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Stress_Consequences.md

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Stress

  • 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

  • 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

Extreme consequences

  • 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)