Health, Mana, Stamina
Damage threatens health, spells spend mana, and strenuous actions spend stamina. Recovery depends on time and current conditions.
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.
Damage threatens health, spells spend mana, and strenuous actions spend stamina. Recovery depends on time and current conditions.
Both rise as actions pass. At their limit, unmet need causes health loss until food or drink brings relief.
Heat, cold, insulation, weather, rooms, dirt, burden, and personal preferences shape the body's condition.
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.
Waiting spends the remaining turn and allows recovery, needs, weather, enemies, companions, and delayed events to advance.
Hostile rooms, severe discomfort, and certain cards or conditions can prevent rest or block a full sleep.
Prepared objects such as Dream Catchers can make resting produce magical results that ordinary waiting cannot.
Afflictions are injuries, illnesses, and conditions that persist after their cause. They can weaken combat, reduce resources, accelerate needs, or disturb comfort.
Most afflictions count down as actions pass. Some fade cleanly; others become a more serious condition when their time ends.
Suitable items and spells can attempt a cure. Failed treatment leaves the condition in place.
Afflictions combine with hunger, cold, wounds, and combat pressure. Withdrawal and treatment can be more valuable than another attack.
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.
If destiny answers, one point is spent, some health is restored, and the character is carried into a dangerous escape scenario.
Without a remaining destiny point, the run ends. The fallen character leaves a corpse containing their carried possessions.
Defeat ends the character, not the history of the region. Earlier journeys and discovered places can still shape what follows.