Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
rules:stress [2025/06/19 23:01] – Ron Helwig | rules:stress [2025/07/10 23:32] (current) – Ron Helwig | ||
---|---|---|---|
Line 1: | Line 1: | ||
<< rules: | << rules: | ||
- | ====== | + | # 😰 Managing Stress |
- | Stress represents | + | **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 | ||
- | ===== 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. | + | ## ⚖️ |
- | * If you gain Stress | + | |
+ | - Stress is a **measure** of how much pressure you're under that rises when you **strain your focus or willpower** | ||
+ | - If Stress | ||
+ | - 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 | ||
+ | </ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 📈 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 | + | - Using powers or features that **require it** |
- | You can spend Stress to: | + | - Choosing to **absorb damage** (see optional rule below) |
- | | + | - Failing Resistance Checks or enduring fear, magic, or trauma |
- | | + | - Pushing yourself beyond your limits (GM discretion) |
- | * **Avoid** a status effect (1 Stress) | + | |
- | * **Fuel** a powerful Domain ability | + | <WRAP tip> |
+ | Stress | ||
+ | </ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🔥 Abilities That Use Stress | ||
+ | |||
+ | Some **feature cards** allow you to **mark or gain Stress** | ||
+ | |||
+ | - **Reroll** a failed Aspect Check | ||
+ | - **Boost** | ||
+ | - **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 | ||
+ | - **Monk** – Remove 1 Stress if you end your turn **without taking damage** | ||
+ | |||
+ | <WRAP todo> | ||
+ | - Rewrite these examples to refer to Domains instead of classes/ | ||
+ | - Rewrite the outer list to refer to finalized options | ||
+ | |||
+ | </ | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP warning> | ||
+ | You may only use Stress **if a card explicitly allows it**. | ||
+ | </ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 💥 When Stress Is Maxed | ||
+ | |||
+ | If you gain Stress while full: | ||
+ | |||
+ | - Take **1 HP of damage** per point you **cannot add** | ||
+ | - GM may describe | ||
+ | |||
+ | <WRAP caution> | ||
+ | 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 | ||
+ | |---------------|------------------| | ||
+ | | **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** | ||
+ | |||
+ | <WRAP tip> | ||
+ | This rule adds a **high-risk**, | ||
+ | </ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🎯 Tracking Stress | ||
- | The effect and cost of spending | + | Stress |
- | ===== When Stress Is Maxed ===== | + | - Checkboxes on the character sheet |
- | If your Stress bar is full and you gain more Stress: | + | - Beads, coins, or 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 composure, panic, hesitation). | + | |
- | ===== Reducing Stress ===== | + | This keeps mental strain |
- | * **Quick Rest** – recover 1 point of Stress. | + | |
- | * **Respite (Long Rest)** – recover | + | |
- | * 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 | + | - 💊 [[rules:resting|Resting]] — How to recover HP or conditions |
- | * **Sorcerer**: Spend 2 Stress | + | - 🤝 [[rules: |
- | | + | |