vaelora/Rules/archive/Combat.md
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Combat in Vaelora is dangerous, fast-paced, and filled with tactical decisions. Every encounter carries risk, and every choice matters—from when to strike to what armor you wear. This chapter outlines the core structure of combat, the different types of enemies you may face, the rules governing actions, and the critical role equipment and their unique marks play in your survival.

Enemy Types

Simple Enemies: These are lesser foes meant to challenge players without bogging down the game. They have a fixed Difficulty Rating. When fighting a simple enemy, players roll to accumulate successes. If they do not defeat the enemy in one roll, they suffer injuries based on the margin of failure but retain their accumulated successes for future attempts.

Complex Enemies: These enemies function similarly to players. They have dice pools, health, abilities, and act in initiative order. Complex enemies can take and inflict injuries, use actions tactically, and present real threats.

Combat Rounds & Initiative

Combat in Vaelora takes place in structured Rounds. Each round represents a few seconds of fast-paced action where participants act based on their reflexes, wit, and positioning.

Initiative Order

At the start of combat, all player characters and complex enemies roll Initiative, which determines the order in which they act.

Initiative = (Agility + Wit) / 2 (rounded up)

  • Roll Initiative once at the start of combat.
  • Characters act in descending order of Initiative.
  • Simple enemies always act last, they do not have an initiative score
  • Ties in Initiative are resolved by comparing Agility, then Wit. If still tied, roll off.

🔁 Actions Per Round

Each character and complex enemy may take the following actions on their turn:

  • ⛨ Major Action: A powerful or deliberate act (e.g., attack, spell, use item, grapple).
  • ↻ Minor Action: A quick maneuver (e.g., move, draw weapon, stand up, interact).
  • ◎ Free Actions: Brief or reflexive acts (e.g., shout, drop an item, open a door). Unlimited within reason.

🌀 The Flow of a Combat Round

To keep things running smoothly, follow this standard sequence each round:

🔸 1. Start of Round

  • Apply any start-of-round effects (e.g., ongoing conditions, environmental triggers, aura damage).
  • The GM announces the start of the round and resolves any relevant status changes.

🔸 2. Initiative Turns

  • Starting with the highest Initiative, each player and complex enemy takes their turn.
  • On your turn:
    • Take up to one Major Action, one Minor Action, and any Free Actions.
    • You may delay your turn until later in the round (before simple enemies).
    • You may ready an action to react later this round (e.g., “I attack if someone charges me”). This is a minor action.

🔸 3. Resolve Simple Enemies

  • Apply the traits of simple enemies.
  • Any simple enemy still standing attacks one target (or more if their traits permit) and automatically deal 1 damage, unless defended.
  • Simple enemies do not roll for attack, the automatically attack with a score of their DR.

🔸 4. End of Round

  • Apply any end-of-round effects (e.g., poison, spirit interference, cooldowns).
  • Check for morale, victory conditions, or retreat opportunities.
  • The GM begins the next round.

🧠 Tips for Smooth Play

  • Keep a visible initiative order tracker for all players to reference.
  • Encourage players to plan ahead while others are taking their turn.
  • Remind everyone to clearly declare Major vs. Minor vs. Free actions.

🗡️ Combat Against Simple Enemies

Not every foe in Vaelora requires the full tactical depth of a drawn-out duel. Simple enemies are designed for fast-paced resolution without sacrificing drama or danger. These adversaries are resolved quickly, but can still carry thematic weight and mechanical impact through the use of Traits and accumulated success.

🤺 What Are Simple Enemies?

Simple enemies are opponents that:

  • Dont roll dice or have detailed stats
  • Automatically succeed with their DR in any attack and defense.
  • Are defeated by accumulating enough successes against a Difficulty Rating (DR)
  • Automatically deal injuries if not dispatched quickly
  • Can have Traits, adding flavorful and mechanical twists
  • Are often used in groups, forming obstacles, pressure, or attrition threats

🎲 Resolving Simple Enemy Encounters

When a player engages a simple enemy:

  1. Make a Combat Roll
    Use the standard formula: Attribute + Skill + Equipment + Modifiers
  2. Check Against DR
    If your total successes meet or exceed the enemys DR, the enemy is defeated.
  3. Partial Success Accumulates
    If the roll falls short, the successes are saved (tracked by the player or GM) for later attempts. On each failed attempt, the attacker suffers an Injury from the enemy.
  4. Repeat as Needed
    The player can spend additional actions to continue the attack, or another ally can join in and add their own successes toward defeating the enemy.
  5. Enemy Traits Apply Automatically
    Traits may cause additional effects when you engage, fail to defeat, or are injured by the enemy.

A player may use any special abilities or combat tactics against simple enemies that they know of. Some special abilities allow an experienced swordmaster to dispatch simple enemies faster.

🧱 Traits of Simple Enemies

Simple enemies can possess one or more Traits that define their behavior or danger. These act like passive abilities or conditional triggers.

Trait Effect
Pack Hunter +1 DR if at least one other of its type is nearby.
Burning Inflicts an additional point of damage if not defeated in one action.
Armored First Injury suffered is negated unless the attacker uses a Piercing weapon.
Swarming Each additional enemy adds +1 Injury if the first isn't defeated.
Explosive Death When defeated, causes a harmful burst—each adjacent character must roll a Fortitude save or take 1 Injury.
Hexed On being injured, the player must mark one die as corrupted until the next rest.
Regenerating If not defeated in a single round, heals all accumulated successes at the end of the round.
Haunting Cry On contact, player must pass a Spirit check or suffer -1 die on their next action.
Burrowing If not attacked for a full round, the enemy vanishes and reappears behind the players. It gains an extra Injury on its next attack.

[!info] Thinking about Traits Traits are optional but help vary combat and create tactical moments without bogging down play. Choose 12 Traits to make encounters distinct.

Example: Tamsin vs. Two Bonejackals

Bonejackals wild hounds native to the plains of the Golden Coast
DR 4
Injuries 1
Traits Pack Hunter, Haunting Cry

First Round

  1. Tamsin Attacks Tamsin rolls Might (3) + Melee (2) = 5 dice. Her spear grants her 2 additional dice. So, Tamsin has 7 dice in total for an attack to dispatch of the hounds. She rolls and the dice come up: 1, 1, 3, 5, 6, 4, 6.
  2. Check Success against DR In total she rolls 3 successes. Not enough to get rid of the first Bonejackal in one round.
  3. Successes are persistent Tamsin keeps the 3 successes though, and she only needs one additional success to defeat it in the next round.
  4. Apply enemy traits Because of Haunting Cry, she must roll Spirit (2) vs DR 2. She fails - her next roll is made with -1 die.

In the second round another Bonejackal joins the fight. Since these beasts have the Pack Hunter trait, their DR increases by +1 to 5 each! So in the second round, she can try again, but is reduced to 6 dice due to the penalty of the Haunting Cry. Tamsin now faces one Bonejackal with 3 out of 5 successes already achieved (=DR 2) and another one with a DR of 5 remaining.

Will she now focus on the injured creature to get it down or the new joiner? With more Bonejackals looming on the hill the pressure mounts...

📝 GM Tips for Simple Enemies with Traits

  • Think of Traits as mechanical flavor—they let you reflect story ideas (e.g. acid-blooded bugs or howling banshees) with a simple keyword.
  • Dont overload enemies with Traits. One strong Trait can define a whole fight.
  • Combine Trait logic with terrain. A Burning enemy in a dry field or a Haunting Cry enemy in a narrow tunnel amplifies tension.

Examplatory Simple Enemies

Name DR Traits Description
Bonejackal 4 Pack Hunter, Haunting Cry A skeletal desert predator that hunts in packs and howls with a sound that chills the soul.
Ashling Wretch 3 Burning, Explosive Death A charred humanoid corpse animated by cursed flame; explodes violently when slain.
Veil-Touched Cultist 5 Hexed, Regenerating A fanatical servant of the Veil, warped by dark pacts; heals quickly and lashes out with blighted force.
Marrow Bat 2 Swarming, Burrowing A tiny flying scavenger that tears into flesh and hides in bone hollows.
Feral Cragwolf 6 Pack Hunter, Armored A massive mountain beast with stony hide and brutal coordination when in groups.
Myou Sporekin 4 Haunting Cry, Hexed A fungal stalker that mimics beauty and emits psychic pulses to lure prey.
Shatterglass Sprite 3 Explosive Death, Swarming A shard-winged forest spirit that bursts into razor fragments when destroyed.
Rotdrake Hatchling 5 Burning, Regenerating A juvenile carrion drake that exhales embers and knits its wounds unnaturally.
Tideborn Thrall 4 Armored, Haunting Cry A drowned servant clad in barnacled armor, animated by deep-sea spirits.
Sandstinger Swarm 3 Swarming, Burrowing A mass of desert wasps that dig into skin and erupt from sand unexpectedly.
Whispering Revenant 5 Haunting Cry, Hexed A ghostly echo of a tormented soul that speaks your fears and curses your mind.
Gnarlroot Tendril 4 Armored, Pack Hunter A creeping rootbeast that coils with ironbark limbs and moves in unison with others.
Skittering Chitinling 3 Burrowing, Regenerating A chitin-covered insectoid that tunnels through earth and regenerates limbs with speed.
Lantern-Wight 4 Haunting Cry, Explosive Death A floating spectral light that explodes in radiant grief when struck down.
Crimson-Eyed Raven 2 Swarming, Hexed A flocking scavenger bird marked by curse-signs; harbingers of ill omen.

💡 Usage Tips:

  • DR 23: Minor nuisances or mob filler
  • DR 45: Standard threats for seasoned adventurers
  • DR 6+: Major threat for solo or elite enemy

⚔️ Combat Against Complex Enemies

While simple enemies are resolved quickly, Complex Enemies represent real threats—commanders, monsters, duelists, or powerful spirits that require tactics, timing, and teamwork to overcome. These enemies fight on equal footing with players, using dice pools, special abilities, and reacting dynamically to the flow of combat.

🧠 What Makes an Enemy "Complex"?

  • They roll dice for actions and reactions, just like player characters.
  • They can suffer injuries and be affected by status effects.
  • They have unique abilities, equipment, and sometimes magical or spiritual powers.
  • They require tactical responses, not just raw power.

🎲 Resolving Actions

Combat is resolved through opposed rolls. Whenever a character attacks, the defender may respond in different ways, using actions and equipment strategically.

🔺 The Attack Roll

At the heart of every combat encounter lies the opposed roll—a direct contest between attacker and defender, where each side tests their skill, reflexes, and equipment to determine the outcome of a clash.

When a character attempts to harm another—whether with blade, claw, magic, or thrown spear—they must make an Attack Roll. This is a contested check where both sides roll a pool of dice, and the outcome determines whether the blow lands, is deflected, or leaves both vulnerable.

🎯 Making the Attack

The attacker builds their dice pool using:

Attribute + Skill + Modifiers

Where:

  • Attribute is usually Might (for brute force), Agility (for finesse), or Presence (for mystical or improvised attacks).
  • Skill might include Melee, Ranged, Unarmed, or Improvised Weapons, depending on the attack.
  • Modifiers include bonus dice from:
    • Weapons (e.g., a longsword adds +2 dice)
    • Traits or abilities
    • Tactical position (e.g., flanking, high ground)
    • Status effects (e.g., blinded, cursed)
    • Marked dice, which may trigger special effects

The attacker may also assign one or more marked dice, choosing tags like vicious, sapping, persistent, etc., as determined by their weapon, traits, or powers. These marks add unpredictable effects that can tilt the fight.

🛡️ Choosing a Defense

The defender, if able, declares a method of defense. This might be:

  • A Counterattack, risking harm to retaliate with their own weapon.
  • A Dodge, using agility to evade the blow.
  • A Shield Block, bracing against the strike with a defensive item.
  • Passive Armor Soak, if they are out of actions or choose not to actively defend.

Each defensive method builds its own dice pool, based on attribute + relevant skill, and may also include modifiers or marks.

🔍 Comparing Results

Once both sides have rolled, compare the number of Successes.

  • If the attacker rolls more successes than the defender, the difference between the two results is the margin of success, and the defender takes Injuries equal to that margin.
  • If the defender rolls equal or more successes, the attack is fully deflected, dodged, or absorbed, and no damage is dealt.
  • Ties always favor the defender, representing the advantage of caution and defense over risk and aggression.

For example:

Attacker rolls 5 successes.
Defender rolls 3 successes.
The defender takes 2 Injuries. If both roll 4 successes, the attack is blocked or avoided.

🛡️ Defensive Options

When under threat, defenders are not helpless. Each time a character is targeted by an attack, they may choose how to respond—whether with swift evasion, brute deflection, or a bold counterstrike. These defensive responses are central to tactical combat and allow a player to shape how they weather incoming blows.

Below is a summary of common defensive actions:

Defense Option Action Cost Description
Counterattack ⛨ or ↻ (Major or Minor) A bold and dangerous choice. The defender rolls using Weapon Skill + Attribute and compares the result directly to the attacker. If the defender wins, the attacker takes Injuries instead—but the defender is exposed, and may still take damage. Ideal for aggressive or desperate fighters.
Dodge / Evasion ⛨ or ↻ (Major or Minor) The defender attempts to avoid the attack entirely using Agility + Evasion (or a similar skill, such as Acrobatics). Must be declared before the attacker rolls. Effective against heavy or slow strikes. Evasion may benefit from movement traits, speed-enhancing effects, or terrain.
Block with Shield ⛨ or ↻ (Major or Minor) The defender interposes a shield and rolls Presence + Shields to block the blow. Shields may carry marked dice (such as sapping or cooperative) that add tactical effects. A reliable and versatile defense, especially effective in formations or when protecting others.
Armor Soak Passive If the defender chooses not to—or cannot—actively defend, their armor provides passive protection. The armors dice are rolled without using an action. While it lacks finesse, it always works and is unaffected by the penalty for multiple defenses. Armor with soaking, resistant, or persistent marks can significantly reduce incoming damage.

Multiple Defenses per Round

Combat is fast and brutal—reacting to multiple threats in a short span taxes both body and mind. After a defender has performed their first active defense (Counterattack, Dodge, or Shield Block), each subsequent defense in the same round incurs a growing penalty to the dice pool:

  • Second active defense: 2 dice

  • Third: 4 dice

  • Fourth: 6 dice, and so on…

These penalties apply to all forms of active defense, whether major or minor actions. This encourages players to position smartly, manage actions carefully, and choose when to rely on armor or take the hit.

Armor Soak is never affected by this penalty—it is a passive buffer that can always be used, even when all actions are spent.

💢 Taking Damage & Injuries

Combat in Vaelora is swift, brutal, and carries real consequences. A blade doesnt just reduce an abstract number—it can leave your character bleeding, broken, or scarred forever. Understanding how damage and injury work is essential to surviving the perils of this world.

When an attack succeeds, it doesnt just land—it hurts. The number of Injuries a character takes is equal to the margin of success on the attack roll. For example, if an attacker scores 5 successes and the defender rolls only 3, the defender suffers 2 Injuries.

Every character has a Health score, representing their capacity to withstand pain, trauma, and physical damage. This score is usually derived from their Might and Fortitude attribute, though some abilities or traits may modify it. Injuries accumulate over the course of combat, and when a characters total Injuries exceed their Health, they are Subdued—taken out of the fight in a significant and often narrative-shaping way.

🩸 The Effects of Injury

Injuries are tracked as discrete points, and as they pile up, they begin to wear down a characters ability to function. These are not just scratches or cosmetic bruises; Injuries represent serious harm, blood loss, exhaustion, and fractured bones. As a character becomes more wounded, their performance deteriorates:

  • While a character has fewer Injuries than half their Health, they remain fully functional.
  • Once they have taken more than half, they are considered Wounded, suffering 1 die to all physically demanding actions (e.g. combat, climbing, running).
  • When their Injuries equal their Health score, the character becomes Overwhelmed—they are barely standing, able to take only one Major or one Minor action per round.
  • When their Injuries exceed their Health, they are Subdued. They collapse, are crippled, or otherwise rendered unable to continue.

These effects should not be treated lightly. Unlike many systems where health resets with a long rest, wounds in Vaelora linger and may leave permanent marks, both physically and spiritually.

☠️ Being Subdued

Being Subdued means a character has taken more damage than they can withstand. This does not necessarily mean they are dead. In fact, Vaelora emphasizes consequences beyond death. When a character is subdued, the player and the GM should collaborate (or roll) to determine what happens next, based on the context of the encounter.

Depending on the situation, subdual may result in any of the following:

  • Unconsciousness The character collapses from exhaustion or pain, awakening after the battle ends or after several minutes.
  • Capture or Imprisonment The enemy takes advantage of their helplessness and restrains them rather than killing them.
  • Lasting Injury A limb may be broken, an eye lost, or worse. The character suffers a permanent consequence.
  • Bleeding Out The character is dying and must be stabilized quickly, or death is imminent.
  • Possession or Corruption In magical situations, being subdued may open a character to spiritual influence or contamination.
  • Death Some foes strike to kill, especially if using a Vicious, Corrupted, or otherwise deadly weapon.

The exact outcome can be chosen for dramatic effect or rolled randomly on the following table.

🎲 Critical Injury Table

If the GM wishes—or if the attack was particularly savage—they may roll to determine a Critical Injury when a character is subdued. This is especially appropriate if the attacker was using a Vicious weapon or if the stakes of the scene are high.

d6 Critical Injury (Roll or choose as appropriate)
1 Unconscious The character collapses and will awaken in 1d6 minutes or when aided.
2 Bleeding Out The character is dying and has 3 rounds to be stabilized with a successful Medicine or Spirit-based healing check.
3 Maimed A limb or vital organ is damaged. The character suffers a lasting penalty (e.g., 1 to an Attribute, or gains a Trait like “One-Eyed” or “Lame”).
4 Captured The character is taken prisoner, bound or restrained either physically or magically.
5 Spiritual Trauma The characters soul is damaged or corrupted. They gain a Burden, such as a haunting voice, spectral scars, or a curse.
6 Death The character dies. Only appropriate if the attacker was using a deadly mark or the situation narratively calls for it.

This table is a narrative tool as much as a mechanical one. Vaeloras world is built on scars and survival—few emerge from battle unscathed, but many live on with stories written into their bones.

[!warning] 💀 Immediate Death Only certain enemies or situations should trigger immediate death. If you want your game to be brutal, this can be standard—but it is recommended to reserve death for when it has meaning.

🩹 Bleeding, Healing, and Recovery

If a character is Bleeding Out, another character may attempt to stabilize them using a Major Action with a Medicine or Spirit Magic check. Success halts the bleeding; further healing must follow to restore lost Health.

Characters with untreated injuries may deteriorate during downtime. For every hour without care, the GM may ask the player to roll Fortitude (2d):

  • On 0 successes, the character takes 1 additional Injury.
  • On 1 success, they stabilize.
  • On 2 or more, they begin natural recovery.

Healing rules (including magic, rest, and medicine) are detailed in a later chapter.

Equipment

Battle is not merely a contest of brute strength—it is a deadly dance of preparation, positioning, and the tools you bring to the fight. Weapons, shields, and armor are more than stat blocks; they define your tactical options and reflect your fighting philosophy. Whether wielding a cleaver forged in a black citadel, donning ancient spirit-bound robes, or relying on a battered shield passed down through generations, every piece of equipment matters.

Weapons grant dice and Marks—unique traits that can trigger brutal injuries, bypass defenses, or even cripple the spirit. Shields add reactive options and cooperative defense, while armor offers passive protection and can carry powerful resistances or mystical properties. Together, your gear shapes your approach to danger.

This section gives an overview of standard equipment and how it influences the flow of combat. For crafting, customization, rarity, and upgrades, see the [Equipment & Marked Dice] chapter.

Weapons: Carriers of Risk and Power

Weapons determine not just how much damage you deal, but how you deal it. Each weapon type grants a bonus to your dice pool when making an attack or counterattack, and many come with unique traits—such as extended reach, silence, or the ability to bypass armor. Additionally, weapons can bear Marks, which further enhance or alter their behavior during battle.

For example, a vicious dagger might turn a subdued enemy into a corpse with a lucky strike, while a piercing spear could find a gap in the heaviest armor. Choosing a weapon is as much about style and circumstance as it is about raw numbers.

Light Weapons

Weapon Traits Bonus Dice Notes
Dagger Concealable, Quick, Piercing +1 Light and fast.
Punch Dagger Concealable, Quick, Brutal +1 Ideal for ambushes.
Hatchet Quick, Sapping +1 Nimble disruptor.
Cestus Blunt, Quick, Concealable +1 Enhances unarmed strikes.
Claw Gauntlet Quick, Vicious, Concealable +1 Close combat predator.

One-Hand Weapons

Weapon Traits Bonus Dice Notes
Shortsword Versatile, Quick +2 Balanced sidearm.
Arming Sword Balanced, Versatile +2 Classic knights weapon.
Axe Brutal, Armor-breaking +2 Powerful against armor.
Mace Blunt, Sapping +2 Boneshaker and disabler.
Scimitar Sweeping, Quick +2 Agile and group-effective.
War Pick Piercing, Vicious +2 Pierces mail and plate.
Flanged Mace Blunt, Balanced +2 Good weight and control.
Kukri Quick, Brutal +2 Fast and nasty.
Shortspear Reach, Quick +2 Thrusting agility.

Two-Handed Weapons

Weapon Traits Bonus Dice Notes
Greatsword Vicious, Sweeping, Cleaving +3 Big arcs, big hurt.
Greataxe Brutal, Armor-breaking, Risky +3 High damage, high risk.
Poleaxe Cleaving, Reach, Piercing +3 Adaptable for war.
Halberd Reach, Armor-breaking, Sweeping +3 Tactical and powerful.
Maul Blunt, Brutal, Stunning +3 Pulverizing damage.
Glaive Reach, Sweeping +3 Control and reach.
Bardiche Cleaving, Heavy, Brutal +3 Wild, brutal arcs.
Zweihander Vicious, Balanced, Bulky +3 Towering battlefield tool.
Naginata Reach, Sweeping, Quick +3 Flowing slashing power.

Ranged Weapons

Weapon Traits Bonus Dice Notes
Shortbow Quick, Silent, Ranged +2 Fast and discreet.
Longbow Ranged, Piercing, Exploding +3 Lethal at range.
Crossbow Piercing, Reactive +2 Easy to wield, reload slows.
Heavy Crossbow Piercing, Brutal, Ranged +3 High velocity penetration.
Sling Ranged, Silent, Blunt +1 Light, low power.
Throwing Knife Concealable, Ranged, Quick +1 Short, quiet throw.
Javelin Ranged, Charging, Piercing +2 Momentum weapon.
Throwing Axe Ranged, Brutal, Quick +2 High-impact.
Repeating Crossbow Ranged, Quick, Risky +2 Speed over power.

Special Weapons

Weapon Traits Bonus Dice Notes
Flail Blunt, Armor-breaking, Risky +2 Hard to defend against.
Chain Whip Reach, Quick, Risky +1 Mobile but hard to control.
Trident Reach, Piercing, Binding +2 Duelists tool.
Net Binding, Quick, Ranged No damage, used to restrain.
Whip Reach, Quick, Stunning +1 Non-lethal utility.
Quarterstaff Blunt, Balanced, Cooperative +2 Reliable and tactical.
Spiked Chain Reach, Binding, Risky +2 High skill ceiling.
Katar Quick, Vicious, Concealable +1 Assassin's stabber.
Scythe Cleaving, Risky, Sweeping +3 Improvised but deadly.

Shields: The Art of Defense

Shields are not just for absorbing hits—they're for shaping the battlefield. Whether you're deflecting blows, holding the line, or covering allies, a good shield can shift momentum in your favor.

When using the Block action, a shield grants bonus dice to your defense pool. Some shields also carry Marks that improve their utility, making you a more reliable defender or even punishing attackers for their aggression.

Shield Traits Bonus Dice Notes
Buckler Quick, Concealable, Reactive +1 Small and fast, great for dueling and off-hand defense.
Targe Quick, Balanced +1 Round shield, common among skirmishers and light infantry.
Round Shield Balanced, Sweeping +2 Standard shield, can parry or bash.
Heater Shield Balanced, Defensive +2 Knightly shield, good coverage and mobility.
Kite Shield Defensive, Bulky +3 Excellent body coverage, harder to maneuver.
Tower Shield Bulky, Covering, Anchoring +3 Grants partial cover; may require a brace action.
Pavise Covering, Anchoring, Sapping +3 (Stationary) Used by crossbowmen; must plant it to gain full benefit.
Reinforced Shield Defensive, Stunning, Heavy +2 Can be used to bash enemies effectively.
Spiked Shield Brutal, Vicious, Stunning +2 Meant to strike as well as defend.
Wall Shield Bulky, Anchoring, Covering, Risky +4 (Stationary) Extra-large variant, rarely carried in motion; like mobile cover.

Shields can also be used cooperatively, granting defensive bonuses to nearby allies when fighting in formation—a critical advantage in group skirmishes.

Armor: The Weight of Survival

Armor doesnt just keep you alive—it tells a story about how you intend to survive. Each piece grants a Soak value, representing how much injury it can absorb on your behalf. Some armor types are light and quiet, suited for scouts and infiltrators, while others are heavy, loud, and nearly impervious.

Armor also carries Marks that offer unique protections or resistances. These might reduce incoming damage, reflect attacks, or offer spiritual shielding against sorcery and spirits.

Armor Type Soak (Bonus Dice) Traits Notes
Padded Cloth 🎲 1 Silent, Flexible Minimal but stealthy; good for scouts.
Leather Armor 🎲 2 Flexible, Concealable Standard light armor; unobtrusive.
Studded Leather 🎲 3 Flexible, Reinforced Durable light armor with better blunt defense.
Chain Shirt 🎲 3 Noisy, Reinforced Versatile defense for mobile fighters.
Chainmail 🎲 4 Heavy, Noisy, Reinforced Classic medium armor; solid protection.
Scale Armor 🎲 4 Heavy, Bulky, Reinforced Excellent for frontal engagements.
Half-Plate 🎲 5 Heavy, Bulky, Defensive, Anchoring Balanced heavy armor; ideal for line troops.
Full Plate 🎲 6 Bulky, Noisy, Defensive, Anchoring, Reinforced Ultimate mundane protection, but very encumbering.
Gambeson 🎲 2 Silent, Defensive Effective as base armor or underplate.
Lamellar Armor 🎲 4 Bulky, Defensive, Reinforced Rigid yet layered—resistant to slashing and piercing.
Brigandine 🎲 4 Heavy, Concealable, Reinforced Disguised protection under finery or coats.

The type of armor you wear affects how others perceive you, how stealthy you are, and how much punishment you can endure in drawn-out fights.

Armor usually reduces your movement speed by the number of soak dice it has.

Traits: The Soul of Your Gear

Apart from bonus dice equipment provides you with traits - unique properties that alter how they function. Traits might cause brutal injuries, bypass armor, disrupt spells, or debilitate a foes spirit. Shields offer bonus defense and reactive tactics, while armor absorbs injury and may carry mystical resistances or spiritual wards.

📜 Equipment Traits Table

Trait Used In Description
Anchoring Can be anchored with a minor action. Prevents forced movement (e.g. shoving) and knock down when holding position.
Armor-breaking Weapon On a 6, reduces targets Soak by 1 for the round.
Balanced Weapon, Shield Allows the user to re-roll 1 die on attack or defense once per round.
Binding Armor Grants +1 die when using Binding or Grappling effects.
Blunt Weapon Ignores soft armor; can knock back on a 6.
Brutal Weapon Mark one die as effectful. If it is a success, deal an additional injury.
Bulky Armor 1 die to Initiative and Speed.
Bulwark Shield, Armor Grants +1 die when used with the Brace (minor action) action.
Charging Weapon +1 die if you move at least 2 spaces before attacking.
Cleaving Weapon On kill or dismemberment, may strike another adjacent target immediately.
Concealable Weapon, Armor Can be hidden with a successful Stealth or Sleight of Hand test.
Cover Shield Provides partial cover, giving +1 die to block or soak ranged attacks.
Defensive Shield Grants +1 die to soaking with armour when equipped and not used to parry
Flexible Armor No penalty to Agility checks.
Heavy Shield, Armor 1 Speed
Light Armor No Speed penalty
Mystic Ward Armor Grants +1 die to resist magical effects or spells.
Noisy Armor Penalty according to the soak value on Stealth or silent movement tests.
Persistent Shield When raised you mark one die as persistent from your block and keep it until the shield is lowered.
Piercing Weapon Ignores up to 1 Soak from armor.
Quick Weapon, Shield Can be drawn or stowed as a Free Action.
Ranged Weapon Can be used at range; suffers penalties in melee.
Reach Weapon Opponents without a Reach trait suffer a -1 die penalty to attacks and counterattacks.
Reactive Shield May defend once per round as a Free Action.
Reinforced Armor Adds +1 Soak versus blunt and cleaving attacks.
Risky Weapon The user has to mark one die as risky. When it shows a 1 they gain an injury.
Sapping Weapon, Armor Reduces targets next action pool by 1 die on a hit.
Silent Weapon, Armor Makes no sound when used or moved with.
Stunning Weapon Mark one die as effectful. On a 6, stuns target for 1 round (lose Minor Action).
Sweeping Weapon May target 2 adjacent foes at 1 die.
Versatile Weapon Can switch between slashing/piercing or one/two-handed; +1 die when adapting.
Vicious Weapon This weapon kills or maims easier. When the opponent is subdued roll a die. Your dice can explode. If it is 1-2 nothing happens, on a 3-4 the opponent gets a critical injury on a 5-6 the opponent dies immediately.

Final Thoughts

Combat in Vaelora is deadly and decisive. Victory rarely comes from raw strength alone—it comes from insight, discipline, and your relationship to the tools you carry. A single Exploding blade can tip the scales, just as a Cooperative shield can save a friend from a fatal blow. Choose your loadout with care, and remember: even the smallest knife, in the right hands, can kill a king.

🩹 Healing & Recovery

Wounds in Vaelora are real, lasting, and dangerous. A sword slash, a fall, or a spiritual backlash doesnt vanish with sleep—it lingers in bruised ribs, broken bones, and frayed spirit. Healing is a slow process, shaped by your endurance, willpower, and the world around you.

Characters heal through daily recovery checks, gaining back health slowly over time. The more injured you are, the longer it will take to stand tall again.

Certainly. Here is the combined and refined Recovery & Lingering Wounds section, written in the same polished style as your previous entries:

🛌 Recovery & Lingering Wounds

Pain is no fleeting mechanic—it marks the body, burdens the spirit, and lingers long after the blade is sheathed. Injury recovery is slow, personal, and shaped by the character's strength and circumstances.

Each day, usually after restful downtime or a night's uneasy sleep, a character may attempt a Recovery Check to mend the wounds of battle. But the deeper the hurt, the harder the healing.

Roll a number of dice equal to your Fortitude + Spirit.
If any die shows a 5 or 6, you recover 1 Injury.

No matter how many successes are rolled, a character may recover only 1 Injury per day through natural means. Healing is gradual—one scar at a time.

Recovery Modifiers

Several factors may alter the Recovery Check—improving or impairing the odds of success.

Condition Effect
Resting in a safe, clean, or spiritual location +1 die
Treated by a skilled healer +12 dice, depending on ability
Using a healing item (e.g. salve, potion) +1 die or instant recovery (GMs discretion)
Wounded (Injuries > ½ Health) 1 die per injury
Overwhelmed (Injuries = Health) 1 die per injury and requires uninterrupted rest
Subdued (Injuries > Health) Cannot recover unaided—must receive healing from another or rest under care

Characters who are Subdued cannot recover on their own. They require assistance: a healer, alchemist, or spiritual guide who can tend to their broken state. Left alone, such characters linger in stasis—unconscious, deteriorating, or at risk of worsening unless stabilized.

Healing is as much a narrative as a mechanic. It defines downtime, forges bonds, and changes characters. A limp, a scar, a haunted look in the eye—these are the marks left behind by the dice. And sometimes, surviving the wound is only the first part of the journey.

🛏️ Downtime Healing

During extended periods of rest, a character heals at a steadier rate. This only applies if no combat, travel, or major stress occurs.

Downtime Period Healing Outcome
1 day of full rest Automatically heal 1 injury (no roll)
3+ days rest with skilled care Heal 1 injury per day + 1 bonus injury total
1 week in sacred or ideal conditions Heal 1 injury per day + remove 1 minor Critical Injury

[!note] Downtime and Recovery Check? No. You may not attempt both a Recovery Check and a Downtime Heal on the same day—choose one.

⚕️ Healing Assistance

Skilled characters, magic, or items can accelerate healing—or at least ease the path.

Method Effect
Healers Aid Ally rolls Wits + Medicine to assist. On any 56, the character gets +1 die on their Recovery Check.
Spirit Magic or Alchemy Some potions, rituals, or spirit-bound objects heal injuries instantly or cleanse lingering conditions.
Mystic Salves Heal 1 injury without rolling, but may be expensive or rare.
Foul Pacts Some dark forces offer healing... for a cost (GMs discretion).

💀 Critical Injuries (Optional Rule)

When a character is Subdued from too many injuries, they risk suffering lasting trauma. Roll 1d6 based on how far over their Health threshold they fell:

Over Health Limit 1d6 Roll Result
+1 Injury 13: Minor Critical (sprain, cracked ribs) 46: Knocked Out
+2 to +3 12: Bleeding Out 34: Major Critical (broken limb, internal wound)
+4 or more 13: Dying or Soul-Torn 45: Major Critical

Critical injuries may:

  • Impose temporary or permanent penalties (e.g., 1 to actions, reduced speed)
  • Require downtime or magical healing to remove
  • Open roleplaying opportunities (e.g., a cursed scar, spiritual imbalance)