Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
rules:stress [2025/06/22 20:25] – Ron Helwig | rules:stress [2025/07/10 23:32] (current) – Ron Helwig | ||
---|---|---|---|
Line 1: | Line 1: | ||
<< rules: | << rules: | ||
- | # Managing Stress | + | # 😰 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 | + | ## ⚖️ What Is Stress? |
- | - If your Stress is **at its maximum** and you would gain more, you instead take **1 HP of damage per excess point**. | + | |
- | - Some features allow you to **reduce Stress**, such as during rest or by meeting special conditions. | + | |
- | ## Gaining | + | - Stress |
+ | - If Stress is at **maximum**, | ||
+ | - You take **1 HP damage** per point you **cannot mark** | ||
+ | - You may suffer a **Stress Break** (GM discretion) | ||
- | Characters gain Stress | + | <WRAP info> |
+ | Most characters begin with **5 Stress | ||
+ | Some feature cards may increase or reduce this number | ||
+ | </ | ||
- | - Using abilities or powers that require it (see *feature cards*) | + | --- |
- | - Choosing to reduce the severity of incoming damage | + | |
- | - Failing Resistance Checks or experiencing fear, pain, or magical pressure | + | |
- | - Pushing beyond physical or mental limits (at GM discretion) | + | |
- | All of these increase your current | + | ## 📈 Gaining |
- | ## Abilities That Require | + | You gain Stress |
- | Some *feature cards* allow you to **gain Stress** as a cost to trigger special effects, such as: | + | - Using powers or features that **require it** |
+ | - Choosing | ||
+ | - Failing Resistance Checks or enduring fear, magic, or trauma | ||
+ | - Pushing yourself beyond your limits (GM discretion) | ||
- | - **Rerolling** a failed Aspect Check | + | <WRAP tip> |
- | - **Boosting** a teammate’s roll with a Team Action | + | Stress reflects |
- | - **Avoiding** a harmful condition | + | </ |
- | - **Fueling** a Domain ability or feature | + | |
- | These cards will always list the specific cost and effect. Any time you use such an ability, **mark that much Stress**. | + | --- |
- | > **Note:** Any ability that increases | + | ## 🔥 Abilities That Use Stress |
- | ## When Stress | + | Some **feature cards** allow you to **mark or gain Stress** to: |
- | If your Stress is full and you gain more: | + | - **Reroll** a failed Aspect Check |
+ | - **Boost** an ally’s Team Action | ||
+ | - **Avoid** a condition or negative effect | ||
+ | - **Fuel** a Domain ability | ||
- | - You take **1 HP of damage** | + | <WRAP notice> |
- | - The GM may describe a **Stress | + | **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** | ||
- | ## Reducing Stress | + | <WRAP todo> |
+ | - Rewrite these examples to refer to Domains instead of classes/ | ||
+ | - Rewrite the outer list to refer to finalized options | ||
- | Stress is cleared slowly over time or through rest: | + | </ |
- | - **Quick Rest** – Recover **1 Stress** | + | </ |
- | - **Domain Features** – Some domains offer custom recovery (e.g. meditation, rage venting, ritual focus) | + | |
- | ## Optional Rule: Absorb Damage with Stress | + | <WRAP warning> |
+ | You may only use Stress | ||
+ | </ | ||
- | In some campaigns (especially those using **modular armor**), the GM may allow: | + | --- |
- | - When you would lose 1 HP, you may instead **gain 2 Stress** to resist the injury | + | ## 💥 When Stress |
- | - If this would exceed your Stress limit, you take HP damage as normal | + | |
- | This creates a high-risk way to avoid physical damage by increasing mental strain. | + | If you gain Stress while full: |
- | ## Tracking | + | - Take **1 HP of damage** per point you **cannot add** |
+ | - GM may describe a **Stress | ||
- | Stress | + | <WRAP caution> |
+ | Stress | ||
+ | </ | ||
- | - Most characters begin with **5 Stress boxes** | + | --- |
- | - Feature cards may increase or reduce this number | + | |
- | ## Example Feature Interactions | + | ## 🧘 Reducing Stress |
- | - **Berserker** – Gain 1 Stress | + | Stress |
- | - **Sorcerer** – Gain 2 Stress to **amplify a spell** or **recover** one | + | |
- | - **Monk** – Reduce 1 Stress if you end your turn **without taking damage** | + | |
- | See also: | + | | Method |
- | - [Damage](./damage) | + | |---------------|------------------| |
- | - [Healing](./ | + | | **Quick Rest** | Remove **1 Stress** | |
- | - [Team Actions](./ | + | | **Feature Card** | Often removes Stress conditionally | |
+ | | **Roleplay** (optional) | The GM may allow recovery for moments of calm, success, or introspection | | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## 🧪 Optional Rule: Absorb | ||
+ | |||
+ | 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**, | ||
+ | </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: | ||
+ | - 🤝 [[rules: | ||