  Jury Rig 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  1 
  0 
  1d8 
  +1 
  12 
  13 
  13 
  15 
  12 
  -4 
  0 
  30 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  2 
  2,200 
  2d8 
  +1 
  12 
  13 
  13 
  15 
  12 
  -4 
  0 
  35 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  3 
  4,400 
  3d8 
  +2 
  11 
  12 
  12 
  14 
  11 
  -3 
  -1 
  40 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  4 
  9,000 
  4d8 
  +2 
  10 
  11 
  11 
  13 
  10 
  -3 
  -1 
  45 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  5 
  17,000 
  5d8 
  +3 
  10 
  11 
  11 
  13 
  10 
  -2 
  -2 
  50 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  6 
  35,000 
  6d8 
  +3 
  9 
  10 
  10 
  12 
  9 
  -2 
  -2 
  60 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  7 
  70,000 
  7d8 
  +4 
  8 
  9 
  9 
  10 
  8 
  -1 
  -3 
  70 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  8 
  140,000 
  8d8 
  +5 
  8 
  9 
  9 
  9 
  8 
  -1 
  -3 
  80 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  9 
  270,000 
  9d8 
  +6 
  7 
  8 
  8 
  8 
  7 
  0 
  -4 
  90 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  10 
  400,000 
  9d8+1* 
  +6 
  6 
  7 
  7 
  8 
  6 
  0 
  -4 
  95 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  *CONSTITUTION bonus no longer applies 
   
   
  
  -6- 
  INCORPORATING ALIEN 
  ELVES INTO YOUR 
  CAMPAIGN 
   
  AS PLAYER CHARACTERS (PC’s): Alien Elves 
  will generally try to pass themselves off as traditional 
  elves.  When and how they reveal the truth to their 
  companions is up to the player and GM.  Though 
  their primary interest is finding a way back to their 
  own world, they will participate in a wide variety of 
  quests.  They respect all life, and will adventure to 
  remove any threats to good and innocent peoples.  
  They are practical as well, and will participate in 
  ventures whose purpose is pure financial.  Even 
  Alien Elves have to eat. 
   
  Helping them obtain information about interplanar 
  travel can make a great character-based adventure.  
  Actually travelling through such a portal can make a 
  great capstone adventure to a campaign.  If their 
  companions wish to accompany them and perhaps 
  adventure in this future time, that could create many 
  memorable adventures.  
   
  AS NON-PLAYER CHARACTERS:  Alien Elf 
  NPC’s can be a great source of adventure hooks.  
  They may wish to hire the party to accompany them 
  on a mission to find a way home. Alien Elves may 
  have acquired some wealth by working as alchemists 
  or apothecaries.  They can serve as a patron for the 
  group, funding multiple excursions into the unknown. 
   
  Also, who’s to say that only one alien came through 
  the portal?  Alien Elves might hire the party to deal 
  with their enemies who have entered this world.  
  These ruthless beings may see the more primitive 
  world as ripe for conquest. 
   
  PREGENERATED 
  CHARACTERS 
   
  ALIEN ELF 1 
  9 hp 
  AC 6 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  13 
  14 
  16 
  10 
  8 
  Saving Throws 
   
   
   
   
  DR/P 
  MW 
  TTS 
  DB 
  Spells 
  12 
  13 
  13 
  15 
  12 
  Weapons                      
     Sword: +0 (1d8)  
     Bow:  +1 (1d6) 
  Gear 
    Leather Armor, Sword, Bow, Healing Potion 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  Special Abilities/Restrictions 
   
  Paralyzing Attack (-4) 
   
  Mind Read Save Penalty (0) 
   
  Jury Rig (30%) 
   
  Healing Sleep    
   
  Vegetarian 
  Languages:  Elvish, Orc 
   
   
  ALIEN ELF 3 
  20 hp 
  AC 4 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  13 
  14 
  16 
  10 
  8 
  Saving Throws 
   
   
   
   
  DR/P 
  MW 
  TTS 
  DB 
  Spells 
  11 
  12 
  12 
  14 
  11 
  Weapons                      
     Sword: +0 (1d8)  
     Bow:  +1 (1d6) 
  Gear 
    Chain Mail Armor, Sword, Bow, Healing Potion 
  To Hit 
  AC 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  Roll 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  Special Abilities/Restrictions 
   
  Paralyzing Attack (-3) 
   
  Mind Read Save Penalty (-1) 
   
  Jury Rig (40%) 
   
  Healing Sleep    
   
  Vegetarian 
  Languages:  Elvish, Orc 
  
  -7- 
   
   
   
  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. 
   
  Labyrinth LordTM is copyright 2007-2011, Daniel 
  Proctor. 
  Labyrinth 
  LordTM 
  and 
  Advanced 
  Labyrinth.  Labyrinth LordTM are trademarks of 
  Daniel Proctor. These trademarks are used under 
  the Labyrinth LordTM Trademark License 1.2, 
  available at www.goblinoidgames.com. 
   
  Alien Elves, Copyright © 2015 John Fredericks 
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Classes/Sharp Mountain Classes for Labyrinth Lord/Alien Elves for Old School RPGs inc Labyrinth Lord.pdf