Brian S. Stephan 281a0acbe1
remove a lot of the OG extra content and similar references
these are things that are not included in the core commons version
because they're homebrew, because they are a lot of writing/creativity
that I don't feel comfortable stealing/distributing, or so on. most of
Old Gus's and the community's content is removed in order to have a
near-CSRD state

what remains is the rules clarifications, errata, splicing together some
information from secondary sources (like the Starter Set or from game
authors on Twitter), and organizational assists

things removed 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

stuff that's likely to get folded into my core is arbitrarily numbered
300s instead of 000s
2025-07-23 11:17:49 -05:00

661 lines
43 KiB
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--- _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}
:::