TEXT: ELF
  A magical creature of the forest, friend to animals, an excellent shooter, and able to do
  magic and to sense nearby magic.
  Dice:
  Bonus Dice:
  Battle 
  2
  Magic 
  3 
  Make 
  1 
  Muscle 
  1
  Notice 
  4 
  +2 dice when looking for magical objects
  Resist 
  5
  Shoot 
  5 
  +1 die when you’re using a shortbow or longbow
  Sneak 
  2 
  +4 dice in forests/woods or under starlight
  Stunt 
  4
  Talk 
  3
  You can talk with animals (even ones with Talk 0)
  Elves are long-lived people who love
  nature, and dwell in hidden towns within
  the forest. They can speak with animals,
  and have very keen vision and hearing.
  Elves can move quickly, are good at
  bargaining, and can do some magic,
  although not as well as wizards can.
  They are sensitive to the presence of
  magic.
  POWERS
  Cloak — A magic spell that adds to your
  Sneak dice. Costs 2 Luck.
  As an elf, you can cloud the senses of
  other beings, making yourself nearly
  invisible. Roll your Magic dice. Each
  success also adds one Sneak die, as
  long as you do not move, speak, or take
  an action. If you move or take any
  action, you are no longer cloaked, and
  you lose your extra sneak dice.
  Rapid Fire — You can fire two arrows in
  one turn. Costs zero Luck.
  Divide your Shoot dice into two groups
  of any size. Roll each group of dice as a
  Shoot roll against a different opponent.
  Starlight — You glow softly in the
  darkness, providing dim light for you and
  your friends. Costs 0 Luck.
  Whenever you like, you can make a soft,
  starry glow appear around your body
  that spreads dim light for 6 paces
  around you.
  Trance — A magic spell that can send a
  creature to sleep. Costs 2 Luck.
  Roll your Magic dice. With one or more
  successes, you can send an opponent
  into a sleeplike trance for the rest of the
  action scene. Your opponent may roll
  their Resist dice to take away any
  successes you made.
  Tame Animal — make an animal into a
  loyal pet. Costs 1 Luck.
  Choose a single animal with a Talk of 0
  and roll your Talk dice. (Any creature
  with a Talk 1 or higher can’t be tamed.)
  One success allows you to tame the
  animal. If you don’t roll any successes,
  you fail to tame the animal. You can try
  to tame the same animal as many times
  as you like, but each attempt requires
  an additional success. So the second
  time you try to tame a creature, you
  need two successes, and so on. A tame
  animal will follow you, fight to defend
  
  you with its Battle dice, and warn you of
  danger with its Notice dice.
  You can’t keep more than one tame
  animal at a time.
  Example: Mallion the elf comes across a
  wolf and wants to tame it. He rolls his
  Talk dice (3) and gets 1, 2, 2, 3, 4. No
  successes! He tries again, and needs to
  get two or more successes this time: 2, 3,
  4, 5, 5. The 5s count as successes, so the
  wolf is tamed!
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/Dungeonteller/Hero Character Sheets/elfcharsheet.pdf