INJURY & RECOVERY

Rules governing vitality, restorative rest, debilitating conditions, environmental hazards, and physical exhaustion.

01

HEALTH & REST

Health

Health is an abstract measure of physical durability, grit, and luck. A creature at 50% health or less is Bloodied. At 0 Health, a creature collapses from mortal trauma and begins dying. Characters stop gaining class health dice at 10th level, but continue adding their Endurance modifier to maximum health up to 20th level.

Resting Cycles

Pitstop

A 1-hour breather to dress wounds, eat, and check gear. Lowers fatigue by 2 levels.

Full Rest

6 hours of uninterrupted sleep. Essential for spellcasters to touch the astral plane and replenish mana. Restores Level + Endurance modifier in lost health, and removes all fatigue levels.

Total Bed Rest

A full day of complete rest or passive travel restores twice as much health.

Medicine

A character proficient in Medicine can treat a number of patients equal to their proficiency modifier daily without a roll, restoring bonus health equal to their Medicine skill modifier.

Temporary Health

A buffer that absorbs damage before the true health pool is touched. Temporary health does not stack; if you gain temporary health while possessing some, choose whether to retain your current pool or accept the new amount.

02

CONDITIONS

Blindness & Deafness

Blinded creatures fail sight checks; attacks against them have advantage, and their attacks suffer disadvantage. Deafened creatures automatically fail hearing checks.

Charmed

Charmed targets treat the charmer as an ally and cannot harm them; the charmer gains advantage on social checks against the target. The effect ends immediately if the target or its allies are harmed by the charmer.

Madness

Some experiences have the potential to damage the psyche. When a character encounters this sort of thing the Storyteller may call for a sanity test — a will save made to avoid loss of sanity. Every character has a pool of sanity points equal to their spirit statistic or character level, whichever is higher.

If their sanity points drop below 50% they suffer a temporary derangement. At 25%, they suffer a second derangement, and at 0% they develop a permanent mental disability that can only be treated by magic or the services of an alienist. The table below reflects the six most common derangements experienced by adventurers in response to trauma.

Delusions
The characters come to believe something untrue, and their decisions and actions reflect this belief. If directly challenged on their delusion, they may panic, become hostile, or turn inward and refuse to speak.
Hallucinations
The character occasionally experiences visions of a disturbing nature, typically related to the source of their trauma. These visions are often confusing or jarring, resulting in outbursts or tense silence.
Mania
The character becomes edgy, energetic, and prone to taking risks. They may chuckle randomly, talk to themselves, voice thoughts out loud, or embrace everything they see with suicidal enthusiasm.
Obsession
The character becomes obsessed with something to the point of distraction: an object, a person, an objective, or an activity. They may become frustrated if prevented from indulging in this obsession.
Paranoia
The character fears everything, constantly jumping at shadows and imagining worst-case scenarios. This eventually leads to being suspicious of nearly everyone.
Schizophrenia
The character hears voices, often indistinct and threatening, which cause anxiety. The character may talk to the voices, become agitated, or act like an imaginary friend (or enemy) is speaking to them.

Corruption

Sometimes adventurers encounter situations where they risk corruption by spiritual or psychic force. Corruption is measured on a scale of 1 to 10. As a character's corruption level increases they manifest symptoms. Barring special circumstances, these symptoms progress along the list below and are cumulative.

LevelSymptom
01Minor edginess and unease.
02Major edginess, unease, and rare hallucinations.
03Physical illness and 1 level of exhaustion.
04Minor derangement.
05Minor mutations.
06Minor alignment shift.
07Major derangement and frequent hallucinations.
08Major mutations.
09Major alignment shift.
10Altered identity.

At level 10 a character becomes an NPC under the Storyteller's control. The effects of corruption only subside when a character's corruption level is reduced by supernatural means. Beyond this, ritual treatment by a zealot character and/or taking sanctuary on sacred ground or drinking sacred water will usually reduce corruption by 1 point per day.

03

ENVIRONMENTAL HAZARDS & EXPOSURE

Poison

Poison inflicts damage plus a Fortitude save to resist lingering penalties: disadvantage on attacks and ability checks, paralysis, or sleep.

Disease

After every full rest, the infected victim rolls a Fortitude save. Each failed save inflicts 1 level of exhaustion that cannot be removed by resting. A successful save removes 1 level of exhaustion. The victim recovers completely after two successful saves. If a character reaches eight levels of exhaustion, they die.

Starvation & Thirst

Starvation. Going 2 days without food imposes 1 level of exhaustion and drains 1d6 Endurance per week. Normal eating restores 1 Endurance per day.

Dehydration. 1 day without water inflicts 2 levels of exhaustion and drains 1d4 Endurance each subsequent day. Clean water restores 2 lost Endurance per day.

Temperature Extremes

Heatstroke. Prolonged heat forces Fortitude saves against exhaustion levels. A pitstop removes 1 level of heat exhaustion.

Hypothermia. Extreme cold forces Fortitude saves against exhaustion and 1d4 Endurance drain. Freezing water immersion forces an immediate Fortitude save, repeating every minute until dry clothing and heat are secured.

04

THE 8-TIER FATIGUE LADDER

Fatigue is cumulative. A pitstop lowers fatigue by 2 levels, while a full rest removes all fatigue levels.

LevelEffect
1-2 penalty to attack rolls, saving throws, and skill checks
2-3 penalty to attack rolls, saving throws, and skill checks
3Speed halved
4Disadvantage on all skill checks
5Disadvantage on all attack rolls and saving throws
6Maximum health halved
7Speed reduced to 0 (Incapacitated)
8Death