Elves

Nobody is certain how many kinds of elves there are, or exactly how they differ – and the fact that they’re haughty and won’t tell anybody doesn’t help – but most people have at least heard of High, Dark and Wood elves. For a secretive bunch, they’re widespread. Whenever the players think they’ve finally figured out elves, the GM should invent a new sort.

These templates describe the varieties of elves likely to go adventuring with humans. All are slender (find height normally for ST, add 2”, and leave weight alone), magically attuned (Magery 0 primarily means “can sense magic items,” but does make it 5 points cheaper to play a wizard), and have Technicolor hair. They’re also long-lived, but this has no effect in dungeon fantasy – monsters with aging attacks always afflict victims in proportion to racial life expectancy. Thus, elf templates omit Unaging.

The majority of elves have Sense of Duty (Nature), which can be fairly limiting. It’s functionally equivalent to Charitable and Pacifism toward any plant or animal that isn’t actively in the process of eating the elf, and extends to beast-men, faeries, wildmen, and other non-technological races. If an elf plays against type in this regard, the GM is free to award him fewer points for the adventure.

Most (but not all) elves also have a special perk:

Elven Gear: 10% off the final price of gear qualified as “elven” – armor, rations, weapons, etc.

Finally, elves may buy up to four levels of a racial Talent during character creation (wood elves start with two levels):

Forest Guardian: You’re the product of eons of selective breeding for the task of sneaking around in the bushes, peppering litterers with arrows. This Talent adds to Bow, Camouflage, FastDraw (Arrow), Stealth, and Survival (Woodlands). Only elves can have it. Reaction bonus: Druids, faeries, and bunnies.
5 points/level.