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π§ Player Character Sheet
The Player Character Sheet represents your hero in Elvendor.
It contains all core statistics, combat values, abilities, progression tracking, and equipment information necessary to play the game.
This sheet evolves as the character gains experience, levels up, acquires gear, and becomes stronger.
π Sheet Structure Overview
The Player Character Sheet is divided into the following sections:
π§Ύ Identity Section
- Name – Player-chosen character name.
- Class – Warrior, Ranger, Mage, Cleric, etc.
- Level – Current character level.
- XP – Experience Points accumulated.
π Core Attributes
These define the character’s baseline performance.
Stat
Meaning
MOV
Maximum tiles you may move with a Move action.
ATT
Base attack value used to resolve hits.
ACT
Number of Actions per turn.
DEF
Defensive value against enemy attacks.
SAV
Save threshold (e.g., 4+ on a D6).
HLT
Health points. When reduced to 0, character falls Unconscious.
π₯ Secondary Attributes
These vary by class and may interact with abilities or conditions.
Stat
Meaning
RAGE
Resource for Warrior abilities.
STEALTH
Detection threshold (e.g., 4+ to avoid detection).
ARMOR
Damage reduction value.
DURABILITY
Equipment durability rating (ties into item degradation system).
π§ Abilities & Skills Section
The lower section of the sheet tracks all usable abilities.
Columns:
- Type – Basic / Skill / Spell / Passive / Ultimate
- Ability – Name of the ability
- HIT – Required roll to hit (if applicable)
- RG – Range
- DAM – Damage dealt
- ATT – Number of attacks
- EXTRA – Special rule or effect
This allows each class to scale differently while using the same system structure.
βοΈ How It Integrates With Other Systems
The Player Sheet interacts directly with:
- π² Dice System (D6, D12, D20)
- π¬ Wind & Weather modifiers
- π Noise System
- πΊ Map Spawn System
- π Action Cards
- π©Έ Condition Cards
- π§± Crystal Effects
- πΊ Companion System
Every system feeds into or modifies values on this sheet.
π― Combat Resolution Example
- Player uses Attack Action (cost 1 Action).
- Rolls based on HIT requirement.
- Damage applied.
- Armor reduces damage.
- Conditions may trigger.
- Noise may increase.
Everything originates from this sheet.
βοΈ Design Philosophy
The Character Sheet is designed to:
- Be simple to read.
- Scale into complexity as levels increase.
- Allow future expansion (new stats, resources, crystal alignment fields).
- Support class differentiation without system bloat.
We are building something very modular and expandable here.
π Reminder (as promised):
After we finish documenting components, we must:
- Fully re-integrate Condition stacking into this sheet.
- Decide where active Conditions are tracked (token area? side tracker?).
- Clarify interaction between Armor, Durability, and Condition effects.
- Add Crystal Affinity field if needed.
- Confirm if SAV uses D6 only or scales later.