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rules:stress [2025/06/22 20:25] 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 a character’s mental focus, emotional endurance, and spiritual resilience. It is a **pressure mechanic**—rising when you're strained or using powerful abilities. If it builds too high, it can cause breakdowns or physical harm.+**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 **temporary resource** that builds up as your character exerts themselves mentally or emotionally. +## ⚖️ 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+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)
  
-Characters gain Stress through:+<WRAP info> 
 +Most characters begin with **5 Stress boxes**   
 +Some feature cards may increase or reduce this number 
 +</WRAP>
  
-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 Stress level.+## 📈 Gaining Stress
  
-## Abilities That Require Stress+You gain Stress from:
  
-Some *feature cardsallow you to **gain Stress** as a cost to trigger special effectssuch as:+- Using powers or features that **require it** 
 +- Choosing to **absorb damage** (see optional rule below) 
 +- Failing Resistance Checks or enduring fear, magicor 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 **mental and emotional strain**, not just fear. Even brave or disciplined characters accumulate Stress. 
-- **Avoiding** a harmful condition or effect   +</WRAP>
-- **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 Stress must be granted by a *feature card*, such as a Domain, Species, or Background card.+## 🔥 Abilities That Use Stress
  
-## When Stress Is Maxed+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** per point you cannot mark +<WRAP notice> 
-The GM may describe a **Stress Break**—a moment of panic, disassociation, or hesitation+**Example:**   
 +- **Berserker** – Gain 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**
  
-## Reducing Stress+<WRAP todo> 
 +- Rewrite these examples to refer to Domains instead of classes/archetypes 
 +- Rewrite the outer list to refer to finalized options
  
-Stress is cleared slowly over time or through rest:+</WRAP>
  
-- **Quick Rest** – Recover **1 Stress** +</WRAP>
-- **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 **if a card explicitly allows it**.   
 +</WRAP>
  
-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 Is Maxed
-- 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 Stress+- Take **1 HP of damage** per point you **cannot add** 
 +- GM may describe a **Stress Break** — panic, hesitation, emotional collapse, etc.
  
-Stress should be tracked **visibly** at the table using checkboxes, tokens, or sliders.+<WRAP caution> 
 +Stress damage **bypasses armor** and cannot be resisted. Resistances and Immunities do not apply. 
 +</WRAP>
  
-Most characters begin with **5 Stress boxes** +---
-Feature cards may increase or reduce this number+
  
-## Example Feature Interactions+## 🧘 Reducing Stress
  
-- **Berserker** – Gain 1 Stress to deal **+2 damage** on a melee hit   +Stress clears slowly unless you have special features:
-- **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        | Effect           | 
-[Damage](./damage  +|---------------|------------------| 
-- [Healing](./healing)   +| **Quick Rest** | Remove **1 Stress** | 
-- [Team Actions](./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 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