Racial Cost: 25 points
Elves are forest-dwelling descendants of humans and wood nymphs (Dryads). They are not plants, though they do share several traits, such as requiring sunlight and having some susceptibility to fire. Elves begin with Power 11 and are magically sensitive. Because Elves are physically open to magic, they are also somewhat susceptible to being targeted by magic.
Attribute Modifiers: CO+1 [15], HT+1 [10], PE+1 [10], PW+1 [10].
Advantages: Damage Resistance 1 (Tough Skin) [3], Forest Guardian 2 [10], Less Sleep 4 [8].
Disadvantages: Dependency (Sunlight, Daily)* [-15], Fragile (Combustible) [-5], Magic Susceptibility 2 [-6], Sense of Duty (Nature) [-15].
Special Elf Traits
*Forest Guardian: You’ve spent your entire life preparing for the mission of sneaking around in the bushes, peppering litterers with arrows. Add +1 per level to the Bow, Camouflage, Fast-Draw (Arrow), Stealth, and Survival (Woodlands) skills. Also add +1 per level to reaction rolls from druids, faeries, and bunnies. You may buy up to two more levels in play, for 5 points/level.
*Photosynthetic: You must receive at least 2 hours of sunlight (can be magical) every 24 hours or lose 1 HP every hour until a dose is received.
I should probably add something here.