diff --git a/.obsidian/plugins/obsidian-git/data.json b/.obsidian/plugins/obsidian-git/data.json index d277878..0887023 100644 --- a/.obsidian/plugins/obsidian-git/data.json +++ b/.obsidian/plugins/obsidian-git/data.json @@ -17,7 +17,7 @@ "updateSubmodules": false, "syncMethod": "merge", "customMessageOnAutoBackup": false, - "autoBackupAfterFileChange": false, + "autoBackupAfterFileChange": true, "treeStructure": false, "refreshSourceControl": true, "basePath": "", diff --git a/.obsidian/workspace.json b/.obsidian/workspace.json index 3912ee8..92150d9 100644 --- a/.obsidian/workspace.json +++ b/.obsidian/workspace.json @@ -42,7 +42,7 @@ "type": "markdown", "state": { "file": "Rules/Combat.md", - "mode": "preview", + "mode": "source", "source": false }, "icon": "lucide-file", diff --git a/Rules/Combat.md b/Rules/Combat.md index e7cf252..863a984 100644 --- a/Rules/Combat.md +++ b/Rules/Combat.md @@ -262,15 +262,7 @@ Both attacker and defender roll their full dice pools. Every result of **5 or 6* ## Consequences of Combat Injuries in _Vaelora_ represent serious harm- deep cuts, broken bones, exhaustion, internal bleeding, and spiritual dissonance. They are **not abstract HP** or life points. Each point of Injury reflects significant strain, and their accumulation steadily degrades a character’s ability to act. -### Injury Thresholds -Injury isn’t just damage- it’s **narrative gravity**. Wounds shape the moment, turning confident strides into limps, spells into desperate last resorts. These thresholds reflect not only mechanical penalties, but also the shifting emotional weight of battle. - -|**Threshold**|**Condition**|**Mechanical Effect**|**Narrative Impact**| -|---|---|---|---| -|**Healthy**|Fewer than half your total **Health** in **Injuries**.|No penalties.|You fight with clarity and purpose. You’re bruised, but unbowed- still in command of your body and spirit.| -|**Wounded**|More than half of **Health** in **Injuries**.|**–2 dice** to all physically strenuous actions (e.g., melee, athletics, climbing) and **halved APR**|You bleed and ache. Your movements slow. You grit your teeth and carry on, a visible testament to grit and pain.| -|**Overwhelmed**|**Injuries equal** to your **Health**.|**Half all dive pools**. Can only take **one action** per round (any type). You **cannot reserve actions**.|Every motion is effort. You stumble more than you stride. A final blow, a last spell, a whispered word- whatever you can manage before falling.| -|**Subdued**|**Injuries exceed** **Health**.|You are **helpless**- incapacitated, unconscious, or otherwise out of the fight.|Your story turns. You fall to the ground, not dead- but broken. Your fate now lies in the hands of allies, enemies, or the Veil itself.| +When the number of Injuries taken exceeds the Health of the character, the character is [[#Being Subdued|subdued]]. >[!warning] Health does **not** refresh between scenes. >Healing requires rest, medicine, or magic. Even then, recovery is slow- and scars may last. The wounds of _Vaelora_ are more than numbers; they’re carried into the next story.