PULSE

19 Injuries, Weather & Bad Events

Prepare the run.
Adapt to the unexpected.

Intensity creates injury risk, real weather rewards preparation, and every run can tell a different story.

19

Three systems · three different risks

Not every penalty works the same way

An injury follows the Shoe until it heals. A bad event affects one run only. Weather changes preparation and injury risk, but never directly reduces movement or Energy.

All three systems apply to Cadence and Fortune, making preparation part of the player's strategy in every active World.

InjuryPersistent

Triggered by Energy accumulated by the account during the day.

Bad eventOne run

One possible event is drawn when the run ends.

WeatherFixed at START

The real local condition is locked for the full run.

Intensity has a cost

Every 6 Energy creates an injury check

Six Energy equals thirty counted minutes across the account. Changing Shoes does not reset this total. Each complete daily block creates one check when a run ends, up to five checks per day.

First checkBased on rarity

Common 12% · Uncommon 13% · Rare 14% · Mythic 15%

Later checks5% each

Every additional six Energy spent by the account creates another check, regardless of which Shoes were used.

If injured−20% earnings

Applied to PACE or Fortune score until the Shoe heals.

Daily Energy spent by accountMinutesChecksCommonUncommonRareMythic
630112.0%13.0%14.0%15.0%
1260216.4%17.3%18.3%19.2%
1890320.6%21.5%22.4%23.3%
24120424.6%25.4%26.3%27.1%
30150528.3%29.1%30.0%30.8%

Switching Shoes never avoids a check: if the account has spent 5.8 Energy, the next 0.2 Energy reaches the 6 Energy threshold regardless of the Shoe used.

Prevent or recover

Three tools, three roles

A player can reduce the risk before running or heal the Shoe after an injury. Injury protection occupies an item slot but is not visually displayed on the Shoe.

PULSE injury prevention Strap24 hoursStrap

Reduces injury risk by 75%. Its timer begins with the first protected run.

PULSE K-tape injury protectionSeven daysK-tape

Reduces injury risk by 50%. Its timer begins with the first protected run.

PULSE Bandage healing itemImmediate healBandage

Heals an injured Shoe instantly and is used from the Shoe profile.

Natural recovery25% once per active day

Requires at least 6 Energy spent on the injured Shoe that day. Physio raises the chance to 30%.

HEAL40% of the Shoe's daily PACE cap

An immediate PACE option whose cost scales with level and rarity.

Restricted actionsNo sale or Forge while injured

The Shoe may still run at −20%, level up or be recycled.

Real conditions

Weather is locked when the run starts

The game reads local temperature and precipitation. The selected condition remains unchanged until the run ends.

Scarf for Snow weatherSnowScarfSnow, or rain below 2°C
Raincoat for Rain weatherRainRaincoatMore than 2 mm/h · 5–30°C
Heat Cap for hot weatherHeatCapAbove 30°C
Gloves for cold weatherColdGlovesBelow 5°C
Running T-shirt for ideal weatherIdealRunning T-shirt15–22°C · light or no rain
PULSE Weather JokerAny active weatherWeather JokerUniversal protection except Normal
Correct item+5% to the final result

Applied to PACE in Cadence or PULSE Charge in Fortune.

Bad weather without protection×1.10 injury risk

Heat, Cold, Rain and Snow increase injury checks by 10%.

Normal or unavailable dataNeutral

No bonus and no penalty. An unsuitable item is returned.

One run · one possible event

Bad events create stories, not lasting damage

A single draw takes place when the run ends. An event affects that result only and never remains on the Shoe.

Untied lace bad eventUntied lace
Sudden downpour bad eventSudden downpour
Passing cramp bad eventPassing cramp
Dog chasing bad eventDog chasing
Pigeon attack bad eventPigeon attack
Minor−3%
Moderate−8%
Severe−20%
RarityNo eventMinorModerateSevereAny event
Common82%12%5%1%18%
Uncommon77%15%6%2%23%
Rare75%16%7%2%25%
Mythic73%18%7%2%27%
PULSE Bad Event Protection

Reactive protection

Cancel one Bad Event

Equip the protection in an item slot before the run. If a Bad Event fires, the protection cancels that event and is then consumed. Injury and other penalties remain unchanged.

Prepare, then move

Protection changes probability — never certainty

Before STARTChoose the right item
During the runMovement remains the priority
At the finishEvery result is settled once