Lair of the Dusk Witch

Stress, Breakdowns, and Hardening

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Stress

The life of an interstellar adventurer, explorer, or trader is not for the faint of heart. Stress represents the accumulated psychological weight of a character's experiences.

Gaining Stress

When the characters witness or perform some act of depravity, something that alienates them from themselves and their sense of humanity, they gain Stress.

Action Stress
Killing another person 1
- and it's your first kill +1d8
- they were not threatening your life +1
- they were helpless or non-violent +2
A friend is mortally wounded 1
- And then dies +2
You are mortally wounded 2
- and suffer a major injury +2
You knowingly suffer vacuum or acute radiation exposure 2
- and you suffer permanent effects or terminal illness +1d8
You steal valuables from a non-enemy 0
- and they won't survive without it +2
You witness a massacre site or atrocity 2
You commit an act of great cruelty 1 to 3
You suffer hunger or great privation 2/week
You witness a creature from Beyond 2 to 4
You discover a major Anomaly 4 to 8

This list is not exhaustive, and the GM may apply Stress to any actions that cause a character mental distress or strain.

Combat-related stress affects everyone that participated in the combat regardless of individual actions or effectiveness.

Stress is gained at the end of a scene.

Losing Stress

Characters can lose Stress by getting away from their interstellar lives, indulging in their vices, relying on their friends, or making positive change in the universe.

Method Stress Loss
Relaxation: Spend a full day relaxing in a safe, familiar place, well-fed and comfortable. -1
Indulgence: Spend eight hours drinking, feasting, and indulging, gaining 1 System Strain instead of recovering any that day. -1
Connection: Once per day, talk to a friend for an hour, who must make a Heal or Lead/WIS or CHA skill check against difficulty 9. On a success, lose 1 Stress. On a failure, they gain 1 Stress. +/-1
Achievement: Accomplish a major personal goal or community purpose, justifying the suffering. This must be a task worth at least one adventure to accomplish it. -1d10
Illumination: Discover a Truth and shed the light of knowledge on the dark universe. -1d20
Blade Contemplation (Sunblade only): Spend a full day meditating on the cut of the Four Noble Truths, the wheel-blade of the Eightfold Noble Path, and the impermanence of all things, while doing no other actions. -1

For the relaxation method, standard starship accommodations do not count. Starship bunks are cramped, stagnant, and rarely private; a situation wholly unconducive to proper relaxation. Starships with the "Luxury Cabins" fitting can provide a number of safe relaxation spots equal to the number of luxury cabins. The relaxation method also requires the character to maintain a Good lifestyle (25 credits/day), or receive standard starship provisions, in order to lose Stress.

The indulgence method requires at least 50 credits worth of vices.

Breakdowns

When a character's Stress exceeds their Wisdom score, they must make a Mental saving throw. On a success, they hold themselves together, but the cracks begin to show. Every time they gain Stress they must make a Mental saving throw, at a -2 penalty, then a -4, and so on, until their Stress goes below their Wisdom.

If they fail, they have a Breakdown. The player can pick a Breakdown from the list below. When suffering a Breakdown, the character doesn't gain any Stress. The Breakdown continues until the character's Stress goes below their Wisdom.

Hardening

Whenever a PC would suffer a Breakdown, they may choose to become Hardened to the world and its horrors instead. The character's Stress immediately drops to zero, they ignore the first point of Stress they gain in later scenes, and they gain a psychic scar related to their personality, actions, or the thing that would have caused the Breakdown.

A character can be Hardened multiple times, ignoring one additional point of Stress each time.

Psychic Scars

A player with a Hardened character should explain how they use their Psychic Scar in order to cope in the face of a world of nightmares. Once a Psychic Scar is gained, it can only be removed by truly extraordinary means; there is almost no chance a given character will remove their Psychic Scars.