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Chapter 5
by 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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IMPREGNATAR | ANARCHY
A FREEFORM GAME OF SURVIVAL AND IMPREGNATION
An anarchy variant of IMPREGNATAR. While the original had a set handful of GMs, a canon timeline and balanced encounters, this version does away with balance by allowing anyone to GM any posts, including their own. This is an interactive survival story that's like a combination of D&D, Dark Souls, and Zelda. Your character awakens spawned into the middle of an unfamiliar forest. They have little memory of who they are or how they got there, and all but the faintest of survival assets. Post by post they will explore their surroundings hoping to gain skills, level up, and survive by avoiding any Bad End scenarios with a horrific (and probably kinky) fate. Or, in this case, probably experience as many Bad Ends as possible as they traverse multiple timelines.
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Updated on Jan 1, 2025
by StabilizerEmerald
Created on Jul 26, 2021
by SkyDreamer
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