- Stress represents transient trauma (e.g. windedness from narrowly avoiding a blow)
- Stress is restored as soon as an actor has a chance to take a breather
- Typically stress will be restored directly after resolving the conflict in which it was caused
- Consequences represent lasting trauma (e.g. an injury from combat)
- Each counts as an additional aspect for the actor until it is removed
- Recovering from a consequence requires:
- A successful recovery action (overcome obstacle)
- DC is equal the number of shifts for that slot
- Another actor can take the action if it makes sense
- Success changes the consequence's name to show it healing (broken leg > stuck in a cast)
- Time for the recovering consequence to fade
- Mild recovers after a full scene
- Moderate recovers after a full session
- Severe recovers after a full scenario
- If halfway through a session/scenario, then recovery happens halfway through the next
- A successful recovery action (overcome obstacle)
- Only one may be taken between major milestones
- Absorbs 8 (or more?) shifts
- Replaces one of an actor's aspects (but not high concept)
- Represent an injury so bad it changes the course of an actor's life (no right arm)
- No recovery action, no rename while recovering
- Can be renamed at next major milestone (no retaking previous aspect)