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| rules:stress [2025/06/19 23:41] – Ron Helwig | rules:stress [2025/07/10 23:32] (current) – Ron Helwig | ||
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| - | ====== | + | # 😰 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. [TODO: This is really supposed to be referring to HP] | + | |
| - | * 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: |
| - | | + | |
