Racial Cost: 35 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.
Determine a Yew Elf's height as a human of equivalent strength, then add 2 inches. Weight is 5-10 lbs less than a human of their strength. Many Yew Elves become elite archers, with spellcasters often magically shaping Yew wood into perfect bows.
Attribute Modifiers: DX+1 [15], HT+1 [15], AW+2 [20], PW+1 [10].
Advantages: Forest Guardian 1 [5].
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 in the forest. 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 dryads, druids, faeries, and other woodland dwellers. You may buy up to three more levels in play, for 5 points/level.
*Photosynthetic: You must receive at least 2 hours of sunlight (can be magically produced) every 24 hours or lose 1 HP every hour. If exposed to sunlight, damage is halted, though if not exposed to a full 2 hours, damage immediately resumes when no longer exposed to sunlight. The 2 hours do not have to be uninterrupted, but any exposure of less than 30 minutes does not count toward the 2 hours needed.
Edit 5/15/2021 updated attribute abbreviations, added Magery--Green 1, and removed toughness, one level of Forest Guardian, less sleep and ley line connection advantage.
I should probably add something here.