# <font size=3><div class="lheading">Stress & Trauma</div></font> >[!cite|no-title] >#### [[Rules|Back to Rules]] >[!cite|no-title transcript] >## Stress >Your player characters have a special reserve called _Stress_. > >### Pushing Yourself >You can use stress to push yourself for greater performance. During anytime, you can choose to take any effect from below and take **2 Stress**. Each can be chosen only once for a given action. >- Put any roll at an advantage (includes checks, saves, initiative, attacks, etc.) >- (When spent on your turn in combat) Gain an additional standard, move or bonus action this turn. >- Take an action when you are incapacitated. >- (In an encounter) Move your turn up or down the turn order by 1 or 2 for the rest of the encounter > >### Stress Relief >Your characters are a special lot. They defy the powers-that-be and dare to prey on those who are considered to be their betters. They push themselves further than ordinary people are willing to go. But this comes at a cost. > >Their life is one of constant stress. Inevitably, each turns to the seduction of a vice in order to cope. A character's vice is their obsession. But with this indulgence comes relief from stress and the ability to once again face the overwhelming challenge of their daring life. > >You may indulge in your vice during [[Downtime Activities|Downtime]]. > [!grid|col-2] > >[!cite|no-title transcript] > >## Vices > >Every character is in thrall to some vice or another, which they indulge to deal with stress. Choose a vice from the list, or come up with your own, considering the name, location, and/or method of your **vice purveyor**. > > > >|Vice|| > >|-|-| > >|Faith|You're dedicated to an unseen power, forgotten god, ancestor, etc.| > >|Gambling|You crave games of chance, betting on sports events, etc.| > >|Luxury|Expensive or ostentatious displays of opulence.| > >|Obligation|You're devoted to a family, a cause an organisation, a charity, etc.| > >|Pleasure|Gratification from lovers, food, drink, drugs, art, theatre, etc.| > >|Stupor|You seek oblivion in the abuse of drugs, drinking to excess, getting beaten to a pulp in a fighting pit, etc.| > >|Weird|You experiment with strange essences, consort with rogue spirits, observe bizarre rituals or taboos, etc.| > > > >### Indulging Your Vice > >When you indulge your vice, you clear some stress from your character's stress track. Say how your character indulges their vice, including which **purveyor of vice** they use to satisfy their needs. This indulgence takes time, so it can only be done when the crew has downtime. > > > >You roll to find out how much stress relief your character receives. To relieve stress, you roll your _Hit Dice_ as normal, and remove an equal amount of stress to the roll instead of healing. > > > >### Over Indulgence > >If your vice roll clears more stress levels than you had marked, you overindulge. A vice is not a reliable, controllable habit. It's a risk—and one that can drive your character to act against their own best interests. > > > >When you overindulge, you make a bad call because of your vice—in acquiring it or while under its influence. To bring the effect of this bad decision into the game, select an overindulgence from the list: > > >>- **Attract Trouble**. Select or roll an additional **entanglement**. > >- **Tapped**. Your current purveyor cuts you off. Find a new source for your vice. > > > > ### Ignoring you Vice >>If you do not or cannot indulge your vice during downtime, you take stress equal to your trauma. If you don't have any trauma, you're free to ignore your vice. It doesn't have a hold over you (yet). > > >[!cite|no-title transcript] > >## Trauma > >When a PC marks their last Stress box, they suffer a level of **Trauma**. When you take **Trauma**, you pick one of the **Trauma conditions** described below. > > > >When you suffer **Trauma**, your stress is reduced to 0. >> >>**Trauma conditions** are permanent. Your character acquires the new personality quirk indicated by the condition, and can earn hero points by doing roleplay actions that align with that trauma condition. When you mark your fourth **Trauma condition**, your character will suffer a consquence decided by the DM after discussion with the player; this can include death. >> >>|Trauma Conditions|| >>|-|-| >>|Cold|You're not moved by emotional appeals or social bonds.| >>|Haunted|You're often lost in reverie, reliving past horrors, seeing things.| >>|Obsessed|You're enthralled by one thing; an activity, a person, an idealogy.| >>|Paranoid|You imagine danger everywhere; you can't trust others.| >>|Reckless|You have little regard for your own safety or best interests.| >>|Soft|You lose your edge; you become sentimental, passive, gentle.| >>|Unstable|Your emotional state is volatile. You can instantly rage, or fall into despair, act impulsively, freeze up.| >>|Vicious|You seek out opportunities to hurt people, even for no good reason.|