vault backup: 2025-08-02 23:11:17
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3 changed files with 3 additions and 11 deletions
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.obsidian/plugins/obsidian-git/data.json
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.obsidian/plugins/obsidian-git/data.json
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"updateSubmodules": false,
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"syncMethod": "merge",
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"customMessageOnAutoBackup": false,
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"autoBackupAfterFileChange": false,
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"autoBackupAfterFileChange": true,
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"treeStructure": false,
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"refreshSourceControl": true,
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"basePath": "",
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.obsidian/workspace.json
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.obsidian/workspace.json
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"type": "markdown",
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"state": {
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"file": "Rules/Combat.md",
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"mode": "preview",
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"mode": "source",
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"source": false
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},
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"icon": "lucide-file",
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@ -262,15 +262,7 @@ Both attacker and defender roll their full dice pools. Every result of **5 or 6*
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## Consequences of Combat
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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.
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### Injury Thresholds
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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.
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|**Threshold**|**Condition**|**Mechanical Effect**|**Narrative Impact**|
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|---|---|---|---|
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|**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.|
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|**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.|
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|**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.|
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|**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.|
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When the number of Injuries taken exceeds the Health of the character, the character is [[#Being Subdued|subdued]].
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>[!warning] Health does **not** refresh between scenes.
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>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.
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