Post by Naruto Story on May 20, 2017 15:56:12 GMT
Stress & Consequences
Determine how much of a beating your character can take.
When characters find themselves in harm’s way—a fairly common occurrence when you’re highly competent, proactive, and facing drama at every turn—they have two ways to stand their ground and stay on their feet: stress and consequences.
The Conflicts section of the Challenges, Contests, and Conflicts section fully explains what these mean and how they’re used. In brief, stress represents the ephemeral toll of participating in a conflict, whereas consequences are the lingering effects, and sometimes quite traumatic ones, of taking harm.
Stress Boxes
Every PC has an amount of stress boxes equal to their rank, plus their bonus in stamina for physical stress boxes, as well as their spirit for mental stress boxes. The physical stress boxes deals with physical harm, the mental stress boxes deal with mental harm. The more boxes in a stress track, the more resilient the character is in that regard.
Consequence Slots
Every PC also has three consequence slots. One is mild, one is moderate, and the last one is severe. Unlike stress, these aren’t classified as either physical or mental—any of them can apply to any type of harm. As mentioned above, consequences are the injuries and traumas you can’t just shake off after the dust settles.
Getting Better—Recovering from Stress and Consequences
At the end of each scene, clear all of your stress boxes. Recovery from a consequence is a bit more complicated; you need to explain how you recover from it—whether that’s an ER visit, taking a walk to calm down, taking a short rest or whatever makes sense with the consequence. You also need to wait an appropriate length of time.
Mild consequence: Clear it at the end of the encounter, provided you get a chance to rest.
Moderate consequence: Clear it at the end of the next session, provided it makes sense within the story.
Severe consequence: Clear it at the end of next 2 sessions, provided it makes sense within the story.
Extreme consequence: Though Extreme consequences are life altering effects, characters will learn to live with them as it will no longer affect them after a certain amount time. Clear it after 5 Sessions, provided it makes sense within the story.
Adding Tracks and Slots
Certain skills and some stunts can add to these defaults. See the Skills and Stunts section for more on that.
Stamina helps with physical stress, Spirit helps with mental stress and Control helps with your chakra reserve. Either skill grants one more stress box of the respective type (physical or mental) if rated at Average (+1) or Fair (+2), or two more stress boxes if rated at Good (+3) or higher. At Superb (+5) or higher, they also grant an additional mild consequence slot. Unlike the standard three, this consequence slot is specifically restricted to either physical harm (Stamina) ,mental harm (Spirit) and chakra harm being either or.
Chakra Reserve
In normal cases characters will just use the skill attributes to obtain their goals, but when using jutsu or technique Skills characters are able to factor in their Style Attribute as a bonus along with their current skill attribute.
Chakra Stress
When preforming Justu or Styles characters are able to pull chakra from their reserves. Without doing this Jutsu are unable to happen and cant be preformed. Once chakra is used the player must rest inorder to gain it back.
Chakra Cost
Every time a style is used the character must declare how much of a bonus the character wants to take. How ever much the characters bonus is represents how much chakra its going to cost him. A character cant go past their current Style Rank when factoring in the bonus and the character cant go past their pool without taking other penalties.
Determine how much of a beating your character can take.
When characters find themselves in harm’s way—a fairly common occurrence when you’re highly competent, proactive, and facing drama at every turn—they have two ways to stand their ground and stay on their feet: stress and consequences.
The Conflicts section of the Challenges, Contests, and Conflicts section fully explains what these mean and how they’re used. In brief, stress represents the ephemeral toll of participating in a conflict, whereas consequences are the lingering effects, and sometimes quite traumatic ones, of taking harm.
Stress Boxes
Every PC has an amount of stress boxes equal to their rank, plus their bonus in stamina for physical stress boxes, as well as their spirit for mental stress boxes. The physical stress boxes deals with physical harm, the mental stress boxes deal with mental harm. The more boxes in a stress track, the more resilient the character is in that regard.
Consequence Slots
Every PC also has three consequence slots. One is mild, one is moderate, and the last one is severe. Unlike stress, these aren’t classified as either physical or mental—any of them can apply to any type of harm. As mentioned above, consequences are the injuries and traumas you can’t just shake off after the dust settles.
Getting Better—Recovering from Stress and Consequences
At the end of each scene, clear all of your stress boxes. Recovery from a consequence is a bit more complicated; you need to explain how you recover from it—whether that’s an ER visit, taking a walk to calm down, taking a short rest or whatever makes sense with the consequence. You also need to wait an appropriate length of time.
Mild consequence: Clear it at the end of the encounter, provided you get a chance to rest.
Moderate consequence: Clear it at the end of the next session, provided it makes sense within the story.
Severe consequence: Clear it at the end of next 2 sessions, provided it makes sense within the story.
Extreme consequence: Though Extreme consequences are life altering effects, characters will learn to live with them as it will no longer affect them after a certain amount time. Clear it after 5 Sessions, provided it makes sense within the story.
Adding Tracks and Slots
Certain skills and some stunts can add to these defaults. See the Skills and Stunts section for more on that.
Stamina helps with physical stress, Spirit helps with mental stress and Control helps with your chakra reserve. Either skill grants one more stress box of the respective type (physical or mental) if rated at Average (+1) or Fair (+2), or two more stress boxes if rated at Good (+3) or higher. At Superb (+5) or higher, they also grant an additional mild consequence slot. Unlike the standard three, this consequence slot is specifically restricted to either physical harm (Stamina) ,mental harm (Spirit) and chakra harm being either or.
Chakra Reserve
In normal cases characters will just use the skill attributes to obtain their goals, but when using jutsu or technique Skills characters are able to factor in their Style Attribute as a bonus along with their current skill attribute.
Chakra Stress
When preforming Justu or Styles characters are able to pull chakra from their reserves. Without doing this Jutsu are unable to happen and cant be preformed. Once chakra is used the player must rest inorder to gain it back.
Chakra Cost
Every time a style is used the character must declare how much of a bonus the character wants to take. How ever much the characters bonus is represents how much chakra its going to cost him. A character cant go past their current Style Rank when factoring in the bonus and the character cant go past their pool without taking other penalties.