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  <fr:frontmatter>
    <fr:anchor>283</fr:anchor>
    <fr:addr type="user">index</fr:addr>
    <fr:route>index.xml</fr:route>
    <fr:title text="Home">Home</fr:title>
    <fr:authors />
  </fr:frontmatter>
  <fr:mainmatter>
    <fr:p>Welcome!
  <fr:ul><fr:li><fr:link type="local" href="me.xml" addr="me" title="Kirill Golubev">About me</fr:link></fr:li>
    <fr:li><fr:link type="external" href="https://github.com/FrogOfJuly/coffee_cup">Coffee trap solution</fr:link></fr:li>
    <fr:li><fr:link type="external" href="https://frogofjuly.github.io/hex-life/">Game of Life on a sphere</fr:link></fr:li>
    <fr:li><fr:link type="external" href="https://github.com/FrogOfJuly/BloodMage_DnDclass/blob/main/output/main.compressed.pdf">Blood Mage class for DnD</fr:link></fr:li>
    <fr:li><fr:link type="local" href="bastoinland_magic.xml" addr="bastoinland_magic" title="Bastionland Magic">Magic</fr:link> for <fr:link type="local" href="mythic_bastionland.xml" addr="mythic_bastionland" title="Recap of Mythic Bastionland">Bastionland</fr:link></fr:li></fr:ul></fr:p>
  </fr:mainmatter>
  <fr:backmatter>
    <fr:tree toc="false" numbered="false" show-heading="true" show-metadata="false" expanded="true" root="false" xmlns:fr="http://www.jonmsterling.com/jms-005P.xml">
      <fr:frontmatter>
        <fr:title text="Related">Related</fr:title>
        <fr:authors />
      </fr:frontmatter>
      <fr:mainmatter>
        <fr:tree toc="true" numbered="false" show-heading="true" show-metadata="true" expanded="false" root="false" xmlns:fr="http://www.jonmsterling.com/jms-005P.xml">
          <fr:frontmatter>
            <fr:anchor>284</fr:anchor>
            <fr:addr type="user">me</fr:addr>
            <fr:route>me.xml</fr:route>
            <fr:title text="Kirill Golubev">Kirill Golubev</fr:title>
            <fr:date>
              <fr:year>2025</fr:year>
              <fr:month>3</fr:month>
              <fr:day>1</fr:day>
            </fr:date>
            <fr:authors />
            <fr:meta name="institution">
              <fr:link type="external" href="https://www.utu.fi/en/people/kirill-golubev">utu</fr:link>
            </fr:meta>
            <fr:meta name="institution">
              <fr:link type="external" href="https://www.github.com/FrogOfJuly">github</fr:link>
            </fr:meta>
            <fr:meta name="position">Doctoral Researcher</fr:meta>
          </fr:frontmatter>
          <fr:mainmatter>
            <fr:p>I am a PhD student at Turku University.</fr:p>
            <fr:p>Supervised by <fr:link type="external" href="https://www.utu.fi/en/people/jaakko-jarvi">Jaakko Järvi</fr:link> and <fr:link type="external" href="https://www4.uib.no/en/find-employees/mikhail.barash">Mikhail Barash</fr:link>.</fr:p>
          </fr:mainmatter>
          <fr:backmatter />
        </fr:tree>
        <fr:tree toc="true" numbered="false" show-heading="true" show-metadata="true" expanded="false" root="false" xmlns:fr="http://www.jonmsterling.com/jms-005P.xml">
          <fr:frontmatter>
            <fr:anchor>285</fr:anchor>
            <fr:addr type="user">bastoinland_magic</fr:addr>
            <fr:route>bastoinland_magic.xml</fr:route>
            <fr:title text="Bastionland Magic">Bastionland Magic</fr:title>
            <fr:authors />
          </fr:frontmatter>
          <fr:mainmatter>
            <fr:p>There is a unique feel to the Bastionland system of combat. Let's try to get the same feeling from casting spells.</fr:p>
            <fr:tree toc="true" numbered="true" show-heading="true" show-metadata="false" expanded="true" root="false" xmlns:fr="http://www.jonmsterling.com/jms-005P.xml">
              <fr:frontmatter>
                <fr:anchor>253</fr:anchor>
                <fr:addr type="user">spellcasting</fr:addr>
                <fr:route>spellcasting.xml</fr:route>
                <fr:title text="Spellcasting">Spellcasting</fr:title>
                <fr:authors />
              </fr:frontmatter>
              <fr:mainmatter>
                <fr:p>There is no level-up system in Bastionland, so it is natural to give some resources that will represent spellcaster ability. 

 Resource is a set of d6 dice equal to the value of <fr:link type="local" href="virtues.xml" addr="virtues" title="Virtues"><fr:strong>Cla</fr:strong>rity</fr:link>. Each time you restore <fr:link type="local" href="virtues.xml" addr="virtues" title="Virtues"><fr:strong>Spi</fr:strong>rit</fr:link> via indulging a Passion, you can regain up to two missing dice from this set.</fr:p>
                <fr:p>To cast a spell, a caster rolls any number of dice as an Action from that set and then decides what to cast. Only one spell can be cast per roll. If the spell does not state otherwise, <fr:link type="local" href="feats.xml" addr="feats" title="Feats">Smite feat</fr:link> is not applicable for attacks performed within them.</fr:p>
                <fr:p>Here are spells that one learns during mage training:
 <fr:ul><fr:li><fr:strong>Heat metal</fr:strong>: intricate ladder of arcane pulses rapidly heats metal until it glows red hot. Pulses should be chained together carefully, pick no less than three dice with consecutive values. If it is a piece of armour, the wearer takes damage equal to the sum of chosen dice. If it is a weapon, the bearer chooses to drop it or persevere through pain, taking half of the sum of the chosen dice. Any damage from this spell ignores <fr:link type="local" href="guard.xml" addr="guard" title="Guard">GD</fr:link>.</fr:li>
    <fr:li><fr:strong>Magic missile</fr:strong>: identical glowing bolts launch towards chosen targets, piercing bone and muscle. Pick any number of dice with the same value rolled. You can pick a different target for each bolt; it deals damage equal to the rolled value.</fr:li>
    <fr:li><fr:strong>Hex</fr:strong>: curse of misfortune impairs defense and makes the target more vulnerable. Pick three dice that have a value of one. For the remaining combat, anyone who attacks the bearer of this curse can add a die from picked ones to the dice that represent an attack before rolling them. The same die can be used by multiple attacks, but only a single hex can be cast upon any one creature.</fr:li>
    <fr:li><fr:strong>True Strike</fr:strong>: Pick any number of dice, then perform an Attack as usual. You can replace any die of the attack with any die from those you picked. Can be used with <fr:link type="local" href="feats.xml" addr="feats" title="Feats">Smite feat</fr:link>.</fr:li>
    <fr:li><fr:strong>Thunderclap</fr:strong>: Raw magical power overwhelms you and in a split second you decide to channel it through yourself or discharge it at a long range. Pick any number of dice, treat them as if it was either a single ranged Attack or a melee attack with <fr:link type="external" href="Blast">Blast</fr:link> property. If you chose melee option, always include yourself as one of its targets, but you receive only half damage, rounded down. If you chose ranged option you may additionally pick any dice with maximum value rolled. For each of them, discharged lightning arc jumps to another target and deals damage equal to the value of that additional die. All targets for this spell must be different.</fr:li>
    <fr:li><fr:strong>Shield</fr:strong>: Pick two dice and add the smaller rolled value among them to <fr:link type="local" href="guard.xml" addr="guard" title="Guard">GD</fr:link> of a willing creature nearby. The shield's guard is spent before theirs. Shield's guard persists until their guard would be restored normally.</fr:li>
    <fr:li><fr:strong>Detect Magic</fr:strong>: Pick any number of dice, for each one which rolled for a maximum value you can ask a question about surrounding magic and receive truthful answer, but the amount of words in that answer can't exceed the value rolled on the die. For each other die, the answer is either yes, no or silence if the question is not applicable. Information for the answer is provided by spells around you and yourself. For example, spells usually are not directly marked by their caster and are not aware of it's surroundings beyond the spells design.</fr:li>
    <fr:li><fr:strong>Haste</fr:strong>: Pick any amount of dice that amount to target's <fr:link type="local" href="virtues.xml" addr="virtues" title="Virtues"><fr:strong>Vig</fr:strong>or</fr:link> or greater. For remainder of combat they can attack an additional time instead of moving. That attack is separate from all other attacks and is performed before them with a separate roll. If several creatures are under the effect of this spell, they roll together for their additional attack if it targets the same creature.</fr:li>
    <fr:li><fr:strong>Conjure embodiment of magic</fr:strong>: Pick up to two dice three times, values for each pick determine virtues of the embodiment. Then pick an additional die, this is its guard. Embodiment obeys your commands and vanishes when any of its virtues reach zero. At dawn of each day you need to maintain it: pick up to two dice, that's the new <fr:strong>Vig</fr:strong>or of the embodiment. Otherwise, half each of its virtues, rounding down. Embodiments are unnatural for this world, so at dawn, reduce its <fr:strong>Spi</fr:strong>rit by 2 and its <fr:strong>Cla</fr:strong>rity by 1. At the end of each combat, reduce it's <fr:strong>Spi</fr:strong>rit by 1. You choose the shape and overall look of the embodiment, but it still looks very unnatural and magical for anybody who looks at it. It has no armour, attacks for 2d8 and can use <fr:link type="local" href="feats.xml" addr="feats" title="Feats">Smite feat</fr:link>. It is as intelligent as an orca, can't speak, but comprehends languages you know. Does not really understand human ways, but can mimic them with mixed results.</fr:li></fr:ul></fr:p>
                <fr:p>This system becomes unwieldy very fast, as the time to check the combination for a lot of spells grows in an unpleasant way. Mythic Bastionland is suited for that, as it is very easy to have a small number of spells, as majority of them are lost and forgotten.</fr:p>
                <fr:p>Also, to add even more agency, when caster rolls dice to cast a spell, additionally to casting they can choose half(rounded down) of remaining dice and discard the rest. These chosen dice can be stored to cast spells later as if you rolled them. They persist until spent, but the total amount of dice(stored and unrolled) can't exceed the value of <fr:link type="local" href="virtues.xml" addr="virtues" title="Virtues"><fr:strong>Cla</fr:strong>rity</fr:link>.</fr:p>
              </fr:mainmatter>
              <fr:backmatter />
            </fr:tree>
            <fr:tree toc="true" numbered="true" show-heading="true" show-metadata="false" expanded="true" root="false" xmlns:fr="http://www.jonmsterling.com/jms-005P.xml">
              <fr:frontmatter>
                <fr:anchor>254</fr:anchor>
                <fr:addr type="user">witchcraft</fr:addr>
                <fr:route>witchcraft.xml</fr:route>
                <fr:title text="Witchcraft">Witchcraft</fr:title>
                <fr:authors />
              </fr:frontmatter>
              <fr:mainmatter>
                <fr:p>Witches cast spell as a manifestation of favors granted them by their patrons. So, logically, there should be different patrons with different sets of spells and different ways to please them.</fr:p>
                <fr:tree toc="true" numbered="true" show-heading="true" show-metadata="false" expanded="true" root="false" xmlns:fr="http://www.jonmsterling.com/jms-005P.xml">
                  <fr:frontmatter>
                    <fr:anchor>248</fr:anchor>
                    <fr:addr type="user">Thaliat</fr:addr>
                    <fr:route>Thaliat.xml</fr:route>
                    <fr:title text="Thaliat, a laughing spirit">Thaliat, a laughing spirit</fr:title>
                    <fr:authors />
                  </fr:frontmatter>
                  <fr:mainmatter>
                    <fr:p>
                      <fr:ul><fr:li>Craves stories and tales. Can consume old bones to recover knowledge about their bone owner's past.</fr:li>
  <fr:li>Enjoys theater and performances that are done out of pure heart.</fr:li>
  <fr:li>Treasures celebrations that bring sincere joy for those who participate.</fr:li></fr:ul>
                    </fr:p>
                    <fr:p>Cantrips(does not spent favor, but stops working when you have none)</fr:p>
                    <fr:p>
                      <fr:ul><fr:li>Prestidigitation</fr:li>
    <fr:li>Mending</fr:li></fr:ul>
                    </fr:p>
                    <fr:p>Spells(1 favor)</fr:p>
                    <fr:p>
                      <fr:ul><fr:li><fr:strong>Last call bell</fr:strong>: you start a dance, a trick or any other performance. As long as you are doing it all doors to the room you are it, except maybe one, close and lock themselves.</fr:li>
    <fr:li><fr:strong>Curtain drop</fr:strong>: you bow down as if you just ended your performance. Smoke or water mist envelopes you for a few seconds giving you and up to one other person that stands near you an opportunity to escape combat.</fr:li>
    <fr:li><fr:strong>Invisible helper</fr:strong>: You summon an invisible almost immaterial creature that obeys your mental commands. It can move and carry objects that determined child can, it is easily scared of violence and likes sweets. Disappears when you fall unconsciousness.</fr:li>
    <fr:li><fr:strong>Failed Rehearsal</fr:strong>: When you fail a Spi or Cla check, you can immediately retry it. You can do it no more than one time for any single check.</fr:li>
    <fr:li><fr:strong>Disguise Voice</fr:strong>: Make your voice appear as somebody else's who you heard within at least one conversation.</fr:li></fr:ul>
                    </fr:p>
                    <fr:p>Spells(2 favor)</fr:p>
                    <fr:p>
                      <fr:ul><fr:li><fr:strong>Am I here, am I there</fr:strong>: Suddenly it is very hard to understand where you are and what are you doing. Anybody who looks at you feels confused and puzzled unable to understand your intentions. In combat it means that for remainder of it when you are attacked the die of your choice is discarded.</fr:li>
    <fr:li><fr:strong>Let me try one more time</fr:strong>: When you fail a check targeted by Failed Rehearsal you can retry one more time.</fr:li>
    <fr:li><fr:strong>Cursed Joke</fr:strong>: You tell your vilest joke and sprinkle enough magic to take it inside target's head. Upon hearing it, target retracts themself from any conversation they were having or any activity they were doing. Goes to the corner or seeks solitude if the corner is unavailable and sits their in increasingly catatonic state. Target falls unconscious after 10 minutes, when woken up effect ends. Their memory preserves feeling of unpleasantness, but the content of the joke vanishes. If the target is in combat their weapons are impaired until effect ends.</fr:li></fr:ul>
                    </fr:p>
                    <fr:p>Spells(3 favor)</fr:p>
                    <fr:p>
                      <fr:ul><fr:li><fr:strong>All doors are open for me</fr:strong>: opens any non-magically locked door</fr:li>
    <fr:li><fr:strong>You are an actor too</fr:strong>: For an hour or until harmed target thinks that they are somebody else they have strong impression of. The target acts according to their own understanding of that entity. Upon recovery they remember vaguely what happened during the effect of this spell.</fr:li></fr:ul>
                    </fr:p>
                  </fr:mainmatter>
                  <fr:backmatter />
                </fr:tree>
                <fr:tree toc="true" numbered="true" show-heading="true" show-metadata="false" expanded="true" root="false" xmlns:fr="http://www.jonmsterling.com/jms-005P.xml">
                  <fr:frontmatter>
                    <fr:anchor>249</fr:anchor>
                    <fr:addr type="user">Vesna</fr:addr>
                    <fr:route>Vesna.xml</fr:route>
                    <fr:title text="Vesna, the passage guardian">Vesna, the passage guardian</fr:title>
                    <fr:authors />
                  </fr:frontmatter>
                  <fr:mainmatter>
                    <fr:p>Deep forest is her domain, where she guards gates between our world and world of the dead. Seeks to help those who are stuck in between. 
<fr:ul><fr:li>Gives her blessings if you help scared soul to complete their journey. Cares both for people and animals alike.
    <fr:ul><fr:li>3 favor for leading dying person to the other side</fr:li>
      <fr:li>3 favor for supervising birth of a person, 1 for animal.</fr:li></fr:ul></fr:li>
  <fr:li>Knows about improper burials and rewards those who make peace with the dead
    <fr:ul><fr:li>1 favor for proper burial of a person</fr:li>
      <fr:li>4 favor for reburial of a tormented soul</fr:li></fr:ul></fr:li></fr:ul></fr:p>
                    <fr:p>Cantrips(does not spent favor, but stops working when you have none)</fr:p>
                    <fr:p>
                      <fr:ul><fr:li>You travel through forests as fast as a horse rider would travel on road.</fr:li>
    <fr:li>I help, you provide: You sense local distress of the wilderness. When you resolve it, you can ask for something in return. If it could be found here it's gonna be provided to you.</fr:li></fr:ul>
                    </fr:p>
                    <fr:p>Spells(1 favor)</fr:p>
                    <fr:p>
                      <fr:ul><fr:li><fr:strong>Be not afraid</fr:strong>: Talk with animals</fr:li>
    <fr:li><fr:strong>Tell me your story</fr:strong>: Talk with dead, provided you have something they owned</fr:li>
    <fr:li><fr:strong>Forest, obscure me</fr:strong>: As long as there is enough foliage around, it shifts to provide cover, making you and maybe one of those with you almost impossible to find.</fr:li></fr:ul>
                    </fr:p>
                    <fr:p>Spells(2 favor)</fr:p>
                    <fr:p>
                      <fr:ul><fr:li><fr:strong>They are within reach</fr:strong>: When you search for somebody you know, you can determine if this person is dead or alive and peek into their thoughts and emotions.</fr:li>
    <fr:li><fr:strong>Tell me your story</fr:strong>: You put a new life into dead vegetation with your touch.
      <fr:p>It grows very fast and obeys your commands. Branches can grapple your enemies, fix objects and obstruct passage. 
        Without water and soil dies soon after you leave expending all its resources. 
        For example, it takes 10 minutes to make wooden door frame impassible, but only several seconds to make a wooden door impossible to open. In combat immobilizes enemies on the round of casting and impairs weapons until escape(Vigor check) on later turns.</fr:p></fr:li></fr:ul>
                    </fr:p>
                    <fr:p>Spells(3 favor)</fr:p>
                    <fr:p>
                      <fr:ul><fr:li><fr:strong>There is only a single path</fr:strong>: When you go through a door you envision another door that you have traversed in the past. As long as you hold the door open it leads to the place with that other door you envisioned.</fr:li>
    <fr:li><fr:strong>Look, we are alike</fr:strong>: You touch a willing animal and assume some of its traits: Talons, fins, teeth, fur, etc. you choose what suits you best. You can share these traits with somebody if you keep physical skin contact with them for the whole time. Effect lasts for an hour and you can't end it early.</fr:li></fr:ul>
                    </fr:p>
                  </fr:mainmatter>
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                    <fr:anchor>250</fr:anchor>
                    <fr:addr type="user">Aestur</fr:addr>
                    <fr:route>Aestur.xml</fr:route>
                    <fr:title text="Aestur, the ravaging spirit">Aestur, the ravaging spirit</fr:title>
                    <fr:authors>
                      <fr:author>Tatiana Zenyakina</fr:author>
                    </fr:authors>
                  </fr:frontmatter>
                  <fr:mainmatter>
                    <fr:p>In the beginning there were stillness and staleness. The sky and the earch were solid and flat and iron. The light didn't travet though space but preserved frosen in one place and nothing was seen or heard and nobody was looking and listening. The cosmos got bored of itself.</fr:p>
                    <fr:p>But even in constant there is a change. A curious atom came into being under the iron sky. It run and played along the iron folds and collide and fall and gain velocity until the iron started to ring and sing.</fr:p>
                    <fr:p>And there was a great ramble and greate fire. The iron earth collided with the iron sky. Aestus the raveging spirit was born. The havoc ensorcelled it and Aestus got determined to destroy. With great power it broke off a mace out of the iron plane and went rampage on the universe.</fr:p>
                    <fr:p>And there were many things born in destruction. Light and sound, sand and water, fire and stars were the sparks of the great rumble. They were destroyed by Aestus in their turn.</fr:p>
                    <fr:p>But nothing was sufficient to satiate the raveging spirit. He took a handfull of dirt and made beasts, fish and people, who suffered being tossed and crushed.</fr:p>
                    <fr:p>By now we live, but soon come the day we perish under the iron mace of the Aestur. No will be spared.</fr:p>
                  </fr:mainmatter>
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        </fr:tree>
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          <fr:frontmatter>
            <fr:anchor>286</fr:anchor>
            <fr:addr type="user">mythic_bastionland</fr:addr>
            <fr:route>mythic_bastionland.xml</fr:route>
            <fr:title text="Recap of Mythic Bastionland">Recap of Mythic Bastionland</fr:title>
            <fr:authors />
          </fr:frontmatter>
          <fr:mainmatter>
            <fr:p>Specifics of Combat of the wonderful system of <fr:link type="external" href="https://chrismcdee.itch.io/mythic-bastionland">"Mythic Bastionland"</fr:link></fr:p>
            <fr:p>A turn is enough time to Move and then perform an Action, always in that order.</fr:p>
            <fr:p>Players normally take the first turn of combat, discussing their plan and acting in any order they wish.</fr:p>
            <fr:p>Characters who were not readied for combat must pass a <fr:link type="local" href="virtues.xml" addr="virtues" title="Virtues"><fr:strong>CLA</fr:strong></fr:link> <fr:link type="local" href="saves.xml" addr="saves" title="Saves">Save</fr:link> or miss the first turn.</fr:p>
            <fr:p>Non-player characters react in a way that feels appropriate for current context.</fr:p>
            <fr:p>When uncertain, a character makes a <fr:link type="local" href="virtues.xml" addr="virtues" title="Virtues"><fr:strong>SPI</fr:strong></fr:link> to avoid an unfavourable reaction.</fr:p>
            <fr:p>Feats are special actions known by Knights can be performed as <fr:link type="local" href="feats.xml" addr="feats" title="Feats">described</fr:link>. Using Feats risks the Knight becoming <fr:link type="local" href="fatigue.xml" addr="fatigue" title="Fatigue">Fatigued</fr:link> which prevents them from using further Feats until they rest.</fr:p>
            <fr:p>Take the Action dice noted on your weapon(s), shield, and granted by bonuses.

  Go through the following steps in order:

  <fr:ul><fr:li>All combatants attacking the same target roll their dice at the ame time.</fr:li>
    <fr:li>If the target or their nearby allies can <fr:link type="local" href="feats.xml" addr="feats" title="Feats">Deny</fr:link> the may use it.</fr:li>
    <fr:li>Attackers amy perform <fr:link type="local" href="gambits.xml" addr="gambits" title="Gambits">Gambits</fr:link>.</fr:li>
    <fr:li>Take the hightest die remaining.</fr:li>
    <fr:li>Add extra Damage from attackers who are <fr:link type="local" href="gambits.xml" addr="gambits" title="Gambits">Bolstering</fr:link> the Attack.</fr:li>
    <fr:li>Subtract the target's total Armour score.</fr:li>
    <fr:li>The Attack causes that much Damage.</fr:li></fr:ul></fr:p>
            <fr:p>The attack's Damage is deducted from the target's <fr:link type="local" href="guard.xml" addr="guard" title="Guard">GD</fr:link>.</fr:p>
            <fr:p>If the have at least 1<fr:link type="local" href="guard.xml" addr="guard" title="Guard">GD</fr:link> remaining then they Evade the Attack.</fr:p>
            <fr:p>If it leaves them with exactly 0<fr:link type="local" href="guard.xml" addr="guard" title="Guard">GD</fr:link> then they gain a <fr:link type="local" href="scar.xml" addr="scar" title="Scar">Scar</fr:link>.</fr:p>
            <fr:p>If exceeds the target's <fr:link type="local" href="guard.xml" addr="guard" title="Guard">GD</fr:link>, the excess is deducted from <fr:link type="local" href="virtues.xml" addr="virtues" title="Virtues"><fr:strong>VIG</fr:strong></fr:link> and they are wounded.</fr:p>
            <fr:p>If they lose half or more of their remaining <fr:link type="local" href="virtues.xml" addr="virtues" title="Virtues"><fr:strong>VIG</fr:strong></fr:link> it is a Mortal Wound. Mortally Wounded targets are down and dying. They die if left untended for an hour, but can be patched up in a few moments.</fr:p>
            <fr:p>If Damage reduces the target's <fr:link type="local" href="virtues.xml" addr="virtues" title="Virtues"><fr:strong>VIG</fr:strong></fr:link> to 0, the are Slain.</fr:p>
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