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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.

What Is Stress?

  • Stress is a temporary resource that builds up as your character exerts themselves mentally or emotionally.
  • 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

Characters gain Stress through:

  • 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.

Abilities That Require Stress

Some feature cards allow you to gain Stress as a cost to trigger special effects, such as:

  • Rerolling a failed Aspect Check
  • Boosting a teammate’s roll with a Team Action
  • Avoiding a harmful condition or effect
  • 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.

When Stress Is Maxed

If your Stress is full and you gain more:

  • You take 1 HP of damage per point you cannot mark
  • The GM may describe a Stress Break—a moment of panic, disassociation, or hesitation

Reducing Stress

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

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
  • 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.

Tracking Stress

Stress should be tracked visibly at the table using checkboxes, tokens, or sliders.

  • Most characters begin with 5 Stress boxes
  • Feature cards may increase or reduce this number

Example Feature Interactions

  • Berserker – Gain 1 Stress to deal +2 damage on a melee hit
  • 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: