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Chapter 5 by SkyDreamer SkyDreamer

End of guide

STAT damage

Here is a standalone guide to how each STAT functions as it is reduced.


HEALTH

Health is the primary STAT that is damaged directly in combat by enemy attacks. When an attack reduces this STAT to 0, any excess damage from the attack will be distributed between STAMINA and WILL. If the enemy is trying to wound the target, then they may also experience a wound when their HEALTH hits 0.

While a character's HEALTH is at 0, they will have disadvantage on all of their rolls. If they are hit by additional attacks while their HEALTH is still at 0, the damage will be split between STAMINA and WILL, and they can also receive an additional wound for each attack if the enemy is trying to wound them.


STAMINA

Stamina is reduced by physical exertion. Its main use is for running away from enemies. For every GM chapter spent in a chase sequence, everyone involved in the chase will take 1 STAMINA damage.

While a character's STAMINA is at 0, they will have -1 to all TRAITS. On each of their chapters, until they can regain some STAMINA, they will flip a coin. If they lose the coin flip, they will fall **** for about an hour, effectively taking a short rest to regain a STAMINA point.

Maximum STAMINA is reduced by 1 every day if the character hasn't eaten any food that day. This reduction will be cured once they next eat food.

Maximum STAMINA is reduced by 1 every day if the character hasn't drunk any water that day. This reduction will be cured once they next drink water.

If a character's maximum STAMINA reaches 0, they will die.


WILL

WILL is reduced by traumatic incidents and also certain psychic magics. If a character's WILL hits 0, they will no longer have the mental energy to resist the whims of others and must surrender to any enemy that demands it.

Every time a character's WILL hits 0, their maximum WILL will be permanently reduced by 1. If their max WILL reaches 0, they will experience a mental break. This can manifest all sorts of detrimental mental health effects. A broken character will be unable to present any resistance to their enemies, making them **** to permanent indoctrination or mind-control.


MANA

MANA, generally speaking, will not be reduced by external forces. It is consumed when you cast spells, and if you are at 0 MANA, you cannot cast any spells, not even cantrips that would normally cost 0 MANA to use.

Pro tip: try not to get hurt

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