--- _tmp/ccsrd.md	2025-07-21 11:06:11.523085969 -0500
+++ _tmp/ccsrd.new.md	2025-07-21 12:47:23.209969048 -0500
@@ -1260,7 +1260,7 @@
 [Quest Portal](https://www.questportal.com/) includes a mobile-friendly Cypher System characer sheet, and you can import
 a copy of [OrangeAsp's The Magnus Archives Character
 Sheet](https://app.questportal.com/template/The-Magnus-Archives-yo6jido2kvwe) for use if your game uses the optional
-[Stress](#horror-rules-stress) rule.
+Stress rule.
 :::
 :::
 
@@ -2747,7 +2747,7 @@
     [Adept](#type-adept) analogues.
 -   *First-Tier Elocutionist* [(TMA, 44)]{.og-ref}. Unlike most [Speaker](#type-speaker) analogues, the Elocutionist
     doesn't start with an inability with medium weapons.
--   Using supernatural abilities can cause a PC to accumulate [Stress](#horror-rules-stress).
+-   Using supernatural abilities can cause a PC to accumulate Stress.
 :::
 
 ##### Mystery Flesh Pit National Park --- Types[[]{.og-icon .og-shop .ms-1 toggle="tooltip" title="Purchase from Third Party"}](https://www.drivethrurpg.com/en/product/498633/mystery-flesh-pit-national-park-the-rpg){aria-label="Purchase Mystery Flesh Pit National Park"} [#](#mystery-flesh-pit-types){.og-h-anchor aria-hidden="true"} {#mystery-flesh-pit-types .og-h-small .og-h-small-icon .og-border}
@@ -6079,7 +6079,7 @@
 ::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
 **Editor's Notes ---** *The Magnus Archives* includes its own method of [Customizing
 Descriptors](#customizing-descriptors). The No-Nonsense and Sturdy descriptors include an analogue of the
-[Resolute](#ability-stress-resolute){.og-ability} ability, which helps them deal with [Stress](#horror-rules-stress)
+[Resolute](#ability-stress-resolute){.og-ability} ability, which helps them deal with Stress
 accumulation.
 :::
 
@@ -12510,7 +12510,6 @@
 -   [Social](#abilities-category-social) [(103)]{.og-ref}
 -   [Special Attack](#abilities-category-special-attack) [(104)]{.og-ref}
 -   [Stats](#abilities-category-stats) [(OC-CSRD)]{.og-ref}
--   [Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Support](#abilities-category-support) [(105)]{.og-ref}
 -   [Task](#abilities-category-task) [(106)]{.og-ref}
 -   [Transform](#abilities-category-transform) [(107)]{.og-ref}
@@ -12553,7 +12552,6 @@
 -   [Psionics](#optional-rule-psionics) [(SF, 50)]{.og-ref}
 -   [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
 -   [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref}
--   [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
 :::
 
 [(Cypher System Rulebook, page 95)]{.og-ref}
@@ -13188,8 +13186,7 @@
 This category lists abilities from the the 2015 Cypher Sytem Rulebook that were renamed, altered, or deprecated in the
 [Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}, and
 abilities updated in the CSRD since that time. It also includes abilities with identical names, and variant abilities
-original to the OG-CSRD (except for those related to
-[Stress](#horror-rules-stress-abilities)).
+original to the OG-CSRD.
 
 You can use this category to reconcile products based on the 2015 Cypher Rulebook, including [Gods of the
 Fall](https://www.montecookgames.com/store/product/gods-of-the-fall/){.og-icon .og-mcg},
@@ -28345,11 +28342,6 @@
 increase the damage. For example, a PC can apply [Effort](#modifying-the-difficulty-effort) to deal 3 additional points
 of damage, and [rolling a natural 17 on the attack roll](#rules-special-rolls) deals 1 additional point of damage.
 
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Editor's Notes ---** For an alternate method of handling damage to PCs, see [Stress](#horror-rules-stress) and
-[Optional Rule: Stress as Damage](#horror-rules-stress-damage).
-:::
-
 ::: {.alert .ps-4 .pb-0}
 ###### Optional Rule: Ultimate Damage [#](#optional-rule-ultimate-damage){.og-h-anchor aria-hidden="true"}
 
@@ -28436,7 +28428,6 @@
 -   [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref}
 -   [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref}
 -   [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Stress as Damage: Hazards](#horror-rules-stress-damage-hazards) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Starvation](#starvation) [(RR, 63)]{.og-ref}
 :::
 
@@ -41155,10 +41146,6 @@
 -   [First Psi Ability](#first-psi-ability) [(SF, 50)]{.og-ref}
 -   [Psions and the Optional Latent Psionics Rule](#psions-and-the-optional-latent-psionics-rule) [(SF, 51)]{.og-ref}
 -   [More Powerful Psionics](#more-powerful-psionics) [(SF, 51)]{.og-ref}
-
-Related Sections
-
--   [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
 :::
 
 [(The Stars are Fire, page 50)]{.og-ref}
@@ -45662,7 +45649,6 @@
 -   [Secret Twist](#horror-rules-secret-twist) [(SA, 97)]{.og-ref}
 -   [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Shock](#horror-rules-shock) [(282)]{.og-ref}[(SA, 98)]{.og-ref}
--   [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Unease](#horror-rules-unease) [(SA, 99)]{.og-ref}
 
 Related Sections
@@ -46457,7 +46443,7 @@
 
 [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
 
-Some injuries linger---for example, those gained from accumulated [Stress](#horror-rules-stress), [special
+Some injuries linger---for example, those gained from accumulated stress, [special
 damage](#special-damage), or a [GM intrusion](#gm-intrusion) triggered by a player [rolling a
 1](#intrusion-through-player-rolls) on a risky task. When this happens, the GM might assign a PC a serious injury or
 condition.
@@ -46598,487 +46584,6 @@
   : Shock Levels
 :::
 
-##### Stress [#](#horror-rules-stress){.og-h-anchor aria-hidden="true"} {#horror-rules-stress}
-
-::: {.alert .ps-4 .pb-0 .og-alert}
-###### Quick Reference: Stress [#](#choose-stress){.og-h-anchor aria-hidden="true"} {#choose-stress .og-h-small .og-border}
-
--   [Stress Points](#horror-rules-stress-points) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Stress Levels](#horror-rules-stress-levels) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Stress Relief](#horror-rules-stress-relief) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Stress as Damage](#horror-rules-stress-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Stress as Damage: Armor](#horror-rules-stress-damage-armor) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Stress as Damage: Hazards](#horror-rules-stress-damage-hazards) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Stress and the Supernatural](#horror-rules-stress-supernatural) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Ability Category: Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og}
-:::
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Stress simulates the deleterious effects of high-pressure situations on a PC's performance. Stress can be physical or
-mental (spiritual or psychological). Depending on the setting, sources of Stress might include:
-
--   Unmet biological needs (for example, [dehydration](#dehydration), drowning and
-    suffocation, [exposure](#exposure), or [starvation](#starvation))
--   Psychological trauma (for example, [hysteria](#horror-rules-hysteria), [madness](#horror-rules-madness), [mind
-    control](#horror-rules-mind-control), [panic](#horror-rules-instant-panic), [possession](#horror-rules-possession),
-    or [shock](#horror-rules-shock))
--   Encountering or activating [the supernatural](#horror-rules-stress-supernatural) (for example
-    [abilities](#choose-abilities), [artifacts](#choose-artifacts), [creatures](#choose-creatures), entities, or
-    phenomena)
--   An [initial cost](#rules-initial-cost) for a strenuous task (for example, lifting a heavy object off a fallen ally)
--   Failing a consequential task (for example, during a [perilous venture](#horror-rules-perilous-venture), or
-    [character arc](#choose-character-arc))
--   Taking [damage](#rules-damage) or [special damage](#special-damage) (alternatively, use the [Stress as
-    Damage](#horror-rules-stress-damage) option)
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-If you enjoy this rules module, consider purchasing [The Magnus
-Archives](https://www.montecookgames.com/store/product/the-magnus-archives-roleplaying-game/){.og-icon .og-mcg}.
-:::
-
-###### Stress Points [#](#horror-rules-stress-points){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-points}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-An increase in [Stress](#horror-rules-stress) is called accumulating Stress points. A decrease in Stress points is
-called [relieving Stress](#horror-rules-stress-relief). The GM decides when a PC accumulates 1--3 Stress points in
-response to appropriate events in the story, for example:
-
-::: table-responsive
-+-----------------------------------------------------------+-----------------------------------------------------------+
-| Stress Accumulated                                        | Examples                                                  |
-+===========================================================+===========================================================+
-| 1 Stress points                                           | -   Inconvenience (public failure or humliation)          |
-|                                                           | -   Punched in arm, cut on hand                           |
-|                                                           | -   Ambushed                                              |
-|                                                           | -   Discover human remains                                |
-|                                                           | -   Close call (near miss with a vehicle, gun to your     |
-|                                                           |     head)                                                 |
-|                                                           | -   Loved one in danger                                   |
-|                                                           | -   Witness supernatural from a distance (hovering alien  |
-|                                                           |     spaceship)                                            |
-+-----------------------------------------------------------+-----------------------------------------------------------+
-| 2 Stress points                                           | -   Minor setback (romantic rejection)                    |
-|                                                           | -   Punched in gut, cut on face, fall down steps          |
-|                                                           | -   Discover mutilated remains                            |
-|                                                           | -   Loved one seriously injured                           |
-|                                                           | -   Witness supernatural up close (werewolf               |
-|                                                           |     transformation)                                       |
-+-----------------------------------------------------------+-----------------------------------------------------------+
-| 3 Stress points                                           | -   Major setback (job loss)                              |
-|                                                           | -   Nasty cut on leg, bullet graze                        |
-|                                                           | -   Hunted by a supernatural being                        |
-|                                                           | -   Loved one dies                                        |
-|                                                           | -   Incomprehensible experience or paradigm shifting      |
-|                                                           |     event (a literal portal to hell opens)                |
-+-----------------------------------------------------------+-----------------------------------------------------------+
-
-: Examples of Stress Point Accumulation
-:::
-
--   **Avoiding Stress:** The GM might allow a PC to avoid accumulating physical Stress with a successful (usually
-    [Speed](#speed) or [Might](#might)) [defense task](#action-defend). The GM might allow a PC to avoid accumulating
-    mental Stress with a successful (usually [Intellect](#intellect)) [defense task](#action-defend).
-
--   **Duress:** PCs might accumulate Stress points as a function of time---for example, going without vital medication,
-    addiction withdrawal, or just not knowing the fate of a loved one can cause a PC to gain 1 Stress point each hour,
-    or prevent them from benefiting from sources of [stress relief](#horror-rules-stress-relief).
-
--   **NPCs and Stress:** Until relieved, subtract any accumulated Stress points from an NPC's current and maximum
-    [Health](#understanding-the-listings).
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-The GM might allow PCs to gain certain [special abilities related to Stress](#horror-rules-stress-abilities), allowing
-them to better resist, manage, relieve, or even use [Stress](#horror-rules-stress) productively.
-:::
-
-###### Stress Levels [#](#horror-rules-stress-levels){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-levels}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-As shown in the following table, each time a PC accumulates 3 [Stress points](#horror-rules-stress-points), they gain 1
-Stress Level. Each Stress Level hinders the PC's actions one additional step. After accumulating 4 Stress Levels, each
-additional Stress Level also sends the PC down one step on [the damage track](#the-damage-track)---thus,
-[Stress](#horror-rules-stress) has a lethal limit.
-
-::: table-responsive
-  Stress Points   Stress Levels (Steps Hindered)   Target Number   Task Success Rate   Steps Down The Damage Track
-  --------------- -------------------------------- --------------- ------------------- ------------------------------
-  0--2            0                                ---             ---                 ---
-  3--5            1                                (+3)            −15%                ---
-  6--8            2                                (+6)            −30%                ---
-  9--11           3                                (+9)            −45%                ---
-  12--14          4                                (+12)           −60%                ---
-  15--17          5                                (+15)           −75%                One
-  18--20          6                                (+18)           −90%                Two
-  21--23          7                                (+21)           −105%               Three (almost certain death)
-  24--26          8                                (+24)           −120%               Four
-  27--29          9                                (+27)           −135%               Five
-  30--32          10                               (+30)           −150%               Six
-
-  : Stress Points and Levels
-:::
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-The GM might pair a step down [the damage track](#the-damage-track) due to [Stress](#horror-rules-stress) with a
-[serious injury or condition](#horror-rules-serious-injuries-and-conditions). Depening on the specifics, dying from
-Stress by atypical, for example, a permanent loss of control of the PC to
-[supernatural](#horror-rules-stress-supernatural) forces, or a horrific transformation.
-:::
-
-###### Stress Relief [#](#horror-rules-stress-relief){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-relief}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-As PCs accumulate [Stress points](#horror-rules-stress-points) and [Stress Levels](#horror-rules-stress-levels), they
-will eventually need ways of relieving [Stress](#horror-rules-stress).
-
--   **Providing Stress Relief:** A PC can remove another PC's Stress by succeeding on an appropriate task---for
-    example, providing first aid, friendly conversation, a relaxing massage, or music. The PC decides how many points of
-    Stress to relieve, and must succeed a task with a difficulty equal to that number (for example, relieving 3 Stress
-    points is a difficulty 3 task). The PC must rest for one hour before their Stress can be relieved in this way again.
-
--   **Stress Relieving Activities:** Events in everyday life also relieve Stress, and some can happen simultaneously.
-    Stress relieving activities might include:
-
-::: table-responsive
-  Activity                                                        Stress Relieved
-  --------------------------------------------------------------- ---------------------------------------------
-  Nourishment (eating, drinking, other biological needs)          −3 Stress points (one action, once per day)
-  Sleeping or relaxing in a safe place                            −3 Stress points per hour
-  Soothing activity (prayer, meditation, hobbies, or exercise)    −1 Stress point per hour
-  Quality time (with a pet, therapist, loved one, or confidant)   −1 Stress point per hour
-  Vice (drinking, drugs, debauchery, or gambling)                 −1 Stress point per hour
-
-  : Stress Relieving Activities
-:::
-
-::: {.alert .ps-4 .pb-0}
-###### Optional Rule: Stress as Damage [#](#horror-rules-stress-damage){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-[Stress](#horror-rules-stress) can serve as the primary method the GM uses to inflict [damage](#rules-damage) to PCs.
-Doing so means PCs are less likely to go down [the damage track](#the-damage-track) unless they accumulate at least 5
-Stress Levels. It also means their [Might](#might), [Speed](#speed), and [Intellect](#intellect) points are more readily
-available to pay the cost of [abilities](#choose-abilities) and [Effort](#effort). The GM might even decide PCs don't
-descend a step on the damage track due to a stat [Pool](#pool) reaching 0.
-
-When using this optional rule, the Stress inflicted by a creature, NPC, or effect is based on its
-[level](#key-concepts), for example:
-
-::: table-responsive
-  Level   Damage Inflicted
-  ------- -----------------------------------------------------------------------------------------------------------------------------------------------
-  1       1 Stress point
-  2       2 Stress points
-  3       3 Stress points
-  ≥4      One step down [the damage track](#the-damage-track) (possible a [serious injury or condition](#horror-rules-serious-injuries-and-conditions))
-
-  : Stress Points as Damage
-:::
-
-###### Stress as Damage: Armor [#](#horror-rules-stress-damage-armor){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage-armor}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The [Stress as Damage](#horror-rules-stress-damage) optional rule works best in settings where effective
-[Armor](#rules-armor) against the types of threats the PCs face is rare. Here are some suggested accommodations:
-
--   **Encumbrance:** The [Speed Effort cost](#equipment-armor-speed-effort-cost-per-level-of-effort-used) for wearing
-    [physical armor](#equipment-armor) is waived. Instead, wearing physical armor hinders all [Speed](#speed) tasks.
-
--   **Sundered Defenses:** [Armor](#rules-armor) stats for PCs are mostly ignored. A PC with an appropriate source of
-    [Armor](#rules-armor) can sacrifice it to avoid going down [the damage track](#the-damage-track) or acquiring a
-    [serious injury or condition](#horror-rules-serious-injuries-and-conditions). The GM decides if doing this damages
-    or destroys physical armor. If the sacrificed source of Armor is a natural trait or [special
-    ability](#choose-abilities)---for example, the [Thick Hide](#ability-mutation-beneficial-thick-hide){.og-ability}
-    mutation or [Ward](#ability-ward){.og-ability} ability---it has no effect until the PC finishes a one-hour or
-    ten-hour [recovery roll](#recovery-roll) (determined by the GM).
-
--   **Tough Types:** All instances of the [Ignore the Pain](#ability-ignore-the-pain){.og-ability} ability are replaced
-    with the [Glutton for Punishment](#ability-stress-glutton-for-punishment){.og-ability} ability instead.
-    [Warriors](#type-warrior) can choose this ability at tier 2. [Explorers](#type-explorer) and PCs with [combat
-    flavor](#flavor-combat) can choose it at tier 3.
-
-###### Stress as Damage: Hazards [#](#horror-rules-stress-damage-hazards){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage-hazards}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The GM might also want to assign appropriate [Stress](#horror-rules-stress) accumulation for [hazards](#choose-hazards)
-or dangerous situations, for example:
-
-::: table-responsive
-  Source          Damage                                                                                                                                                   Notes
-  --------------- -------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------
-  Falling         2 Stress points per 10 feet (3 m) fallen                                                                                                                 ---
-  Minor fire      3 Stress points per round                                                                                                                                Torch
-  Major fire      One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round   Engulfed in flames; lava
-  Acid splash     2 Stress points per round                                                                                                                                ---
-  Acid bath       One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round   Immersed in acid
-  Cold            1 Stress point per minute                                                                                                                                Below freezing temperatures
-  Severe cold     One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round   Liquid nitrogen
-  Shock           1 Stress point per round                                                                                                                                 Often involves losing next action
-  Electrocution   One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions)) each round   Often involves losing next action
-  Crush           3 Stress points                                                                                                                                          Object or creature falls on character
-  Huge crush      One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions))              Roof collapse; cave-in
-  Collision       One step down [the damage track](#the-damage-track) (possible [serious injury or condition](#horror-rules-serious-injuries-and-conditions))              Large, fast object strikes character
-
-  : Stress Damage from Hazards
-:::
-:::
-
-###### Stress and the Supernatural [#](#horror-rules-stress-supernatural){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-supernatural}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-Designating certain actions, events and experiences---including a PC's own [special abilities](#choose-abilities)---as
-\"supernatural\" sources of [Stress](#horror-rules-stress) accumulation---or relief---can make for an interesting story.
-
--   **Defining the Supernatural:** The specifics inevitably vary by setting, but here are a few things to consider:
-
-    -   *Type.* In general, [Warrior](#type-warrior), [Explorer](#type-explorer), and [Speaker](#type-speaker) abilities
-        are mundane. At tier 3 and higher, a few might be supernatural. [Adept](#type-adept) abilities include
-        supernatural effects at tier 1. Abilities gained from a magical [flavor](#choose-flavor) are probably
-        supernatural.
-
-    -   *Focus.* Abilities gained from [mundane foci](#mundane-foci) are almost always mundane. Other foci are not so
-        easy---for example, a PC with the [Bears a Halo of Fire](#focus-bears-a-halo-of-fire) focus might be a
-        pyrokinetic child (supernatural), or a grizzled mercenary with a high-tech flamethrower (mundane)---depending on
-        the setting and the [story behind the focus](#focus-story-behind-the-focus).
-
-    -   *Supernatural Abilities.* [Spellcasting](#choose-spellcasting) and [psionics](#choose-psionics) are almost
-        always supernatural---but making certain types of magic supernaturally stressful could be interesting in the
-        right setting.
-
-    -   *Superpowers.* Superheroes present an interesting challenge---they might be fantastic but ultimately mundane, or
-        they might originate from a central supernatural element within the setting. Ultimately, the GM decides what is
-        meaningfully \"supernatural\" when it comes to Stress. For example, using superpowers might be stressful when
-        they are first acquired, but become less stressful over time. Accumulating Stress while attempting [power
-        stunts](#superhero-power-stunts) is also a reasonable idea.
-
-    -   *Artifacts, Creatures, and Effects.* Encounters with the supernatural can also be stressful, for example,
-        activating a powerful [artifact](#choose-artifacts), or encountering something unthinkable for the first
-        time---like a [xenoparasite](#creature-xenoparasite) or [Death](#npc-death) itself.
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-Take a moment to appreciate how flexible the definition of \"supernatural\" can be. For example, in Scooby-Doo, The gang
-spends an awful lot of time driving around in the Mystery Machine and chasing down would-be ghosts in haunted
-mansions---only to find perfectly mundane explanations for seemingly supernatural events. These very same people see
-absolutely nothing supernatural about the talking dog in their midst. Neither does anybody else. For more on internal
-logic, see [Making Meaning](#making-meaning).
-:::
-
--   **Encountering the Supernatural:** Once a PC has accumulated a minimum amount of Stress---for example, a total of 10
-    Stress Levels in the course of a campaign---the PC might gain access to new supernatural abilities, or be directly
-    contacted by an otherworldly entity. The GM determines which abilities are supernatural, and whether using those
-    abilities accumulates or relieves Stress:
-
-    -   *Supernatural Abilities Cause Stress.* Using this option, the GM assigns the accumulation of 1--3 [Stress
-        points](#horror-rules-stress-points) when a PC activates a supernatural ability. This can be in place of---or in
-        addition to---its normal activation cost. For example, using the [Shatter](#ability-shatter){.og-ability}
-        ability might cause the PC to accumulate 3 Stress points.
-
-    -   *Stress Fuels Supernatural Abilities.* Using this option, PCs relieve [Stress](#horror-rules-stress) when
-        activating supernatural abilities---especially powerful, dangerous, or destructive ones. When using this option,
-        Stress is relieved before any task roll prompted by the ability's use. In some cases, the GM might allow Stress
-        relief in place of paying the ability's usual activation cost (potentially requiring the PC to accumulate a
-        minimum amount of Stress in order to use them), for example:
-
-::: table-responsive
-  Ability Power Grade   Stress Relieved
-  --------------------- ------------------
-  Low-tier              −3 Stress points
-  Mid-tier              −6 Stress points
-  High-tier             −9 Stress points
-
-  : Stress Fuels Supernatural Abilities
-:::
-
-::: {.alert .ps-4 .pb-0}
-###### Ability Category: Stress [#](#horror-rules-stress-abilities){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-abilities}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-The GM might introduce new abilities that help PCs deal with the accumulation of [Stress](#horror-rules-stress), or
-allow them to accumulate or relieve Stress in interesting ways, for example:
-
-Low-Tier
-
--   [Body Block](#ability-stress-body-block) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Devil's Gambit](#ability-stress-devils-gambit) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Frantic Effort](#ability-stress-frantic-effort) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Glutton for Punishment](#ability-stress-glutton-for-punishment) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Resolute](#ability-stress-resolute) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Small Talk](#ability-stress-small-talk) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Strained Effort](#ability-stress-strained-effort) [(OG-CSRD)]{.og-ref .og-ref-og}
-
-Mid-Tier
-
--   [Indolent Body](#ability-stress-indolent-body) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Indolent Mind](#ability-stress-indolent-mind) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Stratagem](#ability-stress-stratagem) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Supernatural Conductor](#ability-stress-supernatural-conductor) [(OG-CSRD)]{.og-ref .og-ref-og}
-
-High-Tier
-
--   [Backup Plan](#ability-stress-backup-plan) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Clear Mind](#ability-stress-clear-mind) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Grievous Words](#ability-stress-grievous-words) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Impart Tranquility](#ability-stress-impart-tranquility) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Nerves of Steel](#ability-stress-nerves-of-steel) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Seen It All](#ability-stress-seen-it-all) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Supernatural Conduit](#ability-stress-supernatural-conduit) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [True Sight](#ability-stress-true-sight) [(OG-CSRD)]{.og-ref .og-ref-og}
-:::
-
-Stress Abilities in Alphabetical Order
-
--   ::: {#ability-stress-backup-plan}
-    **Backup Plan (4 Speed points):** If a PC within immediate distance of you fails a Might or Speed task, you can
-    reroll the die. If your roll also fails, you gain 1 [Stress point](#horror-rules-stress-points). Enabler.
-    [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-body-block}
-    **Body Block (2 Might points):** When an ally within immediate range of you fails a [defense task](#action-defend)
-    against an attack or effect, you can cause it to inflict 3 [Stress points](#horror-rules-stress-points) to you
-    instead. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-[Body Block](ability-stress-body-block){.og-ability} works best with the [Stress as Damage](#horror-rules-stress-damage)
-optional rule in use.
-:::
-
--   ::: {#ability-stress-clear-mind}
-    **Clear Mind (8 Intellect points):** For each minute you spend clearing your mind, you relieve 3 [Stress
-    points](#horror-rules-stress-points). Action to initiate. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-devils-gambit}
-    **Devil's Gambit:** With the GM\'s approval, you relieve 3 [Stress points](#horror-rules-stress-points) and ease a
-    task, instead of hindering it to the extent your Stress levels usually would. After the task is resolved, the GM
-    makes a free [GM intrusion](#gm-intrusion). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-frantic-effort}
-    **Frantic Effort:** You can relieve 3 [Stress points](#horror-rules-stress-points) to pay for a level of
-    [Effort](#effort), and raise your [GM intrusion](#gm-intrusion) rate by 1 until after your next ten-hour [recovery
-    roll](#recovery-roll). You can exceed your Effort score, so long as the excess is paid in this way (up to the
-    six-step limit for easing a task). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-The [Devil's Gambit](#ability-stress-devils-gambit){.og-ability} and [Frantic
-Effort](#ability-stress-frantic-effort){.og-ability} abilities allow players to relieve [Stress](#horror-rules-stress)
-in exchange for additional [GM intrusions](#gm-intrusion). The GM should probably only offer one ability or the other,
-depending on what is most appropriate for the setting.
-:::
-
--   ::: {#ability-stress-glutton-for-punishment}
-    **Glutton for Punishment:** You have an additional step on [the damage track](#the-damage-track) between hale and
-    impaired: hurt. While hurt, your injuries are clearly visible to others, but don't otherwise affect you. Enabler.
-    [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-If using the [Stress as Damage](#horror-rules-stress-damage) optional rule, [Glutton for
-Punishment](#ability-stress-glutton-for-punishment){.og-ability} replaces the low-tier [Ignore the
-Pain](#ability-ignore-the-pain){.og-ability} ability---a feature of the [Never Says Die](#focus-never-says-die),
-[Raids](#focus-raids), [Sailed Beneath the Jolly Roger](#focus-sailed-beneath-the-jolly-roger), and [Walks the
-Wasteland](#focus-walks-the-wasteland) foci. It also enhances the [Tough as Nails](#ability-tough-as-nails){.og-ability}
-ability.
-
-If using the [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) optional rule, restoring
-the damage track from hurt works the same way as impaired.
-:::
-
--   ::: {#ability-stress-grievous-words}
-    **Grievous Words (5 Intellect points):** You unleash a devastating commentary upon your foes. Up to five targets
-    within short range who can hear and gain 3 [Stress points](#horror-rules-stress-points) (or 4 points of damage).
-    Make a separate attack roll for each target. Action. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-impart-tranquility}
-    **Impart Tranquility (6 Intellect points):** A target that can hear you loses all accumulated [Stress
-    points](#horror-rules-stress-points). Action to initiate, ten minutes to complete. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-indolent-body}
-    **Indolent Body:** When you are physically injured, you accumulate 1 less [Stress
-    point](#horror-rules-stress-points) than you otherwise would. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-indolent-mind}
-    **Indolent Mind:** When you are mentally or spiritually injured, you accumulate 1 less [Stress
-    point](#horror-rules-stress-points) than you otherwise would. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-nerves-of-steel}
-    **Nerves of Steel:** You treat your [Stress Levels](#horror-rules-stress-levels) as if they were 1 lower (to a
-    minimum of 0). For example, if you have 9 Stress points, your tasks are hindered by only two steps. Enabler.
-    [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-resolute}
-    **Resolute:** After a ten-hour [recovery roll](#recovery-rolls), you ignore the first 3 points of
-    [Stress](#horror-rules-stress) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-[Resolute](#ability-stress-resolute){.og-ability} is good option to consider when [customizing
-descriptors](#customizing-descriptors) like [Calm](#descriptor-calm), [Foolish](#descriptor-foolish),
-[Resilient](#descriptor-resilient), and [Strong Willed](#descriptor-strong-willed).
-:::
-
--   ::: {#ability-stress-seen-it-all}
-    **Seen It All:** You don't accumulate [Stress points](#horror-rules-stress-points) from witnessing supernatural
-    creatures or events. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-small-talk}
-    **Small Talk (1 Intellect point):** If you spend at least an hour in idle conversation with a friendly creature, you
-    both relieve 1 additional [Stress point](#horror-rules-stress-points) than you otherwise would. Enabler.
-    [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-stratagem}
-    **Stratagem: (3 Intellect points)** You devise a set of strategies related to a location you have reliable
-    information about. Choose three of the following benefits for you and up to five allies to gain while there:
-
-    -   Ease the first [perception](#action-looking-or-listening) task
-    -   Ease the first [interaction](#action-interacting-with-creatures) task
-    -   Ease the first [initiative](#rules-encounters-rounds-and-initiative) task
-    -   Ease the first [defense](#action-defend) task
-    -   Ease the first task to [run away or escape](#movement-chase) the area
-    -   Ignore the first [Stress point](#horror-rules-stress-points) accumulated
-
-    Action to initiate; one hour to complete.
-    :::
-
--   ::: {#ability-stress-strained-effort}
-    **Strained Effort:** You can pay for a level of [Effort](#effort) by accumulating 3 [Stress
-    points](#horror-rules-stress-points). You can exceed your Effort score, so long as the excess is paid for with
-    Stress accumulation (up to the six-step limit for easing a task). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-supernatural-conductor}
-    **Supernatural Conductor:** When activating a supernatural [artifact](#choose-artifact), you ignore the first
-    [Stress point](#horror-rules-stress-points) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-supernatural-conduit}
-    **Supernatural Conduit:** When activating a supernatural ability, you ignore the first [Stress
-    point](#horror-rules-stress-points) you accumulate. Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
--   ::: {#ability-stress-true-sight}
-    **True Sight:** You automatically see the truth beneath illusions and other supernatural guises. The truth is not
-    always kind, and can be a source of [Stress](horror-rules-stress). Enabler. [(OG-CSRD)]{.og-ref .og-ref-og}
-    :::
-
 ##### Unease [#](#horror-rules-unease){.og-h-anchor aria-hidden="true"} {#horror-rules-unease}
 
 [(Stay Alive!, page 99)]{.og-ref}
@@ -76760,8 +76265,8 @@
 If PCs are breezing through encounters, try some of the following ideas:
 
 -   **Gritty Realism:** If the game requires a little more \"gritty realism\", employ [optional
-    rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility), [Ironman](#horror-rules-ironman), or
-    [Stress](#horror-rules-stress) to dial up the threat.
+    rules](#choose-optional-rules) like [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman)
+    to dial up the threat.
 
 -   **Templates:** [Modify creatures](#modifying-creatures) to create new and more challenging variants of creatures or
     NPCs.
@@ -78381,7 +77886,7 @@
 Encounters](#creating-challenging-encounters), dial up the challenge with [GM intrusions](#gm-intrusion) with [Horror
 Mode](#horror-rules-horror-mode) optional rule.
 
-The optional [Fragility](#horror-rules-fragility), [Ironman](#horror-rules-ironman), or [Stress](#horror-rules-stress)
+The optional [Fragility](#horror-rules-fragility) or [Ironman](#horror-rules-ironman)
 rules are also an excellent way of making a game feel a bit more dangerous at the baseline.
 :::
 
@@ -78584,7 +78089,6 @@
 -   [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref}
 -   [Starvation](#starvation) [(RR, 63)]{.og-ref}
--   [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref}
 -   [Task and Fate Dice Resolution](#optional-rule-task-and-fate-dice-resolution) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -78634,7 +78138,6 @@
 -   [Ability Category: Recovery](#abilities-category-recovery) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Ability Category: Roll](#abilities-category-roll) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Ability Category: Stats](#abilities-category-stats) [(OG-CSRD)]{.og-ref .og-ref-og}
--   [Ability Category: Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Campaign Design Checklist](#campaign-design-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Character Creation Checklist](#character-creation-checklist) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Character Sheets](#og-cscs) [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -79206,7 +78709,7 @@
 -   Option: Choose a Second Descriptor Skill [(TMA, 18)]{.og-ref}
 -   [Horror Mode](#horror-rules-horror-mode) [(TMA, 122)]{.og-ref}
 -   The Ramificatons of Death [(TMA, 136)]{.og-ref}
--   [Stress](#horror-rules-stress) [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}[(TMA, 135)]{.og-ref}[(TMA, 304)]{.og-ref}
+-   Stress [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}[(TMA, 135)]{.og-ref}[(TMA, 304)]{.og-ref}
 -   [Serious Injuries](#horror-rules-serious-injuries-and-conditions) [(TMA, 307)]{.og-ref}
 
 Running the Game
@@ -79221,7 +78724,7 @@
 -   Cyphers [(TMA, 105)]{.og-ref}
 -   Rules of the Game [(TMA, 114)]{.og-ref}
 -   [Key Concepts](#key-concepts) [(TMA, 116)]{.og-ref}
--   [Damage from Hazards](#horror-rules-stress-damage-hazards) [(TMA, 133)]{.og-ref}
+-   Damage from Hazards [(TMA, 133)]{.og-ref}
 -   The Ramifications of Death [(TMA, 136)]{.og-ref}
 -   Time Requires for Actions [(TMA, 139)]{.og-ref}
 -   Character Arcs and Advancement [(TMA, 140)]{.og-ref}
@@ -79248,10 +78751,10 @@
 
 -   PCs can [customize their descriptor](#customizing-descriptors) by choosing one additional [skill](#skills) in
     exchange for an appropriate [inability](#key-concepts) [(TMA, 18)]{.og-ref}
--   [Stress](#horror-rules-stress) [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}
--   [Stress as Damage](#horror-rules-stress-damage) [(TMA, 12)]{.og-ref}[(TMA, 131)]{.og-ref}[(TMA, 304)]{.og-ref}
--   *Supernatural Abilities* with the *Supernatural Abilities Cause Stress*, as described under [Stress and the
-    Supernatural](#horror-rules-stress-supernatural) [(TMA, 12)]{.og-ref}[(TMA, 27)]{.og-ref}[(TMA, 130)]{.og-ref}
+-   Stress [(TMA, 12)]{.og-ref}[(TMA, 128)]{.og-ref}
+-   Stress as Damage [(TMA, 12)]{.og-ref}[(TMA, 131)]{.og-ref}[(TMA, 304)]{.og-ref}
+-   *Supernatural Abilities* with the *Supernatural Abilities Cause Stress*, as described under Stress and the
+    Supernatural [(TMA, 12)]{.og-ref}[(TMA, 27)]{.og-ref}[(TMA, 130)]{.og-ref}
 -   *Serious Injuries*, as described under [Serious Injuries and Conditions](#horror-rules-serious-injuries) [(TMA,
     12)]{.og-ref}[(TMA, 132)]{.og-ref}
 :::
