# Overview & Quick Start ## **Setting and Theme** Welcome to _Vaelora_, a cursed and forgotten world where ancient spirits whisper from the shadows and the Veil isolates all from the stars. Drawing from far-eastern and animist cultures, _Vaelora_ is a realm of intrigue, spiritual dread, and slow-burning magic. Heroes walk a narrow path between damnation and transcendence. ## **Gameplay Style** _Vaelora_ offers a narrative-rich experience with moderately crunchy mechanics. Players should expect: - Dangerous, tactical combat where every blow matters. - Political and spiritual intrigues that shape the world’s fate. - Organic character growth and personal transformation. - A haunting atmosphere that rewards caution, insight, and sacrifice. ## **Character Creation** Characters are defined by **Species**, **Culture**, **Background**, and **Profession**. There are no levels or rigid classes—character growth is shaped by choices and experience. - **Species**: Your character's biological origin (e.g., Tul, Myou, Tlaxcal). - **Culture**: The society or belief system that shaped them. - **Background**: The personal history and defining moments of their past. - **Profession**: A reflection of their current expertise or role. You will also define: - **Attributes** (e.g., Strength, Intuition, Spirit, Cunning) - **Skills** (specific learned disciplines) - **Traits & Flaws** (narrative hooks and mechanical edges) ## **Core Mechanic: Dice Pool (d6 System)** To resolve an action: 1. **Assemble a dice pool** using the relevant **Attribute + Skill**. 2. Roll that many **six-sided dice (d6s)**. 3. Count how many **dice roll 5 or 6** (these are _successes_). ### **Interpreting Results** - **0 Successes**: _“No, and…”_ — Failure with a setback or consequence. - **1–2 Successes**: _“Yes, but…”_ — Partial success with a complication. - **3–4 Successes**: _“Yes.”_ — Success. - **5+ Successes**: _“Yes, and…”_ — Success with added benefit or flourish. The GM may adjust difficulty by requiring **thresholds** (e.g., 3+ successes needed) or by adding **opposed rolls**. ## **Magic and the Spirit World** Magic is subtle, dangerous, and deeply tied to the spirit world. Each magical tradition engages with **bound spirits** or **spiritual dominions** and carries a cost. - **Spirit Dominions**: Each spirit governs a domain (e.g., Decay, Fire, Memory). - **Traditions**: Different cultures interact with spirits in unique ways (e.g., Cthonism, Spirit Binding, Pact Magic). - **Costs of Magic**: - **Sanity or Soul Stress** - **Health or Vital Essence** - **Rare Components or Ritual Conditions** Magic is never free and rarely flashy—it is powerful, but always **earned**. ## **Progression and Advancement** There are no levels. Characters improve through use, training, and meaningful choices. - Gain **Skill Marks** through usage and reflection. - Unlock **new Abilities or Techniques** via story events, mentors, or spiritual experiences. - Develop **Reputation**, **Corruption**, or **Honor** based on your actions. ## **Unique Mechanics** ### **Corruption** Spiritual taint from dark deeds, forbidden magic, or exposure to Void entities. High corruption affects your appearance, mental state, and spirit interactions. ### **Honor and Reputation** Track your standing within society or organizations. Acts of valor or disgrace shift your status and open or close doors. ### **Resource Management** Track: - **Health** (physical wounds): equals Might + Spirit and gives the number of injuries you can take before being incapacitated - **Sanity/Soul** (spiritual endurance) - **Supplies & Components** (used for rituals or survival) - **Favor** (with spirits, factions, or gods)