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Combat & Survival

Mechanics that change how a fight goes -- what a hit costs, what survives one, and what a body carries while it happens.

  • A curse that bleeds gold — An effect you wrote yourself, draining currency every second through the ordinary status pipeline
    Status Effects, Currency · Focused
  • An encounter that replays roll for roll — One seeded crit stream shared by every CritRule, so an encounter replays roll for roll — through the one of two install doors that survives a re-enable
    Health · Composite
  • Fire damage that actually sets you on fire — A hit tagged Fire leaves a burn behind — and the burn still runs out, because a status tick comes back through the same pipeline carrying the same tag
    Health, Status Effects · Subtle
  • Healing that gets weaker the more you receive — Anti-stacking diminishing returns, on the one Health seam the pipeline consumes and nothing implements
    Health · Composite
  • Last stand — Survive one otherwise-lethal hit, then go on cooldown — and only spend the save when it was needed
    Health · Focused
  • Only your worst debuff counts — Two 1.5x curses make you take 50% more damage, not 125% — on the one seam the framework checks first and nothing implements
    Health · Composite
  • A shield that spends money — A ward that buys off damage a point at a time — charging first, because a mitigation that can be sized to the payment should be
    Health, Currency · Subtle

Filed elsewhere, but they answer this too

These live under another heading — the sidebar puts each recipe in one place so you can find it again — and they are here because they genuinely answer this question as well.

  • Brewing straight into a buff — A craft that ends in an effect on the crafter rather than an item in the bag
    Crafting, Status Effects · Composite · filed under Crafting & Progression
  • Buffs that run down while the game is closed — Offline time that expires effects rather than running them, on a save participant that has to go last
    Status Effects, Save · Subtle · filed under Persistence & State
  • A cursed item — Wearing it applies a status effect; taking it off removes that one and leaves the potion's alone
    Inventory, Status Effects · Subtle · filed under Items & Equipment
  • Death drops — On death, scatter some of what the actor was actually carrying — a drop table built from the corpse, not authored in advance
    Health, Inventory, Loot · Composite · filed under Loot & Rewards
  • A healer who charges by the point — Bill for the healing that actually landed, not the healing that was asked for
    Health, Currency · Composite · filed under Shops & Economy
  • Loot odds that shift with the player's condition — Better odds when the player is nearly dead, or while a buff is running — real odds, decided at the roll
    Loot, Health, Status Effects · Composite · filed under Loot & Rewards
  • Recipes that cost blood — A bench that charges health: it refuses what you cannot survive, and takes the price when the craft lands
    Crafting, Health · Composite · filed under Crafting & Progression
  • A shop that takes payment in blood — The same shop service and the same price bundle, with a wallet that happens to be a body
    Economy, Health, Currency · Focused · filed under Shops & Economy
  • The whole Cookbook — all 36 recipes, the full table, and what the systems and shape columns mean.
  • Generated from Cookbook/recipes.json. Edit that rather than this page.