6 Resources
In Home Defiant, a player will have to keep track of 6 resources, each with their own functions and purposes: Potential, Poise, Wear, Wound, Scars and Experience.
Potential
Potential is a general resource describing how much energy you have to affect the world around you.
Max Potential |
= Vigor + Highest Trained attribute + Half of Presence (rounded down) |
Function |
|
Recovery |
You can recover a number of Potential equal to your Vigor attribute during a Rest. |
Poise
Poise shows how in control are you when in an encounter.
Max Poise |
There is no upper limit to the amount of Poise you can have. |
Function |
|
Recovery |
Poise can be gained by performing the [[Brace]] action or using any other abilities. Any unused Poise is lost at the start of a creature's turn. |
Wear
Wear represents how much your encounters are tiring you out. When you reach maximum wear, you begin to take Wounds instead.
Max Wear |
= Total Levels + (2 x Might) + Presence + Class Bonus + Racial Bonus |
Function |
|
Recovery |
You can lose a number of Wear equal to your Might during a Rest. |
Wounds
Wounds show the injury that you have sustained over the course of your adventure. Wounds are categorised into two level of severity:
Shallow Wounds. These are typical injuries that are sustained over the course of an adventuring day. Things like stress, fatigue, or magical strain is considered shallow wounds. They usually recover after some Rest.Deep Wounds. These are more debilitating injuries, while they do not affect your fighting abilities, they show that you are inching closer to your death.
In addition to severity, each wounds are also categorised into three different types. While mechanically they do not differ from each other, they represent what kind of injury is plaguing your character to inform your roleplay.
Physical Wound. These represents injuries sustained from combat or traps. Something like broken bones, disembowlment or missing eye.Mental Wound. These represents injuries sustained to the mind. This ranges from madness from a cursed artifact, mental backlash from psychic energy or even emotional trauma from a death of a companion.Spiritual Wound. These represents injuries sustained to the soul. This can be a curse from the gods, corruption from a demon, or even effects from a magical disaster
Max Wounds |
= Might + Vigor + Presence (Minimum of 1) |
Function |
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Recovery |
You can lose 1 Shallow Wound after a [[Rest]]. However, Deep Wounds require a story moment or a timeskip for you to recover from as determined by the Fates. As a guide, 1 Deep Wound require 1 month of recovery. When Deep Wounds are removed you gain a Scar instead. |
Scars
Scars are Deep Wounds that has healed after some time or through story reasons. They remain as a reminder as the creature's past deeds and mistakes and can help inform future decisions
Max Scars |
There is no limit to the number of Scars a creature can collect. |
Function |
|
Recovery |
You gain Scars whenever a Deep Wound is healed. The Deep Wound is renamed to show that it has healed and is placed under Scars. |
Experience
Experience is a maeasure of knowledge accumulated over a long period of time. These knowledge come in the form Skills that a person practices over their lifetime until their effort crystalizes at certain points in their journey.
Max Experience |
There is no upper limit for Experience. However, there are Experience thresholds that when reached causes a creature to grow, or Level Up. The Experience threshold is calculated using the following formula.
Next Experience threshold = Current Level + Previous Experience threshold. Level 1 Experience threshold = 1 |
Function |
|
Recovery |
You can gain Experience by performing certain actions determined by The Fates as described in Leveling Up. |
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