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