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| rules:stress [2025/06/22 20:25] – Ron Helwig | rules:stress [2025/07/10 23:32] (current) – Ron Helwig | ||
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| - | # 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: | ||
