📜 L.O.R. Player Quick Reference
⚡ Energy & 🔄 Refresh
Energy
- Start with 3 Energy.
- Once reaching 125CP and 200CP gain 1 Energy for free
- All skills & spells spend Energy (whether they hit or miss).
- Purchase extra Energy under General Skills (20 CP each).
Refresh (What It Does)
- Fully restores Vitality, Energy, Dex Armor, and Magical Armor.
- Does NOT restore Physical Armor.
- If you fight or use a skill while resting, the Refresh is cancelled.
How to Refresh
- Normal Rest: 1 hour = Full Refresh.
- Tavern Rest: 30 minutes = Full Refresh (time counts double inside the Tavern).
- Mixing Rest: e.g., 30m outside + 15m in Tavern = Full Refresh.
✨ Spellcasting — Core Rules
- Use spell packets (birdseed in cloth).
- Speak incant clearly; if hit while casting, the spell fumbles (restart; no Energy lost).
- Imbued spells glow in hand until used or fizzled.
Incantation Templates
- Wizard: “I call forth the powers of (Type) to grant me (Spell Name).”
- Cleric: “I call upon (God) to grant me the power of (Spell Name).”
- Druid: “I summon the Aspect of (Aspect) to grant me (Spell Name).”
Spell Types & Durations
- Destruction: 1 min (imbued; fizzles if unused).
- Healing: 10 min (imbued; fizzles if unused).
- Abjuration: 1 hr (1 active; may cast on others).
- Enchantment: Until game end/Refresh (self only; 1 active).
- Evocation: 10 min.
- Control: 5 min (damage persists until healed).
- Blessing: Until Refresh (2 active; may cast on others).
- Hex: 3 hrs (prevents Refresh).
🎯 Deliveries & 🔗 Carriers
Deliveries
- Weapon
- Packet
- Area (10 ft)
- Gesture — point at someone and they take the effect
- Voice — all within earshot; must have a clear line of sight (covering your ears does not negate)
Note: Area / Gesture / Voice typically cannot be dodged or parried.
Carriers
- Physical (default)
- Fire / Ice / Lightning / Acid (elemental)
- Lunar — deals double damage to spirits
- Faith — heals living; deals double damage to undead
- Blight — deals double damage to living; heals undead
- Restore — restores health to anything
⚔️ Melee & Flurry
Flurry Basics
- Start with a Flurry of 3 (3 strikes, then a 1-second pause).
- No machine gunning: consecutive strikes must land on different body parts (e.g., leg → shoulder → leg).
- Clean hits only: if the blow hits weapon/shield first, it does not count (weapon dead).
- Lightest touch rule: safe, clear contact; no power swinging.
🛡️ Vitality & Armor
❤️ Vitality
- You start with 5 Vitality.
🪖 Armor Overview
- Armor requires the correct skill and a physical representation that covers your chest.
- When Physical Armor reaches 0, you may Adjust it once:
- Spend 5 minutes “Adjusting” to restore half of its armor value.
- This can be done once only before the armor must be repaired.
🧵 Physical Armor Values
- Leather: 4 Armor
- Chain: 8 Armor
- Plate: 12 Armor
🌀 Dexterity Armor
- Granted by skills; amount varies.
- Stacks with Magical Armor.
- Does not stack with Physical Armor.
✨ Magical Armors
- Provide a separate armor layer.
- Stacks with Dexterity Armor only.
- Does not stack with Physical Armor.
📚 Damage Order
- Magical Armor
- Dexterity Armor
- Physical Armor
- Vitality (last)