TEXT: CURSES OF THE ELVES
  RANDOM TABLE TO SPICE THINGS UP AT YOUR TABLE
  Design, Layout and Writing by Déric Marchand
  Illustrations by Danny Marchand
  Special thanks to my players
  who accept to be guinea pigs for my craziest ideas.
  For more fun stuff:
  https://www.strangefacedoor.com
  https://www.drivethrurpg.com/browse/pub/17503/Strangefacedoor
  STRANGEFACE DOOR PUBLISHINGS
  Copyright © 2020 Strangeface Door Publishings.This work is published under Open Game License (OGL).
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games.This product is published under license. Dungeon Crawl Classics and
  DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit www.goodmangames.com or contact info@goodman-games.com.
  
  1
  F
  or centuries, elves have make
  pacts with powerful patrons.
  These bonds did not always turned out
  for the best. In result, entire bloodlines
  are now cursed for who knows how
  much time. Probably an eternity or
  two.
  It is extremely rare to be relieved of
  such an unfortunate burden: it runs
  deep into your veins, thanks to one of
  your ancestor. It is not impossible,
  though. And more than one elf takes
  the road to find a desesperate cure to
  their weakness.
  Roll on this table to know which curse
  affect you.
  What a little candid pyromaniac.
  Even If I allow them at my table, I’m not particularly fond of demi-humans.
  To try to inject a bit more flavor to them, I’ve come up with a table to spice
  up the process of generating elves. I’ve started from the iron sensitivity idea
  in the DCC corebook – which I like – and expanded on that. Instead, elves
  are cursed because of their bloodlines. Fiddling with powerful entities must
  certainly have a cost over time, right? Of course, nothing stop you to use
  these curses at your table without worrying about the damned elves.
  They’re not very specific to them and hence are easy to adapt. It should also
  be quite an easy task to convert this table to another system. Hope you find
  it inspiring.
  Déric
  strangefacedoor.com
  Why this table?
  
  2
  TABLE: CURSES OF THE ELVES
  d12
  Name of the Curse
  Description and Mechanical Effects
  1
  Curse of the Iron
  This represents the weakness that normally affects elves in
  DCC RPG. You are repelled by iron. It makes you
  uncomfortable in many ways and you try to stay far from
  it. As long as you have direct contact with iron, you suffer a
  penalty of -1 on all of your rolls, except Luck. Additionally,
  for every day you had long and direct contact with iron,
  you lose 1 hit point.
  2
  Curse of the Gold
  You are repelled by gold in all its forms. You can wield
  some only at the cost of a great effort. And you can but
  notice that it seems to get you into trouble when you do.
  For every day you kept gold on yourself, you lose 1 Luck.
  Additionally, you make a DC 10 Will save. On failure, you
  also lose 1 hit point.
  3
  Curse of the Flesh
  The touching of any living animal or person (excluding
  vegetal and extraplanar entities) makes you profoundly
  uncomfortable. You cannot ride a horse or hug a friend
  without feeling sick. For every time you make such a
  contact, make a DC 10 Will save. On failure, you lose 1
  temporary ability point of your choice, except Luck.
  4
  Curse of the Sun
  Sunlight seems to pierce your skin until it reaches your
  guts. You try to avoid it, but naturally it is not always an
  easy task. As long as you find yourself in direct sunlight,
  you suffer -1 on all of your rolls, except Luck. Additionally,
  for every day you had contact with sunlight, make a DC
  10 Fortitude save. On failure, you get sunburned and lose 1
  hit point.
  5
  Curse of the Mantle
  You are terrified by darkness, because unlike your kins, you
  cannot see through it. You don’t benefit from infravision.
  Also, everytime you stay in the dark for an extended
  period of time you make a DC 10 Will save. On failure,
  you suffer a penalty of -1 on all of your rolls, except Luck.
  It resolves when you spend some time with a comforting
  light source.
  6
  Curse of the Fish
  You often dream that you are drowning in the middle of
  the sea, where no one would save you. When your body is
  exposed to water, partially or fully, like being in the rain or
  walking in a foot of water, you suffer a penalty of -2 to all
  of your rolls, except Luck. Additionally, you don’t know
  how to swim and you cannot learn it as long as you carry
  this curse.
  
  3
  TABLE: CURSES OF THE ELVES
  7
  Curse of the Candle
  Nothing is more dangerous than the beautiful and
  contagious fire. And you know it far too well. You cannot
  stand nearby fire without being consume by ideas of
  inviting kindlings and flames baths. If it happens, make a
  DC 10 Will save. On failure, roll 1d100.
  On a result of 1-50, you try to spread the fire. On a result
  of 51-100, you plunge into fire, taking 1d6 fire damage.
  The pain is enough to get you back on track. Ironically,
  you feel inspired if you did either of these things. Next
  time you act, you get +1d.
  8
  Curse of the Truth
  Your tongue refuses to tell anything but the truth.Telling
  a lie sucks up all of you energy, as if your soul was leaving
  your body. When you are voluntarily lying, make a DC
  15 Will save. On a failure, you lose 1 temporary ability
  point of your choice, except Luck. It also becomes
  apparent that you’re telling a big fat lie or that you’re
  trying to make up the truth.
  It is also painful and uncomfortable for you to hear an
  ally lying when you know they do. When it happens,
  make a DC 10 Will save. On failure, you lose 1
  temporary ability point of your choice, except Luck.
  9
  Curse of the Fly
  If a disease is running nearby, you will catch it. It is
  almost a certainty. Everytime the Judge consider that
  you’re close enough from a potential source of disease,
  like a rotten corpse or a stuffy room, make a DC 10
  Fortitude save. On failure, you catch something for the
  rest of the day and lose 1 temporary ability point of
  Judge’s choice. On a natural 1, you contract something
  more severe. Roll 1d3:
  1 – You lose 1d4 temporary ability points instead.
  2 – You become unconscious for 1d3 hours.
  3 – You lose 1 permanent ability point.
  On the bright side, your body is so accustomed to cure
  itself that you heal 1d4 more hit point every time you
  rest.
  10
  Curse of the Root
  To feel safe, your feet have to touch the ground. If you’re
  prone or suspended in the air, for example, you tend to
  feel vulnerable and panicked. As long as your feet doesn’t
  touch the ground, you suffer a penalty of -1 on all of you
  rolls, except Luck. For every hour that passes this way,
  
  4
  TABLE: CURSES OF THE ELVES
  make a DC 10 Will save. On failure, you get a panic
  attack and choose to either lose 1 temporary point of
  Intelligence or Personnality. If you pass one week this
  way, your Intelligence and Personnality scores become
  temporarily zero.
  11
  Curse of the Hermit
  Whenever you find yourself in a particulary crowded
  place, you suffer a -1 on all of your rolls, except Luck.
  Addtionally and every hour, you make a DC 10 Will
  save. On failure, you feel the need to isolate yourself for
  awhile. If you cannot, the penalty you suffer increases to
  -3.
  12
  Curse of the Architect
  Your tongue refuses to tell anything but the truth.
  Telling a lie sucks up all of you energy, as if your soul
  was leaving your body. When you are voluntarily lying,
  make a DC 15 Will save. On a failure, you lose 1
  temporary ability point of your choice, except Luck. It
  also becomes apparent that you’re telling a big fat lie or
  that you’re trying to make up the truth.
  It is also painful and uncomfortable for you to hear an
  ally lying when you know they do. When it happens,
  make a DC 10 Will save. On failure, you lose 1
  temporary ability point of your choice, except Luck.
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Supplements/Curses of the Elves (DCC).pdf