Ethernalis Systems Reference

Survival and Defeat

A wound is immediate. Hunger, cold, exhaustion, and despair take their time.
Needs, recovery, lasting harm, and the edge of death
Health, Mana, Stamina·Needs·Rest·Destiny
I
The Body's Ledgers

Resources and Needs

Health measures life, mana fuels magic, and stamina pays for physical effort. Hunger and thirst rise through action. Temperature and comfort respond to the place, equipment, weather, dirt, and personality.

HMS
Core Resources

Health, Mana, Stamina

Damage threatens health, spells spend mana, and strenuous actions spend stamina. Recovery depends on time and current conditions.

H/T
Needs

Hunger and Thirst

Both rise as actions pass. At their limit, unmet need causes health loss until food or drink brings relief.

T/C
Environment

Temperature and Comfort

Heat, cold, insulation, weather, rooms, dirt, burden, and personal preferences shape the body's condition.


II
Time to Recover

Rest and Sleep

Rest gives up immediate action so the body and world can advance. It is safest in a quiet, comfortable room with no threat preventing recovery.

Stay and Wait

Waiting spends the remaining turn and allows recovery, needs, weather, enemies, companions, and delayed events to advance.

Rest Restrictions

Hostile rooms, severe discomfort, and certain cards or conditions can prevent rest or block a full sleep.

Ritual Rest

Prepared objects such as Dream Catchers can make resting produce magical results that ordinary waiting cannot.


III
Harm That Remains

Afflictions

Afflictions are injuries, illnesses, and conditions that persist after their cause. They can weaken combat, reduce resources, accelerate needs, or disturb comfort.

Duration

Most afflictions count down as actions pass. Some fade cleanly; others become a more serious condition when their time ends.

Treatment

Suitable items and spells can attempt a cure. Failed treatment leaves the condition in place.

Compounding Risk

Afflictions combine with hunger, cold, wounds, and combat pressure. Withdrawal and treatment can be more valuable than another attack.


IV
At Zero Health

Defeat and Destiny

When health reaches zero, fate has one final opportunity to intervene. Without destiny, the character is defeated and leaves their possessions behind in the world.

Destiny Trial

If destiny answers, one point is spent, some health is restored, and the character is carried into a dangerous escape scenario.

Defeat

Without a remaining destiny point, the run ends. The fallen character leaves a corpse containing their carried possessions.

The World Remains

Defeat ends the character, not the history of the region. Earlier journeys and discovered places can still shape what follows.

Combat and Injury Comfort and Traits Weather and Climate