Elf Game Rules Plus Sheet
Elf Game Rules Plus Sheet
Introduction
These rules are largely concerned with those things which cannot be
adequately imagined in group settings. By necessity, that means we have had to
focus on the rules for Combat at the expense of discussion on the nature of
Intelligence, as an example. Do not take this focus in rules to mean that the
focus of the game is Combat. Rather, it is simulation. Of other Worlds, of
other Times, of other lives than our own.
Abilities
Characters have 6 Ability Scores, representing their various talents (and lack
thereof, as the case may be), each ranging from 3 to 18 and generated by a roll
of 3d6. The Abilities, and a few of the Actions they might determine the
outcomes of, are:
Strength Open Stuck Door, Lift Object, Break Item, Leap High or Far
Dexterity Use Intricate Device, Balance, Aim, Somersault, Sew Pattern
Constitution Hold Breath, Run Far, Stay Awake, See in Bright Light
Intelligence Use Unknown Item, Identify Object, Learn New Skill
Wisdom See in Dim Light, Hear Noise, Smell Scent, Use Known Item
Charisma Flirt, Intimidate, Convey Secret, Fake Sincerity, Impress
Ability Tests are made when a Character is attempting to perform some action
with a possibility of both failure and success. An Ability Test is made by rolling
a D20 and adding all appropriate Adjustments, then Testing the result against
the Ability Score. If the Adjusted number is
LESS THAN or
EQUAL TO
the score, the Test is successful. If it is greater, the Test fails. A naturally-rolled
(that is, rolled on the die, before Adjustments)
1 is always a Success,
20 is always a Failure.
In any case, the Referee determines the actual outcome of the Test.
Characters
There are two Classes of Character in this game: Fighter and Tradesman
❖ Fighters are those who spend their time practicing combat. They roll an
additional D6 for Hit Points at each Level beyond 0 and may use their
Actions in combat to Attack instead.
❖ Tradesmen are those who spend their time in pursuits other than
�ghting. They subtract their Level from all non-Attack Ability Test rolls
and may use their Attacks in Combat to perform Actions instead.
There are also two Stances for a Character: Magical and Mundane.
❖ Magical Characters possess special powers not of the World, and may
thus use Actions to cast Spells.
❖ Mundane Characters, being closer to the World, gain a +1 Adjustment
to Hit Points, Speed, Saving Throw, Melee score, and Ranged score,
and a -1 to Armor Class.
Miscellany
Actions are any non-Attack, non-Move action which can be imagined to take
place. Each Turn lasts roughly 6 seconds, and Characters act in order of
highest Dexterity. In cases where two or more Characters share a Dexterity
score, they act simultaneously.
Characters typically Heal at a rate of 1 Hit Point per long rest (usually about a
third of a day or so). Certain arts and items in the world may aid the Healing
of characters in varied ways.
Characters typically begin play with some number of items. These items, and
their e�ects, should be determined before the game by the Player and Referee
together, based upon the Character’s life so far. These can be recorded on the
Equipment Scroll for each Character, as detailed on the other side of this Rules
Scroll.
There are several terms in this game which may seem to imply more about the
events occurring in the World of the Game than is intended. Such terms as
“Armor Class”, and “Intelligence” are mere abstractions, and not meant to
imply a Character is wearing, armor of any kind, nor necessarily that they are
using force of personality when making a Test against Charisma, for example.
Armor Class is simply a number indicating the di�culty of harming that
Character in Combat, and likewise, Hit Points indicate only the number of
Hits a Character can sustain before falling, and not some overall level of
Health. The Ability Scores represent a Character’s general aptitudes, not the
sum-total of their being.
Combat
Characters also have 5 Combat Scores, Melee, Ranged, Armor Class, Hit
Points, and Saving Throw.
Turns in Combat are broken down into Move, Attack, and Action. A
Character can Move up to their Speed each Turn, which can be done at the
same time as Attack or Action, as logic permits.
Attack Rolls are made by rolling a D20, subtracting the Melee or Ranged
score, and comparing the result to the target’s Armor Class. If the modi�ed
roll is Less Than or Equal To the Armor Class, the Attack is successful.
Attacks will tend to deal 1d6 in Hit Point Damage. Weapons may have higher
numbers of D6s, or may increase the associated Combat Score, or may have
some other special property, or all of the above, It is also possible for a weapon
to be worse in some way, subtracting from the Melee or Ranged scores, or
reducing the result of the Damage rolled on the D6 by a �at number, for
example.
If a Character wears armor of any kind, their Armor Class is Adjusted by -1.
As with weapons and Attack Rolls, some armors may have di�erent numbers
to Adjust Armor Class by, or some other property they possess.
A Character may Defend rather than Attacking during a Turn. This Adjusts
their Armor Class by -1 until their next Turn.
If a character wishes to resist a magical e�ect or is reduced to 0 Hit Points,
they roll a Test against their Saving Throw score. Whether successful or not,
the Referee will determine the results.
Whenever a rule is not present, yet needed for the continuation of play, the
Referee is the one who decides what that rule shall be in the game they run,
and may change these rules if they deem it necessary. If a rule is not needed, it
should be abandoned. In the end, the goal of this game should be to have fun
with a friend, or perhaps several, and not anything else. If some aspect of this
game prevents enjoyment, be rid of it.