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