😰 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.


βš–οΈ 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


πŸ“ˆ 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.


πŸ”₯ Abilities That Use Stress

Some feature cards allow you to mark or gain Stress to:

  • Reroll a failed Aspect Check
  • Boost an ally’s Team Action
  • Avoid a condition or negative effect
  • Fuel a Domain ability

Example:

  • Berserker – Gain 1 Stress to deal +2 damage
  • Sorcerer – Gain 2 Stress to amplify or recover a spell
  • Monk – 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.


πŸ’₯ 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.


🧘 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

πŸ§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.


🎯 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.


  • 🩸 Damage β€” When and how injury happens
  • πŸ’Š Resting β€” How to recover HP or conditions
  • 🀝 Team Actions β€” Boost allies and share the burden