Health

"This is my body. There are other bodies, but this one is mine, and my mind needs it as a fungus needs soil."

Health is an Ability Card that represents the player's physical well-being. Loss of all Health can result in death. When used it may be consumed or returned as "Health (Fatigued)", which is unusable but will be restored to Health after 60 seconds.

A "Health (Fatigued)" card can be recovered early by dreaming, it takes 30 seconds to recover instead of 60.

Uses

 * Work: Takes 60 seconds, yields, 1 Vitality or turning the Health card to An Injury. If using with Skill: a Stronger Physique, the chance of getting injuries will be lowered, the necessary time may be reduced to 40 seconds at max skill level. Skill: a Hardened Physique and higher prevent injuries entirely.
 * Study:
 * Takes 60 seconds, yields 1 Vitality.
 * Possible solution when upgrading lore. May return An Injury instead of "Health (Fatigued)".
 * Dream:
 * With "Health (Fatigued)", recovers the card in 30 seconds.
 * With "Health", may create Contentment, most of the time nothing. Occasionally creates negative influences.
 * Dreaming on Way: The White Door requires 1 Health to enter.
 * Explore: Run around the city looking for Locations and Hirelings.

Increase Health

 * Study two Vitality. Only the first time when you don't have Skill: a Stronger Physique or its upgrades.
 * Study the Skill: a Stronger Physique or its upgrades with Vitality: a Lesson Learnt. This is repeatable three times, requiring two Lessons Learnt, then three, then four. The last study require a suitable lore.
 * Reason and Passion can be transformed to Health in a round-about way (this is a one-way process):
 * Talk to a Spirit with Thresher of Thoughts or Lamp of Loss aspect to change your Reason or Passion to Decrepitude.
 * Return Decrepitude to Health via a ritual, or using True Blood of St Januarius.

Loss of Health
Health can be lost in several ways:
 * Getting An Injury during work, or studying lore.
 * Sickness action turns Health into An Affliction, failing to provide a Health card will result in death.
 * Starvation action turns Health into Hunger, failing to provide a Health card will result in death.
 * Dormant Creeping Breath Curse action turns Health directly into Decrepitude if failed to resist.

Injuries and illness will turn back to Health by dreaming with or 1 Vitality, but hunger only accept. They will turn into Decrepitude if left untreated.

A Stay of Execution can be used to delay the otherwise inevitable death.

The Priest can use Health to create Lock-Scar. Succeeding changes your Health to a Lock-Scar, while failing turns it to An Injury.

Santé