← Back to Mechanics

STRESS & TRAUMA

Three tracks. Three chances. Then you're gone.

STRESS TRACKS

Each character has three stress tracks. Stress escalates through die sizes until you're stressed out.

Physical Stress

None
d6
d8
d10
d12
OUT
SOURCES:

Combat damage, exertion, toxic environments, hunger

STRESSED OUT:

Incapacitated — cannot act until stabilized

RECOVERY:

Stim Packs, Med-Kits, rest in safe location

Mental Stress

None
d6
d8
d10
d12
OUT
SOURCES:

Hacking, failed experiments, psychological pressure, exhaustion

STRESSED OUT:

Overwhelmed — cannot focus, impaired decision-making

RECOVERY:

Neural Modulators, Neural Stabilizers, sleep

Signal Stress

None
d6
d8
d10
d12
OUT
SOURCES:

GHOST exposure, Substrate erosion, signal storms, attunement

STRESSED OUT:

Disconnected — lost in the signal, identity dissolving

RECOVERY:

Time away from Substrate, neural interfaces

HOW STRESS WORKS

When you take stress, it steps up the relevant track by the effect die. If you have no stress, you take d6. If you already have d6 stress and take more, it steps up to d8, then d10, then d12.

Past d12 = Stressed Out. You're incapacitated on that track. And a trauma is triggered.

Stress on a track also adds its die to the opposition pool whenever that track is relevant. Fighting while physically stressed? Your Physical stress die is added to the enemy's pool.

TRAUMA

When a stress track overflows (past d12), you receive a trauma. A trauma permanently replaces one of your three Distinctions — those defining phrases that make your character who they are.

1

First Trauma

One Distinction replaced. Your character is scarred but functional.

2

Second Trauma

Two Distinctions replaced. Your character is fundamentally changed.

3

Third Trauma — RETIREMENT

All Distinctions gone. Your character is compelled to retire. This is permadeath. No resurrection. No take-backs. Your character's story is added to the Legacy.

COMBAT POSITIONS

Your position determines the stakes of a roll — what happens on success and failure.

Controlled

You have the advantage. Ambush, terrain advantage, outnumbering the enemy.

Success: Full effect

Failure: Minor consequence

Risky

Even stakes. The default position for most encounters.

Success: Standard effect

Failure: Complication + stress

Desperate

Outnumbered, ambushed, cornered. The Wire DM can worsen positions.

Success: Reduced effect

Failure: Severe consequence