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If you don’t beat the difficulty, you fail to progress the challenge, and you take stress equal to the Narrator’s effect die. The Narrator chooses which type of stress this is. You should feel free to describe your own setback, here—how did you misstep? Was the task overwhelming? Did you have a moment of insecurity or doubt?
 
If you don’t beat the difficulty, you fail to progress the challenge, and you take stress equal to the Narrator’s effect die. The Narrator chooses which type of stress this is. You should feel free to describe your own setback, here—how did you misstep? Was the task overwhelming? Did you have a moment of insecurity or doubt?
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== Stress Mod ==
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With this mod, instead of using complications to track injury, damage, or other negative personal effects on characters, you implement a distinct trait called stress. Complications can still be in play, but they represent external hindrances, obstacles, or other problems that aren’t direct injury or negative personal conditions like exhaustion or pain.
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Stress replaces the rule about players choosing to spend {{PP}}to take a complication instead of being taken out. Stress doesn’t require players to spend {{PP}}; any time a failure at a test or contest might take you out or cause harm, you take stress instead.
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Any attack or effect that can take you out:
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* Inflicts stress equal to the effect die in the attack (if the PC currently has no stress or a lower die rating of stress than the new stress die).
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* Steps up stress (if the PC already has a stress die rating equal to or greater than the new stress die).
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Stress rated at {{D4}} functions just like a complication rated at {{D4}}; it goes into a player’s dice pool instead of being added to the opposition dice pool and earns the player a {{PP}}. Right after that test or contest, it either goes away or - if the player rolls a hitch on one of their dice - gets stepped up as the injury gets worse.
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Only one type of stress can be used against a character at any given time, unless the GM pays the player a {{PP}} to add an additional stress die to the opposition dice pool. Characters can be affected by both stress and complications at the same time, however.
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=== Types of Stress ===
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PHYSICAL
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MENTAL
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SOCIAL
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Characters can still choose to inflict complications on their opponents; these are created in the same manner as stress, but represent such things as deliberately hindering an opponent, creating distractions, and so on.
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=== Recovering Stress ===
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All stress die ratings are always stepped down by one during any scene specifically framed to act as a rest period, downtime, or transition between action-heavy scenes. If a character takes stress in one scene from a battle, and the next scene is another battle soon after the first without any time spent resting up, then no stress is recovered. To recover any remaining stress, use the guidelines for recovering complications on page 37.
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=== Stressed Out ===
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If any stress die rating is ever stepped up past {{D12}}, the character is taken out (or stressed out) and no longer takes part in the scene. By default, you can’t spend a {{PP}} to delay this effect, though certain SFX or other rules may be implemented to do that. When you’re stressed out, you are assumed to have {{D12}} stress for the purposes of taking any additional stress, even though you can no longer act in the scene.
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=== Pushing Stress ===
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With this mod, players may choose to have their character shoulder through their pain and suffering and use it as a motivator rather than a setback. To do this, you spend
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a {{PP}} and instead of adding the stress to the opposing dice pool, you add it to your own dice pool for that test or contest.
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Using stress in this fashion has an additional cost. After the test or contest is resolved, the stress die included in your dice pool is stepped up by one. This may result in the PC being stressed out if the die is stepped up past {{D12}}.
 
[[Category:Cortex]]
 
[[Category:Cortex]]

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