Elves
AP Value: 18 adventure points
Life Point Base Value: 2
Spirit Base Value: -4
Toughness Base Value: -6
Movement Base Value: 8
Attribute Adjustments: INT and AGI +1; SGC or STR -2
Common Cultures: Glade elves, Firnelves, Wood elves
Automatic Advantage: Spellcaster, Two-Voiced Singing (AP spent for advantages/disadvantages: Advantages 30 AP, Disadvantages 0 AP)
Strongly recommended Advantages and
Disadvantages: The following advantages and disadvantages distinguish Aventurian elves. You should choose these advantages and disadvantages. If you don’t want to take them, talk to your GM. Darksight I, Incompetence (Carousing), Needs No Sleep, Resistant to Aging, Sensitive Nose
Common Advantages: Ambidextrous, Aptitude (Singing, Music), Beautiful Voice, Contortionist, Darksight II, Direction Sense, Exceptional Sense (Hearing or Sight), Good Looks, Immunity (Black Rabies, Rabies, Lycanthropy), Improved Regeneration (Arcane Energy), Nimble, Resistant to Disease, Resistant to Poison
Common Disadvantages: Annoyed by Minor Spirits, Hair-Bound Power, True Name
Uncommon Advantages: Difficult to Enchant, Dwarf’s Nose, Resistant to Heat
Uncommon Disadvantages: Fat, Frenzy, Night-Blind, Restricted Sense
Note: As beings with the automatic advantage Spellcaster, elves automatically start the game with 20 points of AE.
Publication:
Core Rules, page 91