Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
rules:stress [2025/06/19 23:01] Ron Helwigrules:stress [2025/07/10 23:32] (current) Ron Helwig
Line 1: Line 1:
 << rules:damage ^ rules:start ^ rules:armor >> << rules:damage ^ rules:start ^ rules:armor >>
  
-====== Managing Stress ======+# 😰 Managing Stress
  
-Stress represents a character’s mental focus, emotional endurance, and spiritual resilience. It is used to fuel powerful abilities, resist overwhelming effects, or mitigate harmHowever, if stress builds too high, it can lead to breakdowns or direct injury.+**Stress** represents mental focus, emotional endurance, and spiritual resilience.   
 +It is a **pressure mechanic** — building as you push yourselfIf it gets too high, it can lead to damage or breakdown.
  
-===== What Is Stress? ===== +--- 
-Stress is a **temporary resource** that builds up over time and is cleared gradually. + 
-* Certain actions or effects may cause you to **gain Stress**, while others may **spend Stress** for extra benefits. +## ⚖️ What Is Stress? 
-If you gain Stress while at your maximum, you take **1 HP of damage per excess point**.+ 
 +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
  
-===== Gaining Stress ===== 
 You gain Stress from: You gain Stress from:
-  * Using certain abilities or powers (as described on feature cards) 
-  * Choosing to reduce incoming damage severity 
-  * Failing saving throws or facing intense fear, pain, or magical pressure 
-  * Pushing your body beyond safe limits (as determined by the GM) 
  
-===== Spending Stress ===== +- Using powers or features that **require it** 
-You can spend Stress to: +- Choosing to **absorb damage** (see optional rule below) 
-  **Reroll** a failed Aspect Check (1 Stress) +- Failing Resistance Checks or enduring fear, magic, or trauma 
-  **Boost** a teammate’s roll as a Team Action (2 Stress) +- Pushing yourself beyond your limits (GM discretion) 
-  * **Avoid** a status effect (1 Stress) + 
-  * **Fuel** a powerful Domain ability (variable)+<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 **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 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
  
-The effect and cost of spending Stress is always defined by the specific action or card being used.+Stress should be **visible and tactile** — use:
  
-===== When Stress Is Maxed ===== +- Checkboxes on the character sheet   
-If your Stress bar is full and you gain more Stress: +- Beadscoinsor sliders on the table  
-  * You take **1 HP damage per additional Stress** that cannot be marked. +
-  * The GM may optionally describe a **Stress Break** (loss of composurepanichesitation).+
  
-===== Reducing Stress ===== +This keeps mental strain **front of mind** for all players.
-* **Quick Rest** – recover 1 point of Stress. +
-* **Respite (Long Rest)** – recover all Stress? +
-* Some Domains allow special recovery methods (e.g., meditation, communion, rage release).+
  
-===== Optional: Armor and Stress ===== +---
-If you're using **Armor Slots**, you may choose to: +
-  * Mark 1 armor slot instead of gaining 1 Stress. +
-  * Once all slots are marked, further strain must result in Stress or HP loss.+
  
-===== Tracking Stress ===== +## 🔗 Related Pages
-Stress should be tracked visibly using checkboxes or tokens. Most characters will have **5 Stress boxes** by default, but Domain cards may adjust this.+
  
-===== Example Domain Interactions ===== +- 🩸 [[rules:damage|Damage]] — When and how injury happens   
-  * **Berserker**Spend 1 Stress to deal +2 damage on a melee hit. +- 💊 [[rules:resting|Resting]] — How to recover HP or conditions   
-  * **Sorcerer**Spend 2 Stress to regain a spell use or amplify an effect. +- 🤝 [[rules:team_actions|Team Actions]] — Boost allies and share the burden  
-  * **Monk**: Recover 1 Stress if you end your turn without taking damage.+