HEALTH &
MANA
WHEN ENGAGED IN COMBAT
Players start with a base HP of 3 and a base mana pool of 5.
If your fighting style is purely melee: Your mana bar on the HUD represents your stamina. When it decreases to 2 or 1, you are experiencing exhaustion.
If your fighting style is purely magical: Your mana bar indicates your remaining mana. When it drops to 1 or 2, you are experiencing magical exhaustion. If it becomes completely depleted, you cannot cast spells anymore and risk corruption.
If your fighting style combines both: Your mana bar serves as both your stamina and magic reserve. When performing actions, pay attention to its levels. When it reaches 2, you are facing magical exhaustion; when it hits 1, you are experiencing physical exhaustion. When it is fully depleted, you can no longer cast spells, risking corruption and facing physical exhaustion consequences.
HEALTH AND MANA POTIONS
Limitations:
Each character is permitted only one health and one mana potion per combat instance.
Healing or mana restoration from approved potions is capped at 1 heart or 1 circle/bar per use.
Self-healing by expending mana is restricted to 1 HP per 1 mana used.
Sacrifices:
Individuals may selflessly sacrifice their potions to aid others in need.
If a player chooses to sacrifice their potion to another, it must be removed from their in-character or physical inventory and given to the recipient.
MANA BATTERIES
Charging Limitations:
Mana batteries can only recharge 1 mana per use during combat
The mana battery holder must clearly indicate their intention to activate the battery in a roleplay post and send an instant message (IM) to the Dungeon Master (DM), informing them that they will be utilizing their battery.
Group Recharge:
Mana batteries have the unique ability to recharge multiple individuals simultaneously, each receiving 1 mana per recharge.
The name(s) and number of individuals recharged by the battery must be specified in the roleplay post, and the DM should also be informed. (Maximum of 3 per standard combat encounter per mana battery)
Aberration Encounter:
Against aberrations, the limitations of potions/mana batteries are increased to 3.
The maximum for potions is raised to 3 health pots and 3 mana pots maximum.
For mana batteries, an additional 3 individuals (maxing out at 6 individuals per mana battery) may be recharged. A mana battery in this instance will provide a recharge of 3 mana to each targeted individual in it's single use. If one of the targeted individuals has full mana, they do not benefit from the recharge. These increased benefits are to reflect the heightened danger and the need for more magical aid against aberrations.
Aberration Attraction:
Initiating a mana battery near an aberration is risky, as aberrations are extremely attracted to magic.
The aberration may attempt to attack the mana battery AND individuals near it with it's AOE attacks, leading to heightened tension and strategic considerations. Communication and coordination among players and with the DM are crucial during combat instances.
Players are encouraged to use these magical resources strategically, considering the unique challenges posed by aberrations.
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Roleplay interactions should reflect the limitations and risks associated with the use of potions and mana batteries.
You only need to message the DM on these topics if you are in a scene with them.