these are things that are not included in my version because they're homebrew, because they are a lot of writing/creativity that I don't feel comfortable stealing/distributing, or so on this includes ideas that I like, but either plan to write my own way in the future, or again I just don't feel comfortable copying verbatim, especially if, for instance, I have my own process and don't need to advocate for a different one
661 lines
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Diff
661 lines
43 KiB
Diff
--- _tmp/ccsrd.md 2025-07-21 11:06:11.523085969 -0500
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+++ _tmp/ccsrd.new.md 2025-07-21 12:47:23.209969048 -0500
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@@ -1260,7 +1260,7 @@
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[Quest Portal](https://www.questportal.com/) includes a mobile-friendly Cypher System characer sheet, and you can import
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a copy of [OrangeAsp's The Magnus Archives Character
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Sheet](https://app.questportal.com/template/The-Magnus-Archives-yo6jido2kvwe) for use if your game uses the optional
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-[Stress](#horror-rules-stress) rule.
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+Stress rule.
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:::
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:::
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@@ -2747,7 +2747,7 @@
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[Adept](#type-adept) analogues.
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- *First-Tier Elocutionist* [(TMA, 44)]{.og-ref}. Unlike most [Speaker](#type-speaker) analogues, the Elocutionist
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doesn't start with an inability with medium weapons.
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-- Using supernatural abilities can cause a PC to accumulate [Stress](#horror-rules-stress).
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+- Using supernatural abilities can cause a PC to accumulate Stress.
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:::
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##### 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}
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@@ -6079,7 +6079,7 @@
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::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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**Editor's Notes ---** *The Magnus Archives* includes its own method of [Customizing
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Descriptors](#customizing-descriptors). The No-Nonsense and Sturdy descriptors include an analogue of the
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-[Resolute](#ability-stress-resolute){.og-ability} ability, which helps them deal with [Stress](#horror-rules-stress)
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+[Resolute](#ability-stress-resolute){.og-ability} ability, which helps them deal with Stress
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accumulation.
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:::
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@@ -12510,7 +12510,6 @@
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- [Social](#abilities-category-social) [(103)]{.og-ref}
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- [Special Attack](#abilities-category-special-attack) [(104)]{.og-ref}
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- [Stats](#abilities-category-stats) [(OC-CSRD)]{.og-ref}
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-- [Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Support](#abilities-category-support) [(105)]{.og-ref}
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- [Task](#abilities-category-task) [(106)]{.og-ref}
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- [Transform](#abilities-category-transform) [(107)]{.og-ref}
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@@ -12553,7 +12552,6 @@
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- [Psionics](#optional-rule-psionics) [(SF, 50)]{.og-ref}
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- [Skills and Other Abilities](#running-the-game-skills-and-other-abilities) [(421)]{.og-ref}
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- [Spellcasting](#optional-rule-spellcasting) [(259)]{.og-ref}
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-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
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:::
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[(Cypher System Rulebook, page 95)]{.og-ref}
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@@ -13188,8 +13186,7 @@
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This category lists abilities from the the 2015 Cypher Sytem Rulebook that were renamed, altered, or deprecated in the
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[Cypher System Rulebook](https://www.montecookgames.com/store/product/cypher-system-rulebook-2/){.og-icon .og-mcg}, and
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abilities updated in the CSRD since that time. It also includes abilities with identical names, and variant abilities
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-original to the OG-CSRD (except for those related to
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-[Stress](#horror-rules-stress-abilities)).
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+original to the OG-CSRD.
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You can use this category to reconcile products based on the 2015 Cypher Rulebook, including [Gods of the
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Fall](https://www.montecookgames.com/store/product/gods-of-the-fall/){.og-icon .og-mcg},
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@@ -28345,11 +28342,6 @@
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increase the damage. For example, a PC can apply [Effort](#modifying-the-difficulty-effort) to deal 3 additional points
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of damage, and [rolling a natural 17 on the attack roll](#rules-special-rolls) deals 1 additional point of damage.
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-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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-**Editor's Notes ---** For an alternate method of handling damage to PCs, see [Stress](#horror-rules-stress) and
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-[Optional Rule: Stress as Damage](#horror-rules-stress-damage).
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-:::
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-
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::: {.alert .ps-4 .pb-0}
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###### Optional Rule: Ultimate Damage [#](#optional-rule-ultimate-damage){.og-h-anchor aria-hidden="true"}
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@@ -28436,7 +28428,6 @@
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- [Radiation in the Real World](#radiation-in-the-real-world) [(RR, 63)]{.og-ref}
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- [Really Impossible Tasks](#really-impossible-tasks) [(293)]{.og-ref}[(CTS, 61)]{.og-ref}
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- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Stress as Damage: Hazards](#horror-rules-stress-damage-hazards) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Starvation](#starvation) [(RR, 63)]{.og-ref}
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:::
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@@ -41155,10 +41146,6 @@
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- [First Psi Ability](#first-psi-ability) [(SF, 50)]{.og-ref}
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- [Psions and the Optional Latent Psionics Rule](#psions-and-the-optional-latent-psionics-rule) [(SF, 51)]{.og-ref}
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- [More Powerful Psionics](#more-powerful-psionics) [(SF, 51)]{.og-ref}
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-
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-Related Sections
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-
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-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
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:::
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[(The Stars are Fire, page 50)]{.og-ref}
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@@ -45662,7 +45649,6 @@
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- [Secret Twist](#horror-rules-secret-twist) [(SA, 97)]{.og-ref}
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- [Serious Injuries and Conditions](#horror-rules-serious-injuries-and-conditions) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Shock](#horror-rules-shock) [(282)]{.og-ref}[(SA, 98)]{.og-ref}
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-- [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og}
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- [Unease](#horror-rules-unease) [(SA, 99)]{.og-ref}
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Related Sections
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@@ -46457,7 +46443,7 @@
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[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-Some injuries linger---for example, those gained from accumulated [Stress](#horror-rules-stress), [special
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+Some injuries linger---for example, those gained from accumulated stress, [special
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damage](#special-damage), or a [GM intrusion](#gm-intrusion) triggered by a player [rolling a
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1](#intrusion-through-player-rolls) on a risky task. When this happens, the GM might assign a PC a serious injury or
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condition.
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@@ -46598,487 +46584,6 @@
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: Shock Levels
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:::
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-##### Stress [#](#horror-rules-stress){.og-h-anchor aria-hidden="true"} {#horror-rules-stress}
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-
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-::: {.alert .ps-4 .pb-0 .og-alert}
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-###### Quick Reference: Stress [#](#choose-stress){.og-h-anchor aria-hidden="true"} {#choose-stress .og-h-small .og-border}
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-
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-- [Stress Points](#horror-rules-stress-points) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Stress Levels](#horror-rules-stress-levels) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Stress Relief](#horror-rules-stress-relief) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Stress as Damage](#horror-rules-stress-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Stress as Damage: Armor](#horror-rules-stress-damage-armor) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Stress as Damage: Hazards](#horror-rules-stress-damage-hazards) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Stress and the Supernatural](#horror-rules-stress-supernatural) [(OG-CSRD)]{.og-ref .og-ref-og}
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-- [Ability Category: Stress](#horror-rules-stress-abilities) [(OG-CSRD)]{.og-ref .og-ref-og}
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-:::
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-
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-Stress simulates the deleterious effects of high-pressure situations on a PC's performance. Stress can be physical or
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-mental (spiritual or psychological). Depending on the setting, sources of Stress might include:
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-
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-- Unmet biological needs (for example, [dehydration](#dehydration), drowning and
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- suffocation, [exposure](#exposure), or [starvation](#starvation))
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-- Psychological trauma (for example, [hysteria](#horror-rules-hysteria), [madness](#horror-rules-madness), [mind
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- control](#horror-rules-mind-control), [panic](#horror-rules-instant-panic), [possession](#horror-rules-possession),
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- or [shock](#horror-rules-shock))
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-- Encountering or activating [the supernatural](#horror-rules-stress-supernatural) (for example
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- [abilities](#choose-abilities), [artifacts](#choose-artifacts), [creatures](#choose-creatures), entities, or
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- phenomena)
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-- An [initial cost](#rules-initial-cost) for a strenuous task (for example, lifting a heavy object off a fallen ally)
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-- Failing a consequential task (for example, during a [perilous venture](#horror-rules-perilous-venture), or
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- [character arc](#choose-character-arc))
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-- Taking [damage](#rules-damage) or [special damage](#special-damage) (alternatively, use the [Stress as
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- Damage](#horror-rules-stress-damage) option)
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-
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-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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-If you enjoy this rules module, consider purchasing [The Magnus
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-Archives](https://www.montecookgames.com/store/product/the-magnus-archives-roleplaying-game/){.og-icon .og-mcg}.
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-:::
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-
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-###### Stress Points [#](#horror-rules-stress-points){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-points}
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-
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-An increase in [Stress](#horror-rules-stress) is called accumulating Stress points. A decrease in Stress points is
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-called [relieving Stress](#horror-rules-stress-relief). The GM decides when a PC accumulates 1--3 Stress points in
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-response to appropriate events in the story, for example:
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-
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-::: table-responsive
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-+-----------------------------------------------------------+-----------------------------------------------------------+
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-| Stress Accumulated | Examples |
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-+===========================================================+===========================================================+
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-| 1 Stress points | - Inconvenience (public failure or humliation) |
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-| | - Punched in arm, cut on hand |
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-| | - Ambushed |
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-| | - Discover human remains |
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-| | - Close call (near miss with a vehicle, gun to your |
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-| | head) |
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-| | - Loved one in danger |
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-| | - Witness supernatural from a distance (hovering alien |
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-| | spaceship) |
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-+-----------------------------------------------------------+-----------------------------------------------------------+
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-| 2 Stress points | - Minor setback (romantic rejection) |
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-| | - Punched in gut, cut on face, fall down steps |
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-| | - Discover mutilated remains |
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-| | - Loved one seriously injured |
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-| | - Witness supernatural up close (werewolf |
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-| | transformation) |
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-+-----------------------------------------------------------+-----------------------------------------------------------+
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-| 3 Stress points | - Major setback (job loss) |
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-| | - Nasty cut on leg, bullet graze |
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-| | - Hunted by a supernatural being |
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-| | - Loved one dies |
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-| | - Incomprehensible experience or paradigm shifting |
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-| | event (a literal portal to hell opens) |
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-+-----------------------------------------------------------+-----------------------------------------------------------+
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-
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-: Examples of Stress Point Accumulation
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-:::
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-
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-- **Avoiding Stress:** The GM might allow a PC to avoid accumulating physical Stress with a successful (usually
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- [Speed](#speed) or [Might](#might)) [defense task](#action-defend). The GM might allow a PC to avoid accumulating
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- mental Stress with a successful (usually [Intellect](#intellect)) [defense task](#action-defend).
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-
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-- **Duress:** PCs might accumulate Stress points as a function of time---for example, going without vital medication,
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- addiction withdrawal, or just not knowing the fate of a loved one can cause a PC to gain 1 Stress point each hour,
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- or prevent them from benefiting from sources of [stress relief](#horror-rules-stress-relief).
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-
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-- **NPCs and Stress:** Until relieved, subtract any accumulated Stress points from an NPC's current and maximum
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- [Health](#understanding-the-listings).
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-
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-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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-The GM might allow PCs to gain certain [special abilities related to Stress](#horror-rules-stress-abilities), allowing
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-them to better resist, manage, relieve, or even use [Stress](#horror-rules-stress) productively.
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-:::
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-
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-###### Stress Levels [#](#horror-rules-stress-levels){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-levels}
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-
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-As shown in the following table, each time a PC accumulates 3 [Stress points](#horror-rules-stress-points), they gain 1
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-Stress Level. Each Stress Level hinders the PC's actions one additional step. After accumulating 4 Stress Levels, each
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-additional Stress Level also sends the PC down one step on [the damage track](#the-damage-track)---thus,
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-[Stress](#horror-rules-stress) has a lethal limit.
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-
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-::: table-responsive
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- Stress Points Stress Levels (Steps Hindered) Target Number Task Success Rate Steps Down The Damage Track
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- --------------- -------------------------------- --------------- ------------------- ------------------------------
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- 0--2 0 --- --- ---
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- 3--5 1 (+3) −15% ---
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- 6--8 2 (+6) −30% ---
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- 9--11 3 (+9) −45% ---
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- 12--14 4 (+12) −60% ---
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- 15--17 5 (+15) −75% One
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- 18--20 6 (+18) −90% Two
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- 21--23 7 (+21) −105% Three (almost certain death)
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- 24--26 8 (+24) −120% Four
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- 27--29 9 (+27) −135% Five
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- 30--32 10 (+30) −150% Six
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-
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- : Stress Points and Levels
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-:::
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-
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-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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-The GM might pair a step down [the damage track](#the-damage-track) due to [Stress](#horror-rules-stress) with a
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-[serious injury or condition](#horror-rules-serious-injuries-and-conditions). Depening on the specifics, dying from
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-Stress by atypical, for example, a permanent loss of control of the PC to
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-[supernatural](#horror-rules-stress-supernatural) forces, or a horrific transformation.
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-:::
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-
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-###### Stress Relief [#](#horror-rules-stress-relief){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-relief}
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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-
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-As PCs accumulate [Stress points](#horror-rules-stress-points) and [Stress Levels](#horror-rules-stress-levels), they
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-will eventually need ways of relieving [Stress](#horror-rules-stress).
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-
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-- **Providing Stress Relief:** A PC can remove another PC's Stress by succeeding on an appropriate task---for
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- example, providing first aid, friendly conversation, a relaxing massage, or music. The PC decides how many points of
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- Stress to relieve, and must succeed a task with a difficulty equal to that number (for example, relieving 3 Stress
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- points is a difficulty 3 task). The PC must rest for one hour before their Stress can be relieved in this way again.
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-
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-- **Stress Relieving Activities:** Events in everyday life also relieve Stress, and some can happen simultaneously.
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- Stress relieving activities might include:
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-
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-::: table-responsive
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- Activity Stress Relieved
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- --------------------------------------------------------------- ---------------------------------------------
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- Nourishment (eating, drinking, other biological needs) −3 Stress points (one action, once per day)
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- Sleeping or relaxing in a safe place −3 Stress points per hour
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- Soothing activity (prayer, meditation, hobbies, or exercise) −1 Stress point per hour
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- Quality time (with a pet, therapist, loved one, or confidant) −1 Stress point per hour
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- Vice (drinking, drugs, debauchery, or gambling) −1 Stress point per hour
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-
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- : Stress Relieving Activities
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-:::
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||
-
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-::: {.alert .ps-4 .pb-0}
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||
-###### Optional Rule: Stress as Damage [#](#horror-rules-stress-damage){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-damage}
|
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-
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-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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||
-
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-[Stress](#horror-rules-stress) can serve as the primary method the GM uses to inflict [damage](#rules-damage) to PCs.
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-Doing so means PCs are less likely to go down [the damage track](#the-damage-track) unless they accumulate at least 5
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-Stress Levels. It also means their [Might](#might), [Speed](#speed), and [Intellect](#intellect) points are more readily
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||
-available to pay the cost of [abilities](#choose-abilities) and [Effort](#effort). The GM might even decide PCs don't
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||
-descend a step on the damage track due to a stat [Pool](#pool) reaching 0.
|
||
-
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||
-When using this optional rule, the Stress inflicted by a creature, NPC, or effect is based on its
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-[level](#key-concepts), for example:
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||
-
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||
-::: table-responsive
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- Level Damage Inflicted
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- ------- -----------------------------------------------------------------------------------------------------------------------------------------------
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- 1 1 Stress point
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- 2 2 Stress points
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- 3 3 Stress points
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- ≥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
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||
-:::
|
||
-
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||
-###### 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).
|
||
-
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||
-- **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.
|
||
-
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||
-###### 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}
|
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+- Damage from Hazards [(TMA, 133)]{.og-ref}
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||
- The Ramifications of Death [(TMA, 136)]{.og-ref}
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||
- Time Requires for Actions [(TMA, 139)]{.og-ref}
|
||
- Character Arcs and Advancement [(TMA, 140)]{.og-ref}
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||
@@ -79248,10 +78751,10 @@
|
||
|
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- 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}
|
||
:::
|