![[Workshop.jpg|banner image]] The following mechanics are tools the Wayfinder can mix and match to suit the specific needs of their table. _For example, **Fear** can be employed for a horror adventure, while **Lasting Injuries** might be perfect for a post-apocalyptic campaign._ The systems in this collection are part of a living document that will be expanded and refined over time, so be sure to check back regularly for new material. We are always looking for new mechanics to add to the Workshop. If you have ideas or are in need of a specific rule for your own table, please email us at [[email protected]](mailto:[email protected]) or join us on Discord [here](https://discord.gg/dPydHjSkgm). #### Roadmap - **Sails, Steeds, & Starships:** Rules for the creation of Mounts & Vehicles - 10/25 - **XP:** Point Based Leveling for those who prefer numerical values instead of Milestones - 11/25 <br> <br> ## Bonds & Nemeses You can choose another character (_player or NPC_) with whom you've built a meaningful relationship and mark them as your **BOND**. This special connection allows you to take a single action, once per Sequence, to aid your Bond (*regardless of the order set by Combat Flow*). Only one Bond can be held at a time. In addition to this, you can mark another character or enemy type as your **NEMESIS/ NEMESES**. When facing your sworn enemy/ enemies, you gain two additional dice (+2) to all rolls made against them. However, dice gained from a Nemesis connection cannot be wagered in [[Rolling Dice#Overexertion|Overexertion]]. A character's Bond & Nemesis/ Nemeses can be tracked in the "Notes & Misc." section of a standard MUSE Character Sheet. <br> ## Fear Each character begins with a Fear Rating of 0. When you encounter something frightening or unnatural, your Wayfinder might call for a **FEAR ROLL**; at which point you should your Endurance. Each success (6) reduces your Fear by 1 Point, while each failure increases it by 2 points. As your Fear Rating rises, you'll face mounting penalties: - **Fear Rating 1-2 (Anxiety):** -1 penalty to all non-Endurance rolls - **Fear Rating 3-4 (Distress):** -2 penalty to all non-Endurance rolls - **Fear Rating 5-6 (Terror):** -3 penalty to all non-Endurance rolls - **Fear Rating 7+ (Flight):** You gain the [[Rolling Dice#Tribulations|Intimidated Tribulation]]. A character's Fear Rating can be tracked in the "Notes & Misc." section of a standard MUSE Character Sheet. <br> ## Lasting Injuries This system brings a grittier, more realistic approach to combat wounds for all characters, whether they are controlled by players or the Wayfinder. When a character suffers damage from an attack (*or a [[Rolling Dice#Tribulations|Tribulation]] which would logically deal damage*), they risk gaining a **Lasting Injury** based on the strike's location and the number of successes rolled. If the attacker did not target a specific body part when describing their action, the hit's location can be determined by rolling a d6 and consulting the table below. The total number of successes from the attack roll then determines if a Lasting Injury is inflicted, and its mechanical effects. | d6 | Injury Location | | --- | --------------- | | 1 | Head | | 2-3 | Torso | | 4-5 | Arm(s) | | 6 | Leg(s) | | Lasting Injury | Location | Successes Required | Effect | | :--------------- | :------------- | :----------------- | :-------------------------------------------------------------------------------------------------------------------------------- | | Broken Bone | Anywhere | 4 | -3 to Might (*upper body breaks*) or Swiftness (*lower body breaks*). | | Concussion | Head | 3 | -2 to all rolls, -3 to Awareness & Sage. | | Deep Cut | Anywhere | 2 | -1 to Swiftness; imposes the [[Rolling Dice#Tribulations\|Bleeding Tribulation]] until the Recovery Trait is successfully rolled. | | Dislocated Joint | Arm(s)/ Leg(s) | 3 | -2 to Might (*upper body dislocations*) or Swiftness (*lower body dislocations*). | | Internal Injury | Torso | 5 | -4 to Endurance | | Severe Burns | Anywhere | 5 | -4 to Endurance against environmental hazards | Your injuries heal gradually over time. The number of successes required to cause the injury equals the number of game sessions required for healing (_or 1d4 days per success for asynchronous/ Play by Post games_). You'll face the full penalties until you've healed completely. Survival rolls made to heal will restore lost Life Points only, and will not remove the Effects of Lasting Injuries until the time determined above has passed.