Ethernalis Systems Reference

Changing Cards and Enemy Abilities

Some cards spend fuel, rot, hatch, break free, or answer violence with abilities of their own.
Time, transformation, and reactive threats
Fuel·Spoilage·Transformation·Enemy Reactions
I
Time Changes Possessions

Fuel, Freshness, and Decay

Changing cards advance when the dungeon advances, whether they are lying in a room or carried by the active character.

Light Sources

Burning torches and lanterns spend fuel as turns pass. When empty, they become their exhausted form and stop providing light.

Fresh Meat

Raw meat uses durability as freshness. When freshness reaches zero, it becomes rotten meat.

Organic Matter

Other organic cards decompose on their own schedule and eventually become rot.


II
A Different Form

Timed Transformations and Bindings

A card can count down toward another form. Eggs can hatch, cursed objects can awaken, and magical bindings can expire.

Transformation

When the countdown ends, the card becomes its prepared result while remaining the same individual object in the world.

Charm and Control

Charmed animals and dominated humanoids eventually break free and return to hostility.

Necrotized Thralls

Bound undead do not return to their former state. When the binding ends, they crumble into bones.

Growing Slime

A slime mould counts down and then grows into a random magical creature drawn from the dungeon's current deck. Its countdown pauses while it sits inside a container or a carried inventory, and resumes once it is left in a room.

Slime Fusion

When four or more Slimes share a room, they merge into a single Noxious Ooze. The ooze keeps its own acid attack, health, and weaknesses, and the merged slimes add their strength, health, and resistances on top. An ooze may also swallow weaker enemies and loose objects in its room to grow its health.


III
Enemies Answer Back

Reactive Enemy Abilities

Some enemies react to a successful hit, a failed attack against them, being wounded, or being unable to move. Their card detail lists the abilities they can use.

HIT
On Hit

Contact Abilities

Poison, disease, grapples, theft, corrosion, webs, draining, and similar effects can follow a successful enemy strike.

MIS
On Miss

Punishing Failure

Some creatures answer a missed or resisted attack with fear, sound, or another effect.

WND
When Wounded

Escalation

Wounded enemies may rage, release spores, call allies, rally a group, or use another ability that changes the fight.

MOV
When Boxed In

Displacement

A creature that cannot move because every adjacent room is full may swap places with a loose object nearby, taking its space and leaving the object behind. Larger creatures shift larger objects. Enemies, people, traps, and location cards are never moved.

PAS
Always

Incorporeal

Ghosts and other incorporeal creatures pass through built walls when they move, and reach through one to displace an object. Locked rooms, deep water, and rooms with no space left still stop them, and the wall takes no damage.


IV
Surviving the Reaction

Resistance and Cooldowns

Some reactions always occur. Others can be resisted by the relevant Measure. Powerful reactions often need several turns before they can happen again.

Resistance

Dexterity, Perception, Psyche, and other Measures may provide a chance to resist a specific ability.

Cooldown

An ability with a cooldown cannot fire again until enough turns have passed.

Once per Fight

Calls, rallies, and similar major reactions may happen only once for that enemy.

Combat and Injury Browse Enemies