# LoreFell Canon Reference This is the single source of truth for LoreFell rules and terminology. Before any edit, Claude reads this file and writes to match it. If a vault page contradicts this file, the vault page is wrong and should be corrected, unless we deliberately change the rule here first. Last verified against the live vault: see CHANGELOG.md for dates. --- ## Core Mechanic (Skyvault Engine) Roll 1d6 and add your current skill competency, attribute level, or relevant stat. The LoreMaster rolls against you using an opposing skill, a set difficulty, or an enemy stat. Higher result wins. - **Fellmark:** a roll of 6. Critical success. On a skill roll, that skill increases by 1. If the skill reaches 6, you gain a Mastery and unlock a Talent. On an attack, you hit, apply an Affliction, deal bonus damage, and may trigger an Impairment. - **Fellstrike:** a roll of 1. Critical failure. The action falls apart completely. - **Mastery:** reaching skill level 6 may reset the skill to competency 0 and grant a permanent +1 Mastery added to all future rolls with that skill. Skills begin at competency 0. They do not grow through crystals or Aurum. They grow through use, on Fellmarks. --- ## Attributes and Skills Eight attributes, three skills each, 24 skills total. | Attribute | Skill 1 | Skill 2 | Skill 3 | | --- | --- | --- | --- | | Precision | Trickery | Presence | Finesse | | Power | Might | Movement | Bearing | | Magic | Weaving | Spirit | Creation | | Vigor | Endurance | Renewal | Resolve | | Wit | Vigilance | Logic | Lore | | Evasion | Reflex | Elusion | Poise | | Durability | Guard | Temper | Anchor | | Resistance | Conviction | Sanctum | Resonance | ### Skill definitions (as written in the vault) | Skill | Definition | | --- | --- | | Trickery | Use deception, misdirection, and cunning to achieve your goals. | | Presence | Control how others perceive you, whether by drawing attention or avoiding it. | | Finesse | Perform precise, delicate, or technically demanding actions. | | Might | Apply raw physical strength to overcome obstacles. | | Movement | Move your body through the world with speed, agility, and balance. | | Bearing | Carry, support, or endure physical burdens. | | Weaving | Understand and manipulate magical forces. | | Spirit | Connect with souls, emotions, and spiritual forces. | | Creation | Shape magic, matter, or energy into something new. | | Endurance | Persist through hardship and fatigue. | | Renewal | Restore yourself or others after hardship. | | Resolve | Remain committed despite fear, doubt, or adversity. | | Vigilance | Remain alert to danger, opportunity, and hidden details. | | Logic | Analyze information and draw conclusions. | | Lore | Recall knowledge, history, and learned information. | | Reflex | React instantly to sudden threats. | | Elusion | Escape pursuit, capture, or confinement. | | Poise | Maintain control, balance, and grace while navigating danger. | | Guard | Protect yourself and others from harm. | | Temper | Remain standing despite injury or hardship. | | Anchor | Remain grounded and unmoved. | | Conviction | Protect your thoughts, beliefs, and emotions. | | Sanctum | Preserve the integrity of your body and soul. | | Resonance | Maintain harmony with magical and supernatural forces. | ### Vigor lane scope (resolved canon) Vigor uses three lanes, not five. The older five-lane set (Resilience, Toughness, Recovery, Tenacity, plus Endurance) is retired. See the retired terms list at the bottom. - **Endurance:** sustained effort and fatigue. Swimming, marching, labor. Imprint abilities used outside combat. - **Renewal:** healing and restoring Vitality, for self or others. - **Resolve:** mental afflictions, fear, domination, and supernatural pressure. --- ## Combat Structure Combat is simultaneous and cinematic. There is no initiative and no turn order. Every combatant commits to their intentions at the start of the round and those intentions unfold together. ### The round (four steps) 1. **LoreMaster Commits.** The LoreMaster secretly records the intended Acts of all enemies. Once recorded, they cannot be changed. 2. **Players Plan.** Players discuss tactics, coordinate, and decide their approach. 3. **Everyone Declares.** Each combatant declares their Act and may declare a React. Once declared, Acts are locked. 4. **Resolve the Round.** The LoreMaster resolves the round through a series of Spotlights, narrated as a cinematic sequence. Effects, Afflictions, and ongoing conditions activate at the start of the next round. ### Spotlights A Spotlight is the current focus of the story. The LoreMaster resolves the round scene by scene, choosing which conflict, creature, objective, or event to resolve first based on danger, drama, and importance. All Acts and Reacts tied to a Spotlight resolve before moving to the next. ### Acts and Reacts - **Act:** the primary thing a character attempts. One per round. Attack, cast, use a skill, use an item, assist an ally, or interact with the environment. Declare what you are trying to accomplish, not just which ability. - **React:** a secondary response to something in the round. One per round. May be declared during the declaration step but is not locked there, and can move to a better opportunity. Once spent, it is gone until next round. ### Movement Movement is part of an Act or React, never a separate action. A combatant may move only once per round unless a rule says otherwise. ### Assisting Assist another player's skill or attribute roll if you have at least 1 point in that skill or attribute and are adjacent. Add your skill competency or half your attribute level to their total. In battle, assisting costs your React and is declared before their roll. When assisting to remove an Affliction, you roll alongside the ally; if either rolls a Fellmark, the Affliction is removed. ### Charging Abilities Arsenal abilities (weapons, armor, Lorebounds) are tiered and must be charged. - A basic attack must land to charge Tier 1. - A Tier 1 ability must land to charge Tier 2. - A Tier 2 ability must land to charge Tier 3. - Using a Tier 3 ability resets all charges. With no weapon, activating a Skyvault Shard as your Act charges all three tiers at once. --- ## Attack Resolution ### Physical (Power or Precision weapons) 1. Choose a valid target in range and line of sight. 2. Roll 1d6 + Precision. 3. Enemy rolls 1d6 + Evasion. 4. Higher result hits. 5. Damage: - Base Damage: 1 + Power, applied directly to Vitality. - Bonus Damage: weapon's current bonus damage plus stacked effects, reduced by the target's Durability before applying to Vitality. Note: Power weapons resolve on Precision against Evasion, not Power against Durability. ### Magical Attack (Magic weapon, weapon-style) Same as a Physical Attack, rolling Precision against Evasion, but Base Damage uses Magic and Bonus Damage is reduced by Resistance instead of Durability. ### Spell Attack (Magic weapon ability) Does not roll against Evasion. 1. Roll 1d6 + the related Magic skill + any Mastery bonus. 2. LoreMaster rolls 1d6 + Difficulty. 3. On success, apply the effect. If it deals damage: - Base Damage: 1 + Magic, applied directly to Vitality. - Bonus Damage: weapon's current bonus damage plus stacked effects, reduced by the target's Resistance before applying to Vitality. --- ## Luck LoreFell uses a six-sided die for nearly every mechanic. Luck is a visible resource, not hidden. - Each player earns up to 1 Luck per battle, awarded by the LoreMaster for genuinely impressive play. No formula. - **Lucky roll:** roll 2d6 and take the higher result. - **Unlucky roll:** roll 2d6 and take the lower result. - Luck also pays out as a lucky roll on the end-of-battle Loot Roll. - Luck is no longer tied to causing Fellmarks or Fellstrikes; those happen on the natural die. --- ## Key Terminology | Term | Meaning | | --- | --- | | The Fell | The player characters | | LoreMaster | The game master | | Vitality | A character's health pool (damage applies here) | | Fellmark | A roll of 6, critical success | | Fellstrike | A roll of 1, critical failure | | Lore Points | Experience, convert to Ascension Crystals | | Ascension Crystals | Spent to level up and raise attributes | | Skyvault Shards | In-combat collectibles with powerful effects | | Paragon Points | Rare cheat-code currency from lucky Loot Rolls | | The Sphere | The multiverse containing all worlds | | Stratums | Individual world layers within the Sphere | | Discord | The antagonistic force that erases Lore and memory | | Lorebounds | Magical familiar companions | | Aspects | Lorebound abilities | | Infusions | Passive weapon bonuses | | Acts | Primary combat actions | | Reacts | Reactive responses in combat | | Spotlight | The LoreMaster's current focus when resolving a round | | Origin Points | Spent at creation to invest in skills | | Mastery | Permanent +1 to a skill earned by reaching level 6 | --- ## Naming and Voice Conventions - **Discord** takes no article when it names the antagonistic force. Write "Discord erases Lore," never "the Discord." The article is only correct when it attaches to something else, such as "the Discord community" (the chat server) or "the Discord Wars" (a named event). - **The LoreMaster** is the in-world narrator voice for meta and out-of-fiction pages. Quotes and send-offs on pages like Patch Notes are attributed to The LoreMaster, who owns and tells the story of the Sphere. --- ## Deliberate Design Decisions - Combat is simultaneous and cinematic. No initiative, no turn order, no phases. - Abilities resolve immediately with no tracking. - A new ability must not duplicate an existing Affliction, Discordant, or Infusion, and must express its weapon or skill identity even without Affliction text. - Target combat length: under 15 minutes. - Discordants are a delivery method applied automatically by high-tier enemies, not a separate category. --- ## Retired Terms (purge on sight, in skill-reference context only) These are former names. Replace them when they refer to the old mechanic. Do NOT blind-replace, because several are ordinary English words used in prose. | Retired term | Current canon | | --- | --- | | Resilience (as a Vigor lane) | folded into the three-lane system | | Toughness (as a Vigor lane) | folded into the three-lane system | | Recovery (as a Vigor lane or "Recovery roll") | Renewal | | Tenacity (as a Vigor lane) | Resolve | ### Flagged for reconciliation - The Luck page lists "Recovers full Vitality during a Recovery roll." Under current canon this should likely read "Renewal roll." Confirm with Nate before changing, since it appears in a published page.