vaelora/Rules/Base Rules.md

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"The world is vast and veiled, its truths hidden in whispers of spirit and shadow. Every choice resonates—through flesh, will, and soul."

This chapter outlines the core resolution mechanics for playing in the world of Vaelora. Whether your character is scaling a tower, invoking a forgotten rite, or surviving a spirit-marked battlefield, these rules form the backbone of gameplay. They are designed to be intuitive, flexible, and narratively rich.

Dice Pools and Resolution

In Vaelora, whenever your character takes an action where the outcome is uncertain—whether theyre leaping across a burning chasm, deceiving a wary noble, or deciphering a Veil-bound sigil—youll use a dice pool to determine the result.

[!aside|show-title right] Why Use a Dice Pool? The dice pool system emphasizes a characters natural ability (Attributes) and trained experience (Skills). The more capable your character, the more chances they have to succeed, while still leaving room for the uncertainty, tension, and drama that drive great stories. It also enables degrees of success—a single die roll can represent a wide range of outcomes, from barely scraping by to dramatically exceeding expectations. This gives players and GMs more flexibility to describe outcomes narratively. In Vaelora, how well you succeed can matter as much as whether you succeed.

This system uses standard six-sided dice (d6s). To build your dice pool, add together the value of one Attribute and one relevant Skill.

Dice Pool = Attribute + Skill

You then roll that many d6s. Each die that rolls a 5 or 6 is considered a success.

The Gamemaster (GM) sets the number of successes needed to accomplish the task, based on how difficult or dangerous it is. More difficult tasks require more successes. In general:

Successes Required Task Difficulty
1 Routine under stress or basic challenge
2 Standard opposition or modest difficulty
3 Significant challenge or urgent action
4+ Heroic feat, rare skill, or dire danger
Rolling more successes than required usually results in enhanced effects—greater impact, speed, precision, or even narrative control depending on the situation.

[!danger] Example: Evading a Patrol Veyra, a cunning scout, attempts to slip past a border patrol at night. The GM calls for a Cunning + Stealth check and sets the difficulty at 2 successes due to the fog and tall grass aiding her. Veyra has Cunning 3 and Stealth 2, giving her a 5d6 pool.
She rolls: 2, 5, 4, 6, 3 → two successes. She succeeds—narrowly—but had she rolled one more success, the GM might have let her overhear a key piece of information from the guards as she passed by undetected.

Attributes

Attributes represent the core qualities that define your characters capabilities—both physical and mental. Every character in Vaelora has eight attributes, each rated from 0 to 5, reflecting their strengths and weaknesses. Attributes are combined with Skills to form your dice pool when attempting actions.

A score of 2 is considered average—what an everyday person might be capable of in that area. A score of 1 suggests a weakness, 3 indicates notable skill or talent, and higher scores represent either extraordinary training or supernatural aptitude.

Lets explore each attribute, along with examples to help you understand how they play out in the game world.

Attribute Core Function Common Uses
Might Physical strength & athleticism Lifting, melee combat, grappling, climbing
Agility Speed, reflexes & coordination Dodging, stealth, ranged attacks, acrobatics
Fortitude Endurance & physical resilience Resisting fatigue, poison, injury, harsh environments
Wit Awareness & quick thinking Spotting threats, reacting, solving puzzles
Focus Mental discipline & precision Aiming, rituals, crafting, resisting distraction
Presence Charisma & force of personality Persuasion, intimidation, leadership, performance
Spirit Willpower & connection to the Veil Resisting fear, channeling magic, spiritual endurance
Cunning Instinct, guile & streetwise cleverness Deception, survival, reading motives, trickery

Secondary Attributes

They are derived from the base attributes and are usually some kind of "tracker":

Sec Attribute Formula Effect
Health Might + Fortitude Number of injuries you can take before being incapacitated.
Face Spirit + Focus Represents your composure and social endurance: how many slights you can take in a social conflict before Faltering (withdrawing, lashing out, or breaking).
Initiative (Wit + Agility + Cunning) ÷ 2 Bonus to Initiative rolls; determines how fast you act at the start of a combat or social exchange.
Fatigue Fortitude + Spirit Tracks endurance. When Fatigue is empty, you are Exhausted: 2 dice on all rolls until resting. Used when sprinting, enduring harsh environments, or overexerting.
Speed Agility × 2 Determines how far you move per turn. 1 point = 1m (or 1 square). Used for chase scenes and battlefield positioning.
Burden Might + Fortitude Maximum heavy items you can carry without penalties. Each item beyond your Burden imposes 1 die to all actions and halves Speed.

Skills

Skills represent areas of training, expertise, or honed instinct. They define what your character knows and what they can do well. Like attributes, skills are rated from 0 (untrained) to 5 (mastery).

When your character attempts a task that requires a roll, the GM will decide which attribute and skill best suit the situation. Youll then roll a number of six-sided dice (d6s) equal to the sum of the chosen attribute and skill.

Using Skills in Play

The system is flexible: different combinations may apply depending on how you describe your approach. The GM encourages creative thinking. For instance, sneaking into a guarded keep might use Agility + Stealth, or Cunning + Deception if you're dressed as a noble guest.

You can always attempt a task with a skill rated 0—this represents an untrained attempt. However, doing so often carries a greater risk of failure, and the GM may impose disadvantages or consequences if it goes poorly.

[!info] Examples of Attribute + Skill Combinations

Situation Attribute + Skill
Leaping across rooftops Agility + Athletics
Persuading a wary noble Presence + Persuasion
Decoding a forgotten ritual Focus + Occult
Reading someones hidden motive Wit + Empathy
Lying to a suspicious guard Cunning + Deception
Enduring the sting of poison Fortitude + Survival
Forcing open a rusted iron gate Might + Athletics

Skill Overview

Category Skill Short Description
Martial Melee Fighting with handheld weapons in close combat.
Brawl Grappling, striking, and unarmed subduing.
Archery Attacking with bows, crossbows, or thrown ranged weapons.
Dodge Evading attacks and repositioning under pressure.
Tactics Planning maneuvers and coordinating battlefield actions.
Siegecraft Operating and countering siege equipment and fortifications.
Throwing Hurling weapons or objects with precision.
Shields Using shields to block, bash, or control enemy movement.
Exploration Athletics Running, jumping, climbing, and other feats of strength.
Stealth Moving unseen or unheard through various environments.
Survival Enduring, hunting, and navigating in the wild.
Ride Controlling mounts or vehicles under stress.
Navigation Finding direction using landmarks, stars, or charts.
Climbing Scaling cliffs, walls, and other vertical obstacles.
Swimming Moving and surviving in aquatic environments.
Tracking Following trails, prints, or other natural signs.
Social Persuasion Convincing others through charm or reason.
Deception Lying, disguising, or tricking others.
Intimidation Forcing compliance with fear or dominance.
Empathy Understanding and responding to emotions.
Etiquette Navigating customs, rituals, and social expectations.
Seduction Using charm or intimacy to gain influence.
Performance Entertaining or captivating through artistic skill.
Inquire Drawing out secrets or information through dialogue.
Occult & Magic Attune Sensing spiritual energies or presences.
Rituals Performing structured magical or spiritual rites.
Occultism Studying magic lore, entities, and supernatural theory.
Meditation Focusing the mind to commune or resist spiritual influence.
Alchemy Creating potions and magical compounds from materials.
Binding Creating magical or spiritual pacts and seals.
Knowledge History Knowledge of past events, empires, and cultures.
Theology Understanding of spiritual beliefs and divine orders.
Languages Speaking, reading, or decoding foreign tongues.
Zoology Knowledge of animal care, behavior, and biology.
Mechanics Understanding machines, devices, and systems.
Philosophy Grasping abstract thought, ethics, and logic.
Mathematics Working with numbers, geometry, and problem-solving.
Herbalism Identifying and using herbs for healing or harm.
Craft & Trade Smithing Forging and shaping metal tools, weapons, and armor.
Mechanics Creating or repairing mechanical or magical contraptions.
Weaving Crafting with thread, rope, or cloth.
Cooking Preparing food, from simple meals to complex dishes.
Drawing Creating art, maps, or precise illustrations.
Carpentry Building or repairing wooden items and structures.
Masonry Working with stone in architecture and construction.
Medicine Treating injuries, illnesses, and physical trauma.
Investigation Observation Noticing small details and body language.
Investigation Following leads and solving mysteries.
Streetwise Navigating urban and criminal environments.
Subterfuge Infiltrating, disabling, or bypassing obstacles and traps.
Forgery Creating convincing fake documents or items.
Interrogation Extracting truths through pressure or questioning.
Evasion Avoiding capture or pursuit.
Smuggling Transporting contraband or people covertly.
Influence & Politics Command Inspiring and directing others under stress.
Bureaucracy Understanding and navigating official systems and procedures.
Espionage Gathering or controlling secret information and agents.
Trade Bartering, haggling, and managing goods.
Law Knowledge of legal systems and using them to advantage.
Diplomacy Negotiating agreements and easing tensions.
Politics Maneuvering within social hierarchies and power structures.
Finances Managing money, investments, and economic strategy.

Degrees of Success

Once youve rolled your dice pool and counted the number of successes (each die showing a 5 or 6), compare your total to the required difficulty set by the GM.

  • Meeting the difficulty means the action succeeds.
  • Exceeding the difficulty unlocks additional benefits.
  • Falling short typically means failure or a complication.

Every success beyond the required number can enhance the outcome. The specifics depend on the situation and the GMs discretion, but here are common examples:

  • Improved Effect Deal more damage, impress more deeply, or achieve broader results.
  • Speed or Finesse Complete the action more quickly or subtly.
  • Additional Insight Gain deeper understanding, extra clues, or unintended information.
  • Narrative Advantage Shift the story in your favor or gain momentary narrative control.
  • Chain Success Use surplus successes to support a follow-up action or aid an ally.

[!danger] Example: Reading a Spirit-Bound Manuscript Kael, a scholar trained in the secrets of the Spirits, attempts to decipher a cryptic manuscript bound with spiritual glyphs. The GM sets the difficulty at 3 successes due to the documents age and incompleteness. Kael has Focus 4 and Lore 2, rolling 6 dice.

Roll: 2, 5, 5, 6, 4, 1 → 3 successes

Kael meets the requirement and successfully translates the passage. If he had rolled an extra success, he might have detected the spirit tied to the text or learned the true name of its ancient author.

Marked Dice and Special Abilities

As characters advance, they gain Special Abilities tied to specific skills or magical traditions. These abilities allow players to mark one or more dice in a roll. Marked dice represent enhanced intent, spiritual energy, or honed technique.

Each marked die must be assigned a modifier before rolling. This modifier changes how that die behaves or how its result is interpreted. A single die may carry only one modifier. The number of modifiers available in a roll is therefore limited to the number of marked dice.

Most abilities allow you to mark 13 dice. Some legendary techniques may allow up to 5.

Marked Dice Modifiers

Modifier Effect
Powerful On success, add this dies face value to the actions impact or damage.
Exploding If this die rolls a 6, roll one additional die.
Lucky If this die fails (no success), you may reroll it once.
Risky On success, gain a stronger effect. On a roll of 1, suffer backlash.
Persistent Save this dies result and use it once later in the same scene.
Cooperative On success, grant an ally a bonus or share the benefit.
Corrupted Required for dark or void-based abilities. May attract danger.
Locked A neutral die that cannot carry any other modifier.

[!danger] Example: A Risky Spell Talia, a spirig-binding sorcerer, attempts to freeze use a bound spirit of ice to freeze an approaching bandit. She rolls Focus 3 + Rituals 3 = 6d6, and marks two dice:

  • One as Risky (stronger effect on success, backlash on a 1)
  • One as Powerful (adds its face value to the effect)

She rolls: 6, 1, 5, 3, 2, 4 The Risky die rolled a 1, triggering magical backlash—Talia herself frezes in place! The Powerful die rolled a 6, freezing the Revenant and adding +6 effect.

Contested Rolls, Resistance, and Teamwork

In many situations, characters will face direct opposition—from other people, monsters, environmental forces, or even their own inner turmoil. To resolve these moments of tension, the system uses Contested Rolls, Resistance Rolls, and Teamwork mechanics. Each provides a structured yet flexible way to determine outcomes where success is not guaranteed and the stakes are high.

These mechanics emphasize not only individual skill but also cooperation, quick thinking, and spiritual resilience.

Contested Rolls

A Contested Roll occurs when two characters (or a character and an NPC) are directly opposing one another in an action that only one can succeed at—such as a duel, an argument, or a race. Each party rolls their appropriate pool, often derived from relevant skills and attributes, and compares the number of successes.

  • The party with more successes wins the contest.
  • On a tie, the outcome is often a stalemate, a partial success, or mutual consequences, depending on the narrative situation.

Contested Rolls keep the story dynamic, allowing for back-and-forth momentum shifts and dramatic turnarounds.

Resistance Rolls

A Resistance Roll is used when a character attempts to endure, shrug off, or push through a harmful or overwhelming effect. Rather than avoiding an effect entirely, Resistance often reduces its impact or delays it.

The GM calls for a Resistance Roll whenever a character is at risk of suffering a significant consequence they might be able to resist.

  • Fortitude resists physical harm, pain, fatigue, or poison.
  • Spirit resists fear, despair, emotional pressure, or spiritual coercion.
  • Focus resists illusions, mental invasion, or distractions.

Other attributes can be used as needed (e.g., Agility to resist a knockdown, or Wits to endure confusion).

Teamwork

Characters are stronger when they work together. The Teamwork system allows allies to combine their efforts and support one another during difficult tasks or high-stakes moments.

Support Rolls

A character can attempt to support another characters action by making a Support Roll using a thematically or mechanically relevant pool.

If the support character rolls at least one success, they may grant the acting character 1 additional die for their action.

However, in order to benefit from this bonus, the acting character must mark one of their dice as Cooperative. This represents their willingness to work with and adapt to the support being given.

Example:

  • A ranger provides covering fire while the rogue picks a lock under pressure.
  • A diplomat speaks up to reinforce the party leaders argument during tense negotiations.
  • A priest channels stabilizing energy while a sorcerer attempts a volatile spell.

Cooperative Abilities

Certain special abilities allow a player to mark a die as Cooperative even without a support roll. These abilities:

  • Let the player share successes with nearby allies.
  • Trigger effects that bolster, defend, or amplify anothers action.
  • Represent coordinated training, spiritual bonds, or tactical synergy.

Warning

Each marked die may carry only one modifier. The number of marked dice—and thus the number of modifiers, including Cooperative—is limited to the number of dice rolled.

Group Rolls

Sometimes, the entire party—or a significant number of characters—attempts to achieve the same goal together, such as climbing a cliff, crossing a treacherous river, or remaining hidden while sneaking past a patrol. In these moments, the GM may call for a Group Roll to determine the outcome for the party as a whole.

There are two common methods of resolving a Group Roll:

  1. Leader Rolls, Others Support: One character is chosen as the leader—usually the one with the highest relevant pool or narrative authority. The others roll as supporters, following the same rules as a Support Roll. This method highlights a central figure and their ability to rally others, while allowing failure or risk to still enter the equation if supporters falter.

    • Each supporter rolls a relevant pool (as determined by the GM).
    • If the supporter scores 1 or more successes, they grant the leader +1 die, up to a maximum bonus determined by the leaders number of Cooperative marked dice.
    • The leader rolls with their base pool plus bonus dice, marking one die as Cooperative for each supporters success they choose to accept.
  2. Everyone Rolls, Threshold Check: Each character makes their own roll using the relevant pool. The GM sets a success threshold, usually based on the difficulty of the task and the number of participants. This method works well when the outcome depends on collective effort but allows for individual variance—especially in exploration, stealth, or survival scenarios.

    • If the group achieves a combined number of successes that meets or exceeds the threshold, the party succeeds.
    • If the threshold is not met, the GM may apply consequences based on how badly the group failed.
    • Individual failures may still lead to personal consequences (e.g., one person falls behind, or suffers harm even if the group overall succeeds).

[!idea] Design Tip for GMs Use the Leader method when a task has a clear protagonist or focal character.
Use the Threshold method when everyones contribution matters equally or when tension is high across the whole group.