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# π° Managing Stress
**Stress** represents mental focus, emotional endurance, and spiritual resilience.
It is a **pressure mechanic** β building as you push yourself. If it gets too high, it can lead to damage or breakdown.
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## βοΈ What Is Stress?
- Stress is a **measure** of how much pressure you're under that rises when you **strain your focus or willpower**
- If Stress is at **maximum**, and you gain more:
- You take **1 HP damage** per point you **cannot mark**
- You may suffer a **Stress Break** (GM discretion)
Most characters begin with **5 Stress boxes**
Some feature cards may increase or reduce this number
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## π Gaining Stress
You gain Stress from:
- Using powers or features that **require it**
- Choosing to **absorb damage** (see optional rule below)
- Failing Resistance Checks or enduring fear, magic, or trauma
- Pushing yourself beyond your limits (GM discretion)
Stress reflects **mental and emotional strain**, not just fear. Even brave or disciplined characters accumulate Stress.
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## π₯ Abilities That Use Stress
Some **feature cards** allow you to **mark or gain Stress** to:
- **Reroll** a failed Aspect Check
- **Boost** an allyβs Team Action
- **Avoid** a condition or negative effect
- **Fuel** a Domain ability
**Example:**
- **Berserker** β Gain 1 Stress to deal **+2 damage**
- **Sorcerer** β Gain 2 Stress to **amplify or recover** a spell
- **Monk** β Remove 1 Stress if you end your turn **without taking damage**
- Rewrite these examples to refer to Domains instead of classes/archetypes
- Rewrite the outer list to refer to finalized options
You may only use Stress **if a card explicitly allows it**.
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## π₯ When Stress Is Maxed
If you gain Stress while full:
- Take **1 HP of damage** per point you **cannot add**
- GM may describe a **Stress Break** β panic, hesitation, emotional collapse, etc.
Stress damage **bypasses armor** and cannot be resisted. Resistances and Immunities do not apply.
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## π§ Reducing Stress
Stress clears slowly unless you have special features:
| Method | Effect |
|---------------|------------------|
| **Quick Rest** | Remove **1 Stress** |
| **Feature Card** | Often removes Stress conditionally |
| **Roleplay** (optional) | The GM may allow recovery for moments of calm, success, or introspection |
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## π§ͺ Optional Rule: Absorb Damage with Stress
This optional rule allows more flexible defense at a cost:
> When you would lose **1 HP**, you may instead gain **2 Stress** to avoid the injury.
- If this pushes you **past your Stress limit**, the excess becomes **damage**
- The GM may require **narrative justification** (e.g., mental resolve, divine shield, etc.)
This rule adds a **high-risk**, **high-agency** option for surviving tough fights.
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## π― Tracking Stress
Stress should be **visible and tactile** β use:
- Checkboxes on the character sheet
- Beads, coins, or sliders on the table
This keeps mental strain **front of mind** for all players.
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## π Related Pages
- π©Έ [[rules:damage|Damage]] β When and how injury happens
- π [[rules:resting|Resting]] β How to recover HP or conditions
- π€ [[rules:team_actions|Team Actions]] β Boost allies and share the burden