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
Combat damage, exertion, toxic environments, hunger
Incapacitated — cannot act until stabilized
Stim Packs, Med-Kits, rest in safe location
Mental Stress
Hacking, failed experiments, psychological pressure, exhaustion
Overwhelmed — cannot focus, impaired decision-making
Neural Modulators, Neural Stabilizers, sleep
Signal Stress
GHOST exposure, Substrate erosion, signal storms, attunement
Disconnected — lost in the signal, identity dissolving
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.
First Trauma
One Distinction replaced. Your character is scarred but functional.
Second Trauma
Two Distinctions replaced. Your character is fundamentally changed.
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