Fluids

Fluids

Water answers thirst. Rivers, lakes and wells give it; two shards can make it. Not all of it is safe: hot water costs health, icy water costs stamina, dense water barely quenches.

Four numbers

Every water carries the four shard axes; rain is all four at 0.

Axis On a fluid Reads as
Caloric Temperature Ice at −5 or below, cold from −4 to −2, hot above +2, steam at +9
Kinetic Flow Still at 0, a river at +2 or +3, rapids from +5, a waterfall from +8
Density What is dissolved in it Brine from +5
Cohesion What it leaves behind Hard water from +3

Lava is a fluid of its own on the same axes: Lava while it has any heat, Rock at Caloric 0. Full names table: Reference: Fluids.

Where water is

Rivers and lakes

Surface water runs across sector edges and never blocks you: it cuts through walls, and no room is built on it. Rivers run downhill; lakes are still. Both are deepest in the middle: a river knee-deep down its middle, a lake waist-deep at its heart.

Ground Rank
Mountain 3
Corridor Zone 2
City, Garden 1
Alley, Labyrinth, Plaza 0
Drop in rank downstream Kinetic Reads as
None +2 river
1 +3 river
2 +5 rapids
3 +8 waterfall
Shown as
Map Water, darker where deeper; brine and hard water greener; rapids and waterfalls streaked; white marks point downstream; hot water warmer; ice and steam their own colour
Terminal ~
Sound Still water laps, rivers murmur, rapids rush, waterfalls roar, louder nearer; steps splash, wade, slosh by depth and crunch on ice

Wells

A well is built only over underground water (broad pools and narrow rivers), and gives whatever lies beneath it, inside the room; its doorway gives nothing.

Per sector About five; about one sector in twenty-five has none
Biomes City, Garden, Mountain
Never over Water hotter than Caloric +2

Water by ground

Ground Its water leans
Mountain Cold: Caloric −2
City Hard: Cohesion +2
Garden Mineral: Density +1
Elsewhere Rain

A fluid can override the lean.

Lava beneath

Lava lies deep underground and adds its heat to the water over it: all of it to underground water, half to a river or lake, never past +8. Heat adds to what the water was, so cold water stays colder. A river over lava runs warmer for as long as the lava lies beneath; over the hotter lavas, hot. A Foundry is built only over lava (Crafting).

Drinking

At a well, or standing in a river or lake:

Action
Drink from cupped hands 3 thirst, no vessel; only water a vessel could take: Caloric −7 to +8, Density 4 or less, Cohesion 5 or less
Fill a vessel As much as fits, if its range takes the water
Drink on a vessel 1 unit = 1 thirst, 1 second; moving stops it and keeps what was swallowed
Water Effect per unit
Dense (Density +3 or more) Answers a quarter of its thirst
Hot (Caloric above +2) 0.25 * (Caloric − 2) health: 0.5 at +4, 1.5 at +8
Ice (Caloric −5 or less) 1 stamina per 4 units
Steam (Caloric +9) Cannot be drunk

Heat never takes health below 5, nor ice stamina.

Vessels

A flask, canister or jug holds one water and nothing else.

Range Caloric −7 to +8, Density up to 4, Cohesion up to 5; anything else is refused with a reason
Adding water Mixes with what is there, weighted by units
Emptying Pour out, the only way water leaves; never into your pack
Old water Water left in a satchel or box from before vessels can be taken out and poured away

Warmth

Water in a vessel drifts toward Caloric 0, never past it:

drift per hour = 1 × clamp((6 − vessel material Density) / 6, 0, 1)

A vessel forged of Density +3 drifts half a point an hour; +6 or more seals it; an unforged one drifts at the full rate. Adding water settles what is there first. Hovering the water shows its Caloric now and how long it will scald.

Weight

A unit weighs 20 × (1 + 0.03 × Density) g: 20 g for rain, 22.4 g at Density +4. A one-litre flask (1,000 g) takes 50 units of rain or 44 at +4. Brine (+5) goes in no vessel. See Reference: Food and water.

Making water

A hot and a cold shard of equal magnitude make rain anywhere; see Items.

Wading

Depth is measured from the water's edge.

Depth Each step costs
1, ankle-deep Nothing
2, knee-deep 1 stamina
3 and deeper, waist-deep 2 stamina

In running water each step rolls d12 + your own Reflex (not gear's), which must beat the difficulty; a 12 always holds. With the current is its way or 45° off, against is the other way, across otherwise.

Difficulty River Rapids Waterfall
With the current 2 4 6
Across 6 8 10
Against 8 10 12
Result Cost
Keep footing Nothing, except against the current: the depth's cost
Lose footing Depth's cost, +1 against a river, +3 against rapids, +1 across or with rapids and waterfalls
Lose it climbing a waterfall Thrown back to where you were; depth's cost +5, or 4 health if too spent (never the last point)
Lose it going down rapids / a waterfall 3 / 6 health. This can kill you

Wading costs nothing extra for heat: no river or lake runs at Caloric +6, where it would scald a point of health a step knee-deep or deeper.

All of this is on top of walking. Wading never takes stamina below 5, and ice is ground: free to cross. Stamina returns only by resting in a Meditation Sanctum or praying at a grave (Character).

Generated from fluids.md.