(much of this shamelessly stolen from both middenmurk.blogspot.com and grognardia.blogspot.com)
When creating an elf character, do the following rather than what is in the AD&D Player's Handbook:
- 60' infravision
- +1 Dexterity, -1 Constitution
- 90% resistance to sleep and charm spells
- +1 to hit with longbows, short bows, short swords, and long swords
- 1 in 6 chance to passively detect secret doors
- 2 in 6 chance to actively locate secret doors or portals
- When alone or separate from a party, will surprise monsters 4 in 6 times
Limited to the following levels:
- Fighter (7th)
- Magic-User (11th)
- Thief (Unlimited)
- Assassin (10th)
For other characteristics, roll 1d100 on the following table 3 times
- Speak in a raspy whisper.
- Fear the colour red, won’t touch it and refuse to wear red garments.
- Laugh at funerals, cry at glad tidings and show no compassion.
- Make strange bestial noises, seemingly without being aware of what they are doing.
- Have the ears of an ass, which they hide beneath some kind of headgear.
- Appear to be perpetually adolescent, but with ancient eyes – or – appear wizened with age, but bright-eyed and hale.
- Have a tail like a cow’s, which they conceal beneath clothing.
- Have a strange floral or herbal fragrance.
- Don’t tend to come in out of the rain or in any other way avoid discomfort.
- Skulk around bone-yards, crossroads and other such ill-omened places
- Feel compelled to build cairns of stones and little idols of sticks at random places.
- Have the eyes of a falcon and stare at people in an unsettling manner.
- Eat insects, snails and spiders.
- Occasionally go into a trancelike state where they murmur in a long-forgotten tongue and rock back and forth.
- Creep around at night and do odd jobs for people.
- Dislike iron and avoid touching iron objects.
- Have teeth which are disconcertingly sharp.
- Periodically give away money and valuables.
- Have skin which is cold to the touch.
- Sing songs of unearthly beauty.
- Have never known another of their kind.
- Have hair of white or silver.
- Become intoxicated if they consume too much sugar.
- Have shadows that seem "alive."
- Sleep standing up — and only for an hour or two each day.
- Claim to have visited other worlds.
- Call all non-elves "ephemerals."
- Periodically spend all their funds on worthless baubles that they soon tire of and give away.
- Devote themselves to a single weapon and will never even touch, let alone wield, another.
- Can determine if a person is a magic-user simply by sight.
- Consider silver more valuable than gold.
- Find the concepts of aging and death endlessly fascinating.
- Believe politeness is a form of dishonesty.
- Disappear on the night of a full moon.
- Refuse to accept magical healing or any other clerical spells.
- Engage in conversations with beings others cannot see.
- Are superb mapmakers.
- View dwarves with strange interest.
- Will not allow non-elves to watch them eat.
- Refuse to sign their name to any document.
- Have a vacant, open-mouthed, idiotic expression.
- Have no sense of privacy or modesty.
- Have a sharp, feral, countenance.
- Fear the sun and shroud themselves in layers of cloth to avoid its rays.
- Harass and ride livestock to amuse themselves.
- Take delight in frightening people with cruel pranks.
- Cast a pale shadow.
- Tend to attract the attention of various small animals.
- Habitually sleep in ditches, up trees, or under hedges.
- Are androgynous.
- Creep around at night and peer through windows.
- Crave butter and cream and will pay almost any price to get hold of it.
- Are very lustful and seductive.
- Move with feline grace.
- Destroy things for no apparent reason.
- Are very tall and gaunt or small and childlike.
- Fear the gods of Men.
- Actively avoid meeting other members of their kind.
- Possess the same height, build, and countenance as Men but otherwise possess all the qualities of elves.
- Keep small tokens of every intelligent being they slay.
- Are zealously Neutral (Balance) in their worldview.
- Instinctively feel the death of anyone they have ever met, regardless of the distance.
- Become mute on the night of a new moon.
- Feel a special affinity with cats.
- Will speak no language but their own.
- Refer to the Sun as "Our ancient enemy."
- Commit to memory every song they ever hear, even those sung by "ephemerals."
- Show an inordinate interest in keys of all sorts.
- Seek out knowledge about the undead.
- Must slay at least one living creature each day or sicken.
- Call themselves by different names with different groups of people.
72. A collection of keys to unknown locks.
73. A chain shirt as supple as leather.
74. A bag of cat nip.
75. A vial filled to the brim with sugar.
76. Silver eating utensils.
77. An odd "compass" whose cardinal points correspond to no known directions.
78. A hooded cloak that changes color to match its surroundings.
79. A silver belt buckle.
80. An ornate hair clasp.
81. A collection of hand-drawn maps.
82. A guide to etiquette.
83. A handful of small stones unlike any on earth.
84. A wide-brimmed hat.
85. Some "twine" made from a flexible, silvery metal.
86. Several small but empty leather bags that they will allow no one else to touch.
87. A hazel switch
88. A small pouch containing (1d6) 1. Henbane 2. Dried Elf-Cap Mushroom 3. Datura 4. Mandrake 5. Belladonna 6. Diviner’s Sage
89. A stone that looks like a toad
90. A tall dunce’s cap
91. Ragged finery, tattered and befouled
92. An ancient bronze dagger.
93. A bone flute.
94. A sprig of mistletoe
95. An old shillelagh
96. An archaic corselet of bronze scale armour
97. A staff inscribed with ancient secrets in runes or ogham
98. A rote or lyre
99. A lock of human hair
100. Golden chains from a barrow-tomb