Re: OOC
Stress
One of your options to mitigate the effect of a hit is to take stress.
The best way to understand stress is that it represents all the various reasons why you just barely avoid taking the full force of an attack. Maybe you twist away from the blow just right, or it looks bad but is really just a flesh wound, or you exhaust yourself diving out of the way at the last second.
Mentally, stress could mean that you just barely manage to mitigate some comment, or clamp down on an instinctive emotional reaction, or something like that. Stress boxes also represent a loss of momentum—you only have so many last-second saves in you before you’ve got to face the music.
Your stress boxes each have a shift value. By default, all characters get a 1-point and a 2-point box. You may get additional, higher-value stress boxes depending on some of your skills (usually Physique and Will). On your character sheet, you have a number of stress boxes that have different values.
When you take stress, check off a stress box with a value equal to or greater than shift value of the hit (and only that stress box). If there is no next available box, you’re taken out of the conflict.
Remember that you have two sets of stress boxes! One of these is for physical stress, the other for mental; you’ll start with a 1-shift and a 2-shift box in each of these. If you take stress from a physical source, you check off a physical stress box. If it’s a mental hit, check off a mental stress box.
After a conflict, when you get a minute to breathe, any stress boxes you checked off become available for your use again.
Consequences
The second option you have for mitigating a hit is taking a consequence. A consequence is more severe than stress—it represents some form of lasting injury or setback that you accrue from the conflict, something that’s going to be a problem for your character after the conflict is over.
Consequences come in three levels of severity—mild, moderate, and severe. Each one has a different shift value: two, four, and six respectively. On your character sheet, you have a number of available consequences, in this section:
When you use a consequence, you reduce the shift value of the attack by the shift value of the consequence. You can use more than one consequence at a time, and even combine the use of stress and consequences if they’re available.
However, there’s an additional penalty. When you use a consequence, your character also gains an aspect that represents the lasting effect incurred from the attack. The opponent who forced you to take a consequence gets a free invocation, and the aspect remains on your character sheet until you’ve recovered from that consequence. While it’s on your sheet, it gets treated like any other aspect, except because the slant on it is so negative, it’s far more likely to be used to your character’s detriment.
Unlike stress, consequences cannot be reused until you’ve recovered from them, which may be long after the conflict is over. Also unlike stress, you only have one set of consequences; there aren’t specific slots for physical versus mental consequences. This means that, if you have to take a minor consequence to reduce a mental hit and your minor consequence slot is already filled with a physical consequence, you’re out of luck! You’re going to have to use a moderate or severe consequence to absorb that it (assuming you have on left).
Still, it’s better than being taken out, right?
Naming a Consequence
Here are some guidelines for choosing what to name a consequence:
Mild consequences don’t require immediate medical attention. They hurt, and they may present an inconvenience, but they aren’t going to force you into a lot of bed rest. On the mental side, mild consequences express things like small social gaffes or changes in your surface emotions. Examples: Black Eye, Bruised Hand, Winded, Flustered, Cranky, Temporarily Blinded.
Moderate consequences represent fairly serious impairments that require dedicated effort toward recovery (including medical attention). On the mental side, they express things like damage to your reputation or emotional problems that you can’t just shrug off with an apology and a good night’s sleep. Examples: Deep Cut, First Degree Burn, Exhausted, Drunk, Terrified.
Severe consequences go straight to the emergency room (or whatever the equivalent is in your game)—they’re extremely nasty and prevent you from doing a lot of things, and will lay you out for a while. On the mental side, they express things like serious trauma or relationship-changing harm. Examples: Second-Degree Burn, Compound Fracture, Guts Hanging Out, Crippling Shame, Trauma-Induced Phobia.
Recovering from a Consequence
In order to regain the use of a consequence, you have to recover from it. That requires two things—succeeding at an overcome action that allows you to justify recovery, and then waiting an appropriate amount of game time for that recovery to take place.
The action in question is basically an overcome action; the obstacle is the consequence that you took. If it’s a physical injury, then the action is some kind of medical treatment or first aid. For mental consequences, the action may involve therapy, counseling, or simply a night out with friends.
The difficulty for this obstacle is based on the shift value of the consequence. Mild is Fair (+2), moderate is Great (+4), and severe is Fantastic (+6). If you are trying to do the recovery action on yourself, it’s two steps harder.
Recovery for physical damage will use the lore skill, and a couple people have aspects and or stunts which can help.