02-262000
101
7109
1966
36
880
11.3
1954
03
6.08
241
309
7.08
1935
12.20
53
1961
2.16
8011
40204
037
8044
2598
61
8077
1394
538
1061
448
8009
102
8102
1987
044
0051
1968
704
1031
1984
1954
764
1940
9.9
1972
815
4.12
2023
8012
55
1217
584
3221
007
2194
2082
2388
105
56
2025
103
714
1993
954
4.4
1969
2450
91
56
21
716
801
417
602
5618
238
1443
813
9085
47
175
2118
6904
007
4656
388
266
1054
957
104
6104
1995
3.22
1931
727
755
1701
1984
218
908
10
85
1888
27
2879
213
8014
9085
264
5856
1103
05
2071
609
6833
2421
218
802
105
08
2001
713
079
1977
LV
426
105
10
1642
1979
402
795
361
0852
984
815
088
303
9322
26
1294
301
5404
1018
933
57
3891
106
31
2017
429
65
871
24
541
656
M
113
12.6
27
05
85
12.25
7884
8016
585
227
0483
210
6885
107
4154
2604
888
2105
377
107
5
2022
784
3304
42
733
1224
5801
23
1015
84
36
029
24
318
12.24
87
363
22
768
9811
723
8675
309
5042
1885
70
8008
108
23
174
91
947
28
527
04
0469
2200
88
1985
540
3121
308
9571
404
8018
795
2705
3281
979
2024
12
018
4895
604
3184
265
03-111968
04-041969
05-1701D
06-071984
07-081940
08-47148
09-081966
10-31

Stress

SOME STRESS CAN'T BE RECOVERED WITHOUT MEDICAL AID

Where applicable in the story (when a true opportunity for recovery and rest is available) you can recover from Stress outside of conflict by spending time resting and relaxing: (the number of stress recovered is flexible based on circumstances and environment).

  • A breather is the most basic form of rest. This takes only a few minutes, during which you stop all strenuous activity, and perhaps grab a quick bite to eat or something to drink, or otherwise take a few necessary moments of recovery. You remove 4 Stress when you take a breather.
  • A break is a more significant rest, taking at least half an hour, and up to a couple of hours. This may involve a modest meal, or taking some personal time for recreation, such as playing a game, reading, spending time on the holodeck, or creative pursuits. You remove 8 Stress when you take a break.
  • Sleep or a similar extended rest takes several hours, typically somewhere comfortable and quiet, and is normally accompanied by a meal and/or something to drink before or after sleep. Some characters, depending on species, may sleep less, but supplement this with meditation or other waking rest. You remove all your Stress, up to your normal maximum, when you sleep.
  • MOMENTUM: After a successful task, you may spend 2 Momentum to remove 1 Stress (Repeatable) from yourself or one ally who can hear you. A character cannot remove more than 3 Stress in this way.

STRESS IS NOT THE SAME AS INJURY

In 1e, 5 Stress gained at once would automatically create a Major Injury. This is being replaced with complications added to the character once their Stress Track is filled.

"If you can’t endure that amount of Stress without going over your maximum, suffer whatever Stress you can (filling your Stress Track) and suffer a complication, representing some additional problem faced during the conflict."

FATIGUE

When you have suffered your maximum Stress, you are Fatigued. You can continue to act, but your body and mind are struggling and you are far from your best. When you are Fatigued, you cannot suffer more Stress, and you suffer +1 Difficulty on all task rolls. Further, select one of your attributes: while Fatigued, you automatically fail any task using that attribute. That attribute is shut down.

INJURY INSTEAD OF CHALLENGE DICE

  • When a character is hit by an attack, or is affected by a hazard (an environmental danger, such as a fire, falling rocks, or similar), they suffer an Injury.
  • The exact nature of the Injury is described as a character trait, one which represents the damage done to the character. As with any trait, this may make some actions more difficult, or even impossible, depending on what the Injury represents.
  • All sources of Injury also have a severity. This is a number, normally between 1 and 5, which indicates how severe the Injury is. The severity of an Injury is important in a few different ways, explained below. When you succeed at an Attack, you may spend 2 Momentum to increase the severity by 1. This is repeatable, but you cannot increase the severity by more than 2.
  • When a character suffers an Injury, they are also Defeated. A defeated character immediately falls prone and cannot take any actions for the rest of the scene or until the Injury is treated by FIRST AID actions with Daring + Medicine with Difficulty equal to Injury severity (looking at you, medical staff).
  • When you suffer an Injury, you may suffer Stress equal to the attack’s severity to ignore that Injury, having ducked out of the way at the last moment or otherwise evaded or resisted the attack. This also prevents you from being defeated by that Injury as well. A treated Injury no longer imposes a penalty, but the trait is not removed without Long-Term healing outside of combat (Control + Medicine with X hours, with X as severity level).
  • RESISTING PERSUASION IS POSSIBLE, BUT CAN CAUSE STRESS

    An opposed Roll, but if the asking character wins, the resisting character may either give in to the asking character’s request, or they may resist by suffering Stress. The severity of this (the amount of Stress it costs) is equal to the number of successes scored by the asking character. The asking character may increase this severity by 1 by spending 2 Momentum (Repeatable).