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).