--- _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} :::