# Awarding Rewards ## *when the loot drops and how much* The FellGuide tells a player what every currency is. It does not tell you when to hand it over. That call is yours, and the table feels it. Reward the right things and the Fell chase the right things. ## Lore Points Lore Points come after a battle, and they come from the foes defeated. Each kind of foe that fell is worth its Shatter Rating in points, once however many of it there were: Minion 1, Elite 2, Champion 3, Epic 4, Forsaken 5. Six Minions and an Elite are worth 3. Every Fell in the Treasure Phase takes them, whether or not they roll for treasure. Fellmarks and Luck decide only who rolls. They sit in a Fell's inventory until they cross the threshold for the next level (the level the Fell is at, plus 1: 2 from level 1, 3 from level 2, and so on, per [[Leveling]]), where they convert on their own into an Ascension Crystal. At the table the Treasure Phase adds them for each player, with the amount shown and the table's log recording it, so no one needs to add them again by hand. ## Ascension Crystals Crystals are growth itself, spent while resting to raise one attribute and level up. You mostly do not hand these out directly. They arrive through Lore Points. Where you do place one by hand, a found crystal, a reward, a relic, treat it as a real step in power and a real shift in how the world scales to that Fell. Unspent crystals count toward a Fell's effective level when you scale foes. Skill Difficulty uses true levels only. ## Luck Luck is the one reward with no formula, and that is the point. You grant it to a Fell for play that genuinely impressed the table. A sharp read. A React spent at the perfect moment. A choice that turned the fight. You know it when you see it. Luck counts the same as a Fellmark for treasure. A Fell who rolled a Fellmark, or was granted Luck, since their last rest or the end of their last battle rolls in the [[Treasure Phase]] when the fight ends. A Fell with neither takes nothing. The Treasure Roll is a single d6 and never Lucky, except a [[The Harfolk|Harfolk]]'s. That call shapes how much loot reaches your table. Loot does not scale to the enemy or the Crucible, and a Fellmark opens the gate on its own, so Luck is the part you control. Hand it out for the moments you want more of, and the table will give you more of them. ## Skyvault Shards Shards are found, not given, and only the Fell can see them. A Fell who spends an Act searching during a fight can turn up as many as 1 plus their Wit that battle, their own count, never a pool the party shares. When they search, you place what they found on the field for them to pick up; whatever is left lies there until the battle ends and is gone with it. Your part is the battlefield. A fight with shards on it plays differently from one without, since a shard can heal, revive, charge an Arsenal, or fire a Paragon Point. Decide before the fight whether this ground holds them and roughly how many, then let the Fell dig. ## Paragon Points The rarest thing in the game, and a cheat code by design. There is one clean way to earn one. A Fell who rolls a Fellmark on their Treasure Roll takes a Paragon Point. What it does when spent is between you and that player, and the weight is real. Treat every Paragon Point as a story beat, not a stat. ## Aurum The coin that travels. Aurum is the everyday wealth that buys gear, passage, and favors, stable across every world the Fell walk. Hand it out the way the world would. A paid job pays. In the Treasure Phase it pays by the bodies on the ground, 1 Oro per Minion, 1 Arca per Elite, 1 Atla per Champion, and 1 Zurith per Epic or Forsaken. It matters less than crystals or Paragon Points, and it still makes the world turn. ## The Treasure Phase When a fight ends, the [[Treasure Phase]] is where most of this lands. The player rolls to name the band, you roll the Draw to find the item, and the corpse gives up what it fought with. Roll in the open and let the table feel the fight pay out.