Health system
Your character has three status meters: health, energy, and morale. Each has a current and maximum value; actions, diseases, jobs, and events raise or lower current.
Danger and death
| Rule | What it means in play |
|---|---|
| Danger | If any of the three meters is 20 or below, you are in danger — the game warns you |
| Death | If any meter hits 0 or below, your character dies |
warning
Because any meter can kill you, a morale crash is as deadly as physical harm. Prison taunts, job-loss spirals, and riot failures can all lead to a “quiet” game over.
Managing the triangle
| Meter | Typical drains | Typical recovery |
|---|---|---|
| Health | Disease, fights, accidents, bad food | Hospital, rest, some items |
| Energy | Work, training, travel | Sleep, food, some events |
| Morale | Repeated failure, hate, isolation | Social actions, hobbies, chapel |
tip
Before heavy crime or prison arcs, try to keep each meter comfortably above 20 so one bad day does not drop you straight into danger.
Related systems
- Diseases — ongoing health drain; see Diseases
- Healing locations — Hospital vs witch
- Revival — rare story beats can bring you back after a death-like outcome in special cases
Watch danger often if you are wanted or hunting — both loops like to chip away at more than one meter at a time.