Stress & Consequences
Stress
Stress represents superficial harm—close calls, minor injuries, and momentary setbacks.
- Stress boxes: Usually 3 (more with high Physique or Will)
- Clearing stress: All stress clears at the end of a scene
- Taking stress: Mark a boxes equal to the shifts of harm
Consequences
Consequences are lasting conditions that represent serious harm.
Severity Levels
- Mild (-2): Absorbs 2 shifts of harm. Recovers after one scene.
- Moderate (-4): Absorbs 4 shifts of harm. Recovers after one session.
- Severe (-6): Absorbs 6 shifts of harm. Recovers after one scenario.
Taking Consequences
When you can’t (or won’t) absorb harm with stress, take a consequence:
- Write an aspect describing the harm (“Broken Ribs”, “Shaken Confidence”)
- This aspect can be invoked against you
- The character who caused the consequence gets a free invoke on it
Recovering Consequences
- Requires successful Overcome action (usually during downtime)
- Time must pass according to severity
- Mild: Clears after one scene
- Moderate: Clears after one session
- Severe: Clears when you reach a breakthrough
Being Taken Out
If you can’t absorb all harm with stress and consequences, you’re taken out.
- Attacker narrates what happens to you
- Usually means capture, death, or removal from the scene
Conceding
Before rolling defense, you can concede the conflict:
- You narrate how you lose, but avoid the worst outcome
- Gain a fate point
- Avoid being taken out
See also: FATE Condensed Stress & Consequences