Racial Advantages: Bishy, Magical Talent, Magical Prodigy
Racial Disadvantages: Racist (Mythics), Elemental Weakness (Light)
Call of Darkness +X: As Dark Elves level, the darkness that they have grown accustomed to seems to benefit them by doing more than providing shadows to hide in. Shadows fall just the right way upon a dark elf, adding a total +X bonus split between Intimidation or Infatuation rolls when moonlight or a similarly dim light source is the only source casting light upon them. They may choose how to split the bonus between the two distraction types each time they gain the bonus(including fully redistributing it).
Bloodline's Debt X: Dozens of Generations ago, many of the elder Dark Elves sold their future bloodlines into what was essentially slavery to the Golden Alliance for a number of generations. While it's not been proven either way, the newer Dark Elf tradition claims that the ancestors who became rich from selling their progeny were betrayed by the Golden Alliance and murdered, and that their remorseful spirits bestow gifts of incredible talent and skill upon younger dark elves as a way of paying them back. When a Dark Elf gains a point of Bloodline's Debt, they may assign it to any of the bloodlines below. For every point assigned to a bloodline, the Dark Elf receives the benefit associated to the rank of that bloodline. If they have acquired all five ranks of a bloodline, they may acquire it assign further points in that bloodline, restarting its rank progression and acquiring its benefits again, stacking them with the benefits already acquired from the bloodline the first time (if applicable). If a stacked rank ability indicates a "once per day" ability, gaining that rank allows an additional use per day of that ability.
Soldier Bloodline:
1: Gain a +1 to all active defense rolls made against ranged attacks.
2: Gain a +1 to all attack rolls only for the purposes of determining if a hit was a critical hit.
3: Gain a +1 to attack and damage rolls with melee weapons of a particular category.
4: Raise your Defense stat by 1.
5: Gain a +1 to all Martial Arts rolls.
Laborer Bloodline:
1: Raise your strength by 2 only for the purposes of determining how much you can lift, carry, or throw.
2: Gain a +1 bonus to your Defense/Armor Soak rolls.
3: Non-combat, non-magical effects that decrease your HP, such as exertion or hazard damage, decrease it by 1 less per turn.
4: Raise your Strength stat by 1.
5: Gain +1 HP per Dark Elf level.
Scientist Bloodline:
1: Gain an additional hour of crafting or repairing for every five hours spent doing so during a day.
2: Lower the build difficulty of any device by 2 once per day when using a blueprint.
3: Non-sentient devices you build use 10% less MP to use their abilities or have 10% more HP, your choice.
4: Raise your Intelligence stat by 1.
5: Gain a +1 to all Science rolls.
Mage Bloodline:
1: Once per day, lower the material cost of a spell by half.
2: Gain a +1 to your spellcasting rolls for a single skill.
3: Raise the oppose rolls of all your spells by +1.
4: Once per day, you may add a single target who is within range to one of your spells with a range farther than touch.
5: Gain +1 MP per Dark Elf level.
Scout Bloodline:
1: Your movement speed increases by 1.
2: Cancel out up to -3 in penalties to rolls made to track due to weather or terrain.
3: Cancel out up to -3 in penalties to all rolls due to darkness.
4: Raise your Accuracy stat by 1.
5: Gain a +1 to all Home Ec rolls.
Consort Bloodline:
1: Gain a +1 bonus to any Infatuation attempt made.
2: Gain the Bishy Advantage if you do not already have it. If you already have Bishy, instead you gain a +2 bonus to Infatuate rolls based on looks.
3: Gain a +1 to all attack and damage rolls made against characters of the opposite gender.
4: Gain a +2 bonus to all rolls made to resist an Infatuation attempt.
5: Gain a +1 to all Music rolls.