vaelora/Rules/archive/Quick Start.md
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# 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 worlds 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.
- **12 Successes**: _“Yes, but…”_ — Partial success with a complication.
- **34 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)