Wylf

Physical Description: A typical Wylf, or elf, stands slightly taller than an average human and is generally of small bone structure and willowy build, with sinewy strength and great agility. Grotto elves are near-albino, with pale to fair hair, large, light-colored eyes, and large, pointed ears, but relatively small noses and mouths. Thicket elves are much like that in appearance but have fair, tanned, or even wood-hued skin with hair color that ranges from fair through the spectrum of leaves in autumn.

Initial Base Rating Guidelines: The player may initially assign no fewer points, and no greater number of points, to the Base Ratings than the following:
 * Health: 40 to 70
 * Precision: 20 to 50
 * Speed: 8 to 14

Random Increase Dice: The player will roll the following dice to determine the amount of increase for each Base Rating:
 * Health: add 3d4+2
 * Precision: add 1d8+4
 * Speed: 1d3+2 half-points

Excluded Abilities: Wylfs are not excluded from learning any Ability.

Restricted Abilities: Wylfs may not begin play with the following Abilities: Arcana, Chivalry, Commerce, Evaluation, Mechanics, Metallurgy, Nomadic, Planning, Urbane, and Waterfaring.

Mandatory Abilities: Wylfs automatically begin play with three Abilities. The Ability Scores are based on the associated Base Rating.
 * Ranging at 60% of Health
 * Scrutiny at 50% of Precision
 * Stealth at 70% of Precision

Chosen Abilities: The player will choose two Abilities for the Avatar and rank them in importance. The Ability Scores are then figured off the applicable Base Rating at the following percentages:
 * First Ability: 100% of Base Rating
 * Second Ability: 80% of Base Rating

Racial Capacities & Handicaps: Wylfs have the following special capacities and handicaps:
 * 1) Wylfs begin with one of the following Psychogenic Abilities known: Alter Vibrations, Material Sensitivity, Mind Over Matter, Power Sensing, Premonition, Sixth Sight, or Thought Reading.
 * 2) The visual capacity is that of the Psychogenic Power of Nictoscopy for grotto elves, with bright light not enhancing vision. Thicket elves see in twilight as if in full daylight, but full sunlight and total darkness enable only sight as if in twilight, and in total darkness they see as if illumination were dim twilight.
 * 3) All other senses perform as in the description of the Psychogenic Power of Sensory Acuity.
 * 4) All Wylfs have a tendency to be suspicious, xenophobic, irascible, nervous in crowds, and uncomfortable in urban settings.
 * 5) Shock Harm of 10 or more points in a single blow, occurring when current Health is less than 70% or normal, is likely to induce unconsciousness in a wylf. The player must check for the consciousness using the current Health as a base. If the check fails, the wylf blacks out one second of realtime for each point of Harm taken in excess of 10.