Elvendor : Fantasy World RPG
Rules
Content Tokens & Cards
*The images of cards and tokens are in the prototype phase. So the visual is very basic.
Dice:
๐ฒ D6 – Six-Sided Die
The D6 (six-sided die) is one of the most frequently used dice in Elvendor. It represents small fluctuations, minor modifiers, and immediate environmental effects.
The D6 is used whenever the game requires quick, low-scale variation rather than large outcome tables.
Primary Uses of the D6
1. Environmental Modifiers
The D6 determines:
- Wind Speed
- Noise Level
- Minor weather adjustments
- Temporary environmental effects
These values are added to the base scenario values.
Example:
- 1–2 → +1 modifier
- 3–4 → +2 modifier
- 5–6 → +3 modifier
In harder difficulty modes, each D6 result may represent a direct modifier (1–6).
2. Small Random Effects
The D6 is used for:
- Short-duration bonuses
- Temporary health gain
- Minor penalties
- Limited-turn effects
- Small loot variations
- Turn-based condition duration
Because it is flat distribution, each number has equal probability.
3. Combat Variance (When Required)
In certain combat or ability effects, the D6 may be used to:
- Add minor damage variation
- Determine secondary effect triggers
- Apply small random directional movement
Design Philosophy
The D6 represents controlled randomness.
It is never used for:
- Major scenario decisions
- Large event tables
- 1–12 outcome charts
Those are reserved for the D12.
The D6 exists to add subtle unpredictability without overwhelming the player.
Summary
The D6 is the die of:
- Minor modifiers
- Environmental variation
- Tactical unpredictability
- Short-term effects
It ensures that no scenario plays exactly the same, while keeping the game balanced and manageable.
๐ฒ D12 – Twelve-Sided Die
The D12 (twelve-sided die) is the primary die used for structured randomness in Elvendor.
It replaces the traditional use of 2D6 when a 1–12 range is required, ensuring that every number from 1 to 12 has equal probability, including the number 1.
This creates cleaner probability design and more balanced scenario tables.
Why the D12 Is Used Instead of 2D6
When rolling 2D6:
- The minimum result is 2
- The number 1 can never be rolled
- Middle values (6–8) are more likely than edge values
This creates weighted probability.
In Elvendor, many tables require true 1–12 equal distribution.
The D12 ensures:
- 1–12 range
- Equal probability for every outcome
- Cleaner table design
- Predictable balancing for scenario creation
Primary Uses of the D12
1. Scenario Event Tables
The D12 determines:
- Random events during scenarios
- Environmental disruptions
- Unexpected reinforcements
- Beneficial discoveries
- Narrative twists
Example structure:
- 1–6 → Table I (Balanced / Neutral / Mild)
- 7–12 → Table II (Aggressive / Dangerous / Escalation)
This allows the game to escalate naturally while remaining unpredictable.
2. Spawn Location Tables
The D12 is used with:
- Map Coordinate Cards
- Spawn Zone Determination
- Reinforcement Entry Points
- Dynamic enemy placement
Because the board is divided into 12 grid zones, the D12 integrates perfectly with your Map Cords system.
3. Major Loot Tables
When determining:
- Equipment
- Relics
- Rare materials
- Crystal variants
The D12 allows for a structured loot range without overwhelming complexity.
4. Directional Tables (When Needed)
Although wind direction uses a wheel, the D12 can also be used for:
- Forced movement effects
- Random scatter
- Teleport or displacement mechanics
Design Philosophy
The D12 represents:
- Structured randomness
- Scenario-level decision making
- Mid-scale unpredictability
- Event escalation
It is more impactful than a D6, but not as expansive as a D20.
Summary
The D12 is the die of:
- Scenario events
- Spawn systems
- Major random effects
- Equal 1–12 distribution
It is the backbone of Elvendor’s procedural scenario design.
๐ฒ D20 – Twenty-Sided Die
The D20 (twenty-sided die) represents high-impact randomness in Elvendor.
It is used when broader possibility, deeper variation, or high-stakes outcomes are required.
Where the D6 governs moment-to-moment mechanics and the D12 structures scenario flow, the D20 governs scale, rarity, and destiny.
Design Purpose of the D20
The D20 is used when:
- A large range of outcomes is required
- Rare results should exist
- High variance improves replayability
- The result must feel meaningful or dramatic
It introduces wide probability spread while remaining clean and intuitive.
Each result from 1–20 has equal probability.
Primary Uses of the D20
1. Major Loot Tables
The D20 is ideal for:
- Legendary weapons
- Unique relics
- Crystal variants (rare tiers)
- Named artifacts
- Scenario-specific treasures
Example:
1–10 → Common
11–15 → Uncommon
16–18 → Rare
19 → Epic
20 → Legendary / Named Item
This preserves excitement and long-term progression.
2. Character Creation Variants
The D20 can be used for:
- Background origin tables
- Minor physical traits
- Personality hooks
- Unique starting advantages
- Companion quirks
This gives depth without forcing complexity.
3. Major Event Tables
When a scenario triggers a High Event or escalation moment:
- Invasion portals
- Boss modifiers
- Sudden environmental shifts
- Reinforcement waves
- Narrative twists
The D20 allows dramatic shifts without repeating outcomes too often.
4. Rare Crystal Effects
The D20 may determine:
- Crystal mutation results
- Special aura properties
- Instability effects
- Degradation behavior
- Attunement ripple outcomes
This keeps crystals mysterious and powerful.
Probability Philosophy
Unlike 2D6, the D20 is flat probability.
This means:
- No “most likely middle”
- True unpredictability
- Extremes are possible at any time
This die represents chaos, fate, and escalation.
When NOT to Use the D20
The D20 should NOT replace:
- D6 for action-based mechanics
- D12 for structured 1–12 tables
It is reserved for:
- High-impact systems
- Rare outcomes
- Deep customization
- Expansion-ready content
Summary
The D20 is the die of:
- Rare loot
- Major events
- Unique character elements
- High variance outcomes
It adds depth, replayability, and unpredictability to Elvendor without disrupting core balance.
If you want next:
- Wind Direction Token section
- Weather Board section
- Map Cord Cards section
- Event Tables explanation
- Companion System component
- Crystal Tokens
Cards
Window Direction Card
๐ฌ Wind Direction Card
The Wind Direction Card determines the dynamic wind flow across the battlefield.
Unlike simple directional systems, wind in Elvendor has both:
- A Starting Point
- An Ending Point
This creates a clear wind vector across the board.
๐ฒ How to Determine Wind Direction
Before the scenario begins:
- Roll 1× D12 → Starting Direction
- Roll 1× D12 → Ending Direction
The wind flows from the first result toward the second result.
Example:
- First roll: 3
- Second roll: 9
Wind flows from segment 3 across the board toward segment 9.
๐ If Both Rolls Are the Same
If both D12 rolls show the same number:
- Wind is considered unstable or swirling
- Wind speed is reduced by 1 (minimum 0)
- No directional bonus or penalty applies
This represents circular or chaotic airflow.
๐ How It Works on the Board
The Wind Direction Card is divided into 12 equal segments.
Each number represents a specific directional vector relative to the board layout.
Players place a Wind Arrow Token:
- Starting at the first number
- Pointing toward the second number
This visually indicates wind movement across the battlefield.
๐ช Wind Speed
Wind speed is determined separately using the Weather System.
Normal Mode (D6):
- 1–2 → Speed +1
- 3–4 → Speed +2
- 5–6 → Speed +3
Hard Mode:
- D6 value equals wind speed (1–6)
Heroic Mode:
- Roll 2D6 for extreme wind conditions
Wind Speed modifies the strength of directional effects.
โ Gameplay Effects
๐น Ranged Attacks
When attacking:
- With the wind → Minor range or accuracy bonus
- Against the wind → Minor penalty
- Crosswind → No bonus or penalty (optional slight deviation rule)
๐ Noise System Interaction
Noise travels differently depending on wind direction.
If noise travels:
- With the wind → Detection radius increases
- Against the wind → Detection radius decreases
- Crosswind → No change
This integrates directly with your Noise Value modifier system.
๐ฅ Environmental Interaction (Future Expansion)
Wind may:
- Spread fire
- Shift fog
- Influence crystal energy dispersion
- Affect airborne abilities
๐ฏ Design Purpose
This system:
- Prevents predictable combat
- Encourages positioning
- Creates tactical movement choices
- Enhances immersion
- Increases replayability
Because wind is directional and dynamic, each scenario feels different.
๐ฆ Weather Status Card
The Weather Status Card determines the environmental conditions at the start of a scenario.
Weather affects:
- Visibility
- Detection
- Ranged combat
- Noise propagation
- Immersion and atmosphere
Weather is determined before the first round begins.
๐ฒ Step 1 – Determine Weather Condition
Roll 1× D6 and consult the table:
D6
Condition
1
Sunrise / Clear
2
Day / Fog
3
Day / Rain
4
Sunset / Clear
5
Night / Fog
6
Night / Rain
๐ Time of Day Effects
Sunrise
- Normal visibility
- No modifier
Day
- Maximum visibility
- No modifier
Sunset
- Slight visual obstruction
- Ranged attacks beyond medium range suffer minor penalty
Night
- Reduced visibility
- Detection range reduced
- Ranged attacks suffer penalty unless special vision ability is active
๐ซ Fog Effects
- Reduces detection range by 1
- Ranged attacks beyond half range suffer penalty
- Line of sight limited in certain maps (optional advanced rule)
Fog increases tension and stealth viability.
๐ง Rain Effects
- Ranged attacks suffer minor penalty
- Fire effects weakened
- Movement on certain terrain may require movement check (optional advanced rule)
Rain enhances sound dampening slightly.
๐ฌ Step 2 – Determine Wind Speed
Roll 1× D6.
Normal Mode
D6
Wind Speed Modifier
1–2
+1
3–4
+2
5–6
+3
Write the result in the Wind Speed box.
Wind Speed interacts with the Wind Direction Card and modifies ranged and noise effects.
๐ Step 3 – Determine Noise Modifier
Roll 1× D6.
Normal Mode
D6
Noise Modifier
1–2
+1
3–4
+2
5–6
+3
Write the result in the Noise box.
This value is added to the scenario’s base noise value.
๐ Noise System Interaction
Noise modifies enemy detection radius.
Example:
Base Spider Detection = 3 tiles
Noise +1 → 2 tiles
Noise +2 → 3 tiles
Noise +3 → 4 tiles
Higher noise means enemies react faster and from farther away.
โ Difficulty Scaling
Hard Mode
Wind Speed uses full D6 value (1–6).
Heroic Mode
Wind Speed may be determined by 2D6 for extreme conditions.
๐ฏ Design Purpose
The Weather Status Card:
- Creates unpredictability
- Encourages tactical adaptation
- Alters detection and stealth
- Increases replayability
- Reinforces world immersion
Every scenario begins under different skies.
๐บ Map Cord Card System
The Map Cord Card system determines spawn locations within a scenario map.
It exists to:
- Increase replayability
- Create spawn unpredictability
- Prevent memorization of enemy positions
- Maintain tactical variation between runs
๐ฆ Components
- 12 different Map Cord Cards
- Each card contains a unique numbered layout (1–12)
- The map is divided into a 4×3 grid (12 sectors total)
Each numbered space represents a potential spawn sector.
๐ฒ Initial Setup
At the start of a scenario:
- Roll 1× D12
- Select the Map Cord Card matching that number
- Use that layout for all spawn references during the scenario
This card becomes the active spawn reference for that playthrough.
๐งญ How It Works
The scenario map is divided into:
- 4 columns
- 3 rows
- 12 total grid sectors
When the game instructs:
“Spawn enemy in sector X”
You locate the number X on the active Map Cord Card.
That grid position is where the enemy appears.
โ Event-Based Spawns
If an Event Card or Event Table result instructs:
- “Spawn enemy”
- “Spawn reinforcement”
- “Spawn object”
- “Spawn hazard”
You roll 1× D12 and use the Map Cord Card layout to determine the exact spawn sector.
This ensures:
- Events remain unpredictable
- Reinforcements feel dynamic
- The battlefield evolves naturally
๐ Scenario Override Rule
Some scenarios may:
- Provide a fixed Map Cord layout
- Specify exact spawn locations
- Restrict spawn zones
If the Scenario Rules specify a layout:
โก Ignore the random Map Cord roll
โก Use the layout defined by the scenario
Scenario-specific design always overrides random generation.
๐ฏ Design Purpose
The Map Cord Card system:
- Prevents static enemy memorization
- Encourages tactical adaptation
- Makes repeated runs feel fresh
- Supports the Event System
- Keeps scenario design flexible
Even when the map stays the same…
The battlefield never does.
๐ฉธ Condition Cards
Condition Cards represent temporary status effects applied to a character as a result of:
- Enemy attacks
- Environmental hazards
- Events
- Abilities
- Crystal effects
Conditions alter a character’s available actions, movement, perception, or survivability.
๐ General Rules
1๏ธโฃ Maximum Conditions
- A character may have maximum 2 active Conditions.
- If a third Condition would be applied:
- It is ignored.
- No replacement occurs.
2๏ธโฃ Condition Stacking
Different Conditions may stack.
Example:
- Poisoned + Blinded = valid.
- Fear + Trapped = valid.
Identical Conditions do not stack unless specifically stated.
3๏ธโฃ Condition Tiers
Some abilities may apply:
- Minor
- Standard
- Major
If not specified, apply Standard Tier.
4๏ธโฃ Duration Tracking
Duration is counted in:
- Full rounds
- Or until a specific trigger occurs
When duration ends, remove the Condition Card immediately.
๐ Example: INVISIBLE
Effect:
Cannot be targeted unless adjacent.
Penalty:
None.
Duration:
Standard (2 Rounds)
Notes:
Ends immediately if the character performs an Attack action.
Now I will format the remaining core Conditions using the structure of your card template.
๐ค UNCONSCIOUS
Effect:
Character cannot perform any actions.
Penalty:
All actions skipped.
Duration:
Standard (1 Round)
Notes:
Character remains standing in place.
Cannot Dodge, Parry, or react.
After duration ends, loses 1 additional action on next turn.
๐ชจ PETRIFIED
Effect:
Character cannot perform actions or reactions.
Penalty:
All actions skipped.
Duration:
Standard (2 Rounds)
Notes:
Character cannot be moved voluntarily.
Immune to Fear and Blinded while petrified.
๐ชค TRAPPED
Effect:
Character is immobilized but conscious.
Penalty:
Loses 1 action (must attempt to break free first).
Duration:
Standard (1 Round)
Notes:
First action of turn is automatically consumed attempting escape.
๐ BLINDED
Effect:
Vision lost.
Penalty:
- Lose 1 action immediately.
- Before any action, must:
- Roll D12 for direction.
- Move half MOV in that direction.
Duration:
Standard (1 Round)
Notes:
Cannot perform ranged attacks.
๐ DEAFENED
Effect:
Hearing lost.
Penalty:
Noise generated by character increases by +1.
Duration:
Standard (1 Round)
Notes:
Cannot detect sound-based events.
โ POISONED
Effect:
Damage over time.
Penalty:
Take X damage per round.
Duration:
Standard (2 Rounds)
Notes:
Does not consume actions.
๐ฑ FEAR
Effect:
Character loses control.
Penalty:
All actions replaced with forced movement.
For each action:
- Roll D12 for direction.
- Move half MOV.
Duration:
1 Round only.
Notes:
Cannot perform reactions.
๐ค INVISIBLE (as shown)
Effect:
Cannot be targeted unless adjacent.
Duration:
2 Rounds
Ends if attack is performed.
๐ก๏ธ Action Cards
Action Cards represent the core actions a character may perform during their turn.
They are designed to provide:
- Quick reference during play
- Clear Action Cost
- Noise generation value
- Description and special rules
- Immediate clarity without needing to consult the Rulebook
Each Action Card includes:
- Action Cost (how many Actions it consumes)
- Noise Value (how much Noise it generates)
- Description
- Restrictions or Special Rules
๐ How Action Cards Work
- During the Player Phase, the player may perform actions equal to their available Action Points (AP).
- Each action requires the player to spend the number of Actions shown on the card.
- Noise generated is immediately added to the current Noise value of the scenario.
- Some actions may trigger enemy reactions or event checks.
Enemies do not use Action Cards.
Enemies follow scripted behavior logic defined in their scenario or behavior table.
๐งญ Example: ACTION – MOVE
Action Cost: 1
Noise: 0
Description:
Move up to your MOV stat value.
You cannot move through enemy miniatures or terrain classified as Blocked.
Rules:
- Movement must follow terrain restrictions.
- Cannot pass through High Terrain unless a specific ability allows it.
- Movement can be interrupted by reactions or triggered effects.
๐ก๏ธ Action Types in the Game
The current Action Set includes:
Movement Actions
- Move
- Dash
- Run
- Crawl
- Charge
- Climb
- Fall
Interaction Actions
- Open
- Pick Up
- Pass
Combat Actions
- Attack
- Dodge (Reaction)
- Parry (Reaction)
Special Actions
- Companion Command
โ๏ธ Reactive Actions
Dodge and Parry are Reactive Actions.
- They do not cost Actions during your turn.
- Only 1 Reaction may be performed per round.
- They may only be used immediately after being targeted by an attack.
Parry
- Generates +1 Noise.
- If successful: player may perform 1 immediate Attack.
Dodge
- Generates no Noise.
- If successful: player may perform 1 immediate Attack.
๐บ Companion Command (Special Action)
Action Cost: 2
Noise: 0
Effect:
- Companion immediately performs 1 basic action.
- Companion cannot use Ultimate Ability.
- Companion loses 1 Action during their next Companion Phase.
- Companion cannot use Companion Command if they only have 1 AP.
๐ฏ Design Philosophy
The Action Card system ensures:
- Tactical clarity
- Noise management tension
- Action economy balance
- Strategic decision-making
- Fast gameplay flow
Players are encouraged to manage:
- Action economy
- Noise levels
- Positioning
- Condition effects
- Wind and weather modifiers
๐ง 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.
๐ Sheet Structure Overview
The Player Character Sheet is divided into the following sections:
๐งพ Identity Section
- Name – Player-chosen character name.
- Class – Warrior, Ranger, Mage, Cleric, etc.
- Level – Current character level.
- XP – Experience Points accumulated.
๐ 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.
๐ฅ 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).
๐ง 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.
โ๏ธ How It Integrates With Other Systems
The Player Sheet interacts directly with:
- ๐ฒ Dice System (D6, D12, D20)
- ๐ฌ Wind & Weather modifiers
- ๐ Noise System
- ๐บ Map Spawn System
- ๐ Action Cards
- ๐ฉธ Condition Cards
- ๐งฑ Crystal Effects
- ๐บ Companion System
Every system feeds into or modifies values on this sheet.
๐ฏ 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.
โ๏ธ 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.
๐ 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.
๐ท Enemy Card
The Enemy Card represents all hostile creatures encountered in a scenario.
Unlike players, enemies do not use an Action Point system. They operate through a Behavior Script defined in the scenario.
Each enemy type has its own stat block and ability list.
๐ Enemy Stat Block
Each Enemy Card contains the following attributes:
Stat
Meaning
Move
Maximum tiles the enemy can move during its activation.
Element
Crystal alignment or elemental affinity (if any).
Actions
Number of scripted actions per activation.
Defense
Target number required to hit the enemy.
Saves
Threshold to resist conditions (e.g., 5+ on D6).
Alert
Detection value (used with Noise system).
Health
Hit Points. When reduced to 0, the enemy is defeated.
๐ง Behavior System (Very Important)
Enemies do not spend Action Points.
Instead:
During the Enemy Phase, each enemy follows its Behavior Script:
Example:
- Detect target (based on Alert + Noise).
- Move toward nearest target.
- Attack if in range.
- Apply conditions if successful.
This keeps enemy flow fast and predictable while allowing difficulty scaling through stats.
โ๏ธ Ability Section
Each enemy lists its attacks or abilities with the following fields:
Field
Meaning
Ability Name
Name of the attack or skill
Hit
Required roll to hit (D6 unless specified)
Range
Tile range
Dmg
Damage dealt
Attacks
Number of hits performed
!
Special effect (often condition trigger)
๐ท Example: Spider
Stats:
- Move: 3
- Element: None (Scenario 1 basic spiders)
- Actions: 2
- Defense: 1
- Saves: 5+
- Alert: 4
- Health: 4
Abilities:
Bite (Melee)
- Hit: 4+
- Range: 1
- Damage: 1
- Attacks: 1
- Special: May apply Poison (if scenario defines it)
Poison Spit
- Hit: 5+
- Range: 4
- Damage: 1
- Attacks: 1
- Special: Applies Poison (1)
๐ Interaction With Systems
Enemy Cards interact directly with:
- ๐ฒ D6 rolls (attacks, saves)
- ๐ Noise System (Alert vs Player Noise)
- ๐ฌ Weather modifiers
- ๐ฉธ Condition System
- ๐งฑ Crystal Influence (from Scenario 2 onward)
- ๐บ Map Spawn System (Map Cord Cards)
๐ฏ Design Philosophy
Enemy Cards are:
- Fast to read
- Easy to scale
- Script-driven
- Modular
- Expandable
Elite, Boss, and Crystal-Influenced enemies will simply:
- Increase stats
- Add elemental alignment
- Add condition triggers
- Gain passive abilities