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rules:stress [2025/06/18 19:42] Ron Helwigrules:stress [2025/07/10 23:32] (current) Ron Helwig
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 << rules:damage ^ rules:start ^ rules:armor >> << rules:damage ^ rules:start ^ rules:armor >>
  
-====== Managing Stress ======+# 😰 Managing Stress 
 + 
 +**Stress** represents mental focus, emotional endurance, and spiritual resilience.   
 +It is a **pressure mechanic** — building as you push yourself. If it gets too high, it can lead to damage or breakdown. 
 + 
 +--- 
 + 
 +## ⚖️ 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) 
 + 
 +<WRAP info> 
 +Most characters begin with **5 Stress boxes**   
 +Some feature cards may increase or reduce this number 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 📈 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) 
 + 
 +<WRAP tip> 
 +Stress reflects **mental and emotional strain**, not just fear. Even brave or disciplined characters accumulate Stress. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 🔥 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 
 + 
 +<WRAP notice> 
 +**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** 
 + 
 +<WRAP todo> 
 +- Rewrite these examples to refer to Domains instead of classes/archetypes 
 +- Rewrite the outer list to refer to finalized options 
 + 
 +</WRAP> 
 + 
 +</WRAP> 
 + 
 +<WRAP warning> 
 +You may only use Stress **if a card explicitly allows it**.   
 +</WRAP> 
 + 
 +--- 
 + 
 +## 💥 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** — panic, hesitation, emotional collapse, etc. 
 + 
 +<WRAP caution> 
 +Stress damage **bypasses armor** and cannot be resisted. Resistances and Immunities do not apply. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 🧘 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 | 
 + 
 +--- 
 + 
 +## 🧪 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.) 
 + 
 +<WRAP tip> 
 +This rule adds a **high-risk**, **high-agency** option for surviving tough fights. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## 🎯 Tracking Stress 
 + 
 +Stress should be **visible and tactile** — use: 
 + 
 +- Checkboxes on the character sheet   
 +- Beads, coins, or sliders on the table   
 + 
 +This keeps mental strain **front of mind** for all players. 
 + 
 +--- 
 + 
 +## 🔗 Related Pages 
 + 
 +- 🩸 [[rules:damage|Damage]] — When and how injury happens   
 +- 💊 [[rules:resting|Resting]] — How to recover HP or conditions   
 +- 🤝 [[rules:team_actions|Team Actions]] — Boost allies and share the burden