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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: