RHUNA STORY ATELIER

Rhuna: The System

Impact & Wear

Read the rules. Follow the Threads. Return to play.

In this section

IMPACT, WEAR & HEALTH Copy link

Every action in Rhuna carries risk. This chapter explains Health and the Impact/Wear consequences used outside the direct combat Exchange. For a Clash, use the resulting-Position costs in Physical Conflicts; do not add an Impact/Wear bag draw to those combat costs. The Health capacities and spillover rules below still apply.

When a Hero fails, they suffer Impact—the consequences imposed upon them by the world.

When a Hero succeeds, they may still suffer Wear—the effort, sacrifice, and burden required to achieve that success.

Together, Impact and Wear determine how hardship accumulates and how a Hero's condition changes over time.

Impact Wear
Open illustration

IMPACT (FAILURE) Copy link

Impact represents what happens to you when things go wrong.

When a Performance Check fails, apply the corresponding Impact result.

Result

Impact

0 – Deflected

No meaningful impact. No Health cost.

1 – Glancing

Gain 2 Fatigue.

2 – Pressured

Gain 1 Strain.

3 – Significant

Gain 1 Strain and 1 Bane.

4 – Devastating

Gain 1 Wound.

Impact is often immediate, external, and difficult to avoid.

WEAR (SUCCESS) Copy link

Wear represents what success costs you.

Even when a Hero succeeds, pushing beyond limits, taking risks, or forcing an outcome may leave lasting consequences.

When a Performance Check succeeds, apply the corresponding Wear result.

Result

Wear

0 – Clean

No cost.

1 – Effort

Gain 1 Fatigue.

2 – Challenges

Gain 2 Fatigue.

3 – Overextended

Gain 1 Strain.

4 – Collapse

Gain 2 Strain.

Wear builds gradually over time and reflects the burden of continued action.

FATIGUE Copy link

Fatigue represents mounting burden, pressure, and exhaustion.

Fatigue remains outside the Performance Bag and is tracked separately on your Hero Sheet.

Fatigue does not directly reduce Performance.

SPILLOVER Copy link

If additional Fatigue would exceed its capacity:

• Remove all accumulated Fatigue.

• Gain 1 Strain.

• Discard any excess Fatigue.

Fatigue cannot continue accumulating beyond the first spillover.

STRAIN Copy link

Strain represents lasting impairment.

Unlike Fatigue, Strain enters the Performance Bag and directly weakens future actions.

When you gain Strain:

Add one Strain Token to the Hero Bag. Copy link

•

• When additional Strain would exceed capacity, remove all accumulated Strain and gain 1 Wound.

Strain remains in the bag until removed through recovery, abilities, items, or other effects.

WOUNDS Copy link

Wounds represent serious and lasting harm.

Wounds remain outside the Performance Bag and are tracked separately.

Each Wound reduces your Performance draw by 1 token.

Example Copy link

Training

Normal Draw

With 1 Wound

Trained

3

2

Adept

4

3

Master

4

3

A Hero always draws a minimum of 1 token.

HEALTH PROGRESSION Copy link

All hardship follows the same progression:

Fatigue → Strain → Wound

Fatigue reflects temporary burden.

Strain reflects lasting impairment.

Wounds reflect serious trauma.

As hardship accumulates, the consequences become increasingly difficult to ignore.

HEALING & RECOVERY Copy link

Fatigue Copy link

Typically removed through rest and recovery.

Strain Copy link

Requires meaningful recovery, treatment, abilities, or other effects that specifically remove Strain.

Wounds Copy link

Represent severe harm and generally require significant healing, divine intervention, specialized treatment, or major recovery opportunities.