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Strain, Wounds & Conditions

Strain is the universal resource in Metanoia. It represents physical and mental stress, exertion, and injury simultaneously. It accumulates as you fight, push yourself, and take damage. Gaining Strain is bad. Relieving Strain is good.


Your Strain maximum is the threshold you must not reach. When your pool fills, you are incapacitated or dead.

Formula: 4 + (2 × (Realm + XP invested in Strain))

RealmStrain Max (no XP invested)
04
16
28
310
412
514

The absolute maximum Strain is 24, reached by investing heavily in Strain and being at maximum Realm.


The following cause you to gain Strain:

Activating abilities: Active abilities have a Strain cost paid at activation. The cost depends on the ability’s Realm relative to yours.

Adding extra dice: Each die added beyond your free pool limit (your Realm number) costs 1 Strain.

Bleeding out: A character with 3 wounds gains 3 Strain per round until they are dead. See Reaching Your Limit.


Getting hit does not directly affect your Strain pool. Instead, hits create wounds and conditions, which are tracked separately with their own Strain ratings. A wound or condition’s Strain rating represents how much Strain you must relieve to clear it during rest.

From attacks: If the hit is not fully absorbed by armor, a wound is created. The wound’s Strain rating equals the Strain that got through. If armor covers the hit location, it absorbs Strain on a 1:1 basis before any wound is created.

From non-damaging effects (Seize, applied conditions, etc.): If the effect is not prevented, a condition is applied with a Strain rating equal to the effect’s strength. For some conditions, the Strain rating also determines the severity of the effect itself, not just the clearing cost. See Named Conditions.


The following cause you to relieve Strain:

Resting: The primary way to relieve Strain from your pool. See Rest & Recovery below.

Voluntary wounds: You can accept a wound to immediately relieve Strain equal to the wound’s Strain value. You decide the Strain rating of that wound, which determines how much Strain you relieve. See Voluntary Wounds.


Your current wound count determines what happens when your Strain pool fills:

SituationOutcome
Maximum Strain, fewer than Maximum wounds (3 usually)Incapacitation. The character is exhausted and unable to act but not dying.
Maximum Strain, Maximum wounds (3 usually)Death.
Maximum wounds (3 usually), not at maximum StrainBleeding out. The character gains 3 Strain per round. Maximum Strain approaches fast.

Every character by default has 3 wound slots. A wound is a condition that occupies one of those slots and has its own Strain rating.

There is a passive that allows you to gain one more wound slot, bringing your wound slot total to 4.

You gain a wound when an attack gets through your armor (fully or partially). The wound’s Strain rating equals the Strain that was not absorbed. Each wound is named and described narratively and carries a mechanical penalty at the GM’s discretion, reflecting the nature of the injury.

The wound’s Strain rating is the clearing cost: the amount of Strain you must relieve during rest to heal it.

You can choose to wound yourself to relieve Strain. When you do:

  • You choose the wound’s Strain value (1 to 5).
  • You immediately relieve that much Strain from your pool.
  • You choose a condition to suffer.
  • The wound occupies one of your 3 wound slots.

This is a desperation play. You are trading long-term durability for immediate relief from your Strain pool.

Wounds are cleared through rest. When you rest and relieve Strain, you can choose to allocate some or all of that toward reducing a wound’s Strain rating instead of reducing your own pool. When a wound’s Strain rating reaches 0, it is removed.


A condition represents a physical or psychological state affecting your character: broken ribs, a deep slash, disorientation from a mental assault, exhaustion from overextending your Ren. Each condition has a Strain rating with two functions: it is the clearing cost (how much Strain you must relieve during rest to eliminate the condition), and for some conditions it also determines the severity of the effect itself.

Conditions apply ongoing mechanical penalties at the GM’s discretion, reflecting how the state affects what you can do.

Not all conditions are wounds. A condition can exist without occupying a wound slot: environmental effects, poisons, curses, or non-damaging abilities can all impose conditions independently.

The following conditions can be applied by abilities using the Condition [X] intent during ability creation. The X is replaced with the condition name when building the ability. All last for the duration of the ability that applied them.

ConditionApplied to a creatureApplied to a characterStrain determines
WeakenedThe attacker gains a bonus die against this creature. Size follows the creature die ladder.The creature’s die steps up by the condition’s Strain value on the enemy die ladder.Die size (creature) or number of steps (character). See ladders below.
MaimedOne ability of your choice (active or passive) becomes unusable for the duration.One of your abilities (attacker’s choice, active or passive) becomes unusable for the duration.Number of abilities disabled: 1 Strain = 1 ability.
EscalatingGains Strain equal to the condition value at the start of each round. Name the variant when building: Burning, Bleeding, Poisoned, etc.Gains Strain equal to the condition value at the start of each round.Per-round Strain gain rate.
Sensory DeprivationOne or more senses are blocked (sight, hearing, smell, etc.). Rolls dependent on a blocked sense lose one die.One or more senses are blocked. Rolls dependent on a blocked sense lose one die.Number of senses blocked.
SlowedStride is reduced by the condition value. At 0 stride, the creature cannot move.Stride is reduced by the condition value. At 0 stride, the character cannot move.Degree of stride reduction.
DestabilizedThe next condition applied to this target has its Strain rating increased by 1. Lasts until the end of the next round.The next condition applied to this target has its Strain rating increased by 1. Lasts until the end of the next round.How difficult the condition is to remove.
SappedCannot relieve Strain by any means for the duration.Cannot relieve Strain by any means for the duration.How difficult the condition is to remove.
FesteringCannot clear a wound for the duration.Cannot clear a wound for the duration.How difficult the condition is to remove.

When applied to a creature, the attacker adds a bonus die to their pool:

StrainBonus die
1d12
2d10
3d8
4d6
5d4
6+d4 and the attacker gains a boon.

When applied to a character, the creature’s die steps up by the condition’s Strain value on the enemy die ladder. Each step moves one position up:

StepEnemy die
Baselined3-1
+1d3
+2d4
+3d5
+4d6
+5d7
Beyond d7d7, and the character receives a complication.

A creature whose die is already on the ladder steps up from wherever it currently sits, not from the baseline.

Conditions are removed through rest. When you rest and relieve Strain, you can choose to allocate some or all of that toward reducing a condition’s Strain rating instead of reducing your own pool.

When a condition’s Strain rating reaches 0, the condition is removed.


Players and enemies can have a resistance or vulnerability to specific types of damage. Written as: Heat R1, or Cold V1, They adjust the number of successes required when an entity is attempting to apply a wound.

For player characters, having resistance reduces the number of successes needed to defend by the level of the resistance (1 from Heat R1), and having a vulnerability means that that number increases by the level of the vulnerability (1 from Cold V1)

On creatures, having resistance increases the number of successes needed to wound them by the level of the resistance (1 from Heat R1), and having a vulnerability means that that number decreases by the level of the vulnerability (1 from Cold V1)

Damage TypeDescription
HeatFire, heat, lasers, light, all sources of damage that come from things being hot.
ColdIce, freezing, all sources that would chill a character.
ElectricElectricity, anything that would shock you.
DecayPoisons and diseases, withering, cancer.
MentalEmotional distress, mind tricks, psychic attacks.
SharpPiercing and slashing, telekinesis.
BluntDamage from impacts, falls, clubs, telekinesis.
PhysicalSharp and/or Blunt.
RenHeat, Cold, Electric, Decay, or Mental.
Divine”Holy” damage. Existential, but can appear as another type.
VoidInexistence, null, entropic.
Profane”Unholy” damage. Existential, but can appear as another type.

Characters relieve Strain through rest. There are four rest types, each usable once per day.

Rest TypeDurationStrain Relieved
Quick1 hour2
Light4 hoursRealm + 2
Good12 hoursRealm + 4
Deep24 hoursRealm + 6

Taking a longer rest does not prevent taking a shorter rest later, as long as you have not already used that type of rest.

When you rest, each point of Strain you relieve can be directed one of two ways:

  • Reduce your pool: Your accumulated Strain drops by 1.
  • Reduce a wound or condition: The target’s Strain rating drops by 1. At 0, it is removed.

You choose how to split each point. You can put all of it toward one direction or mix freely.

Downtime rest also serves as learning time. Creating a new active ability requires 3 practice sessions, each of which takes place during a “Good” rest period.

See Active Abilities for ability construction rules.