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§ 09Mechanics

Stress and Your Three Pools

Body, Mind, Spirit each have a pool. Stress fills them up; at thresholds your Effective Tier degrades; full pool = Broken.

You have three pools that track pressure on your character:

  • Body Pool — physical pressure: combat damage, exhaustion, injury, exposure
  • Mind Pool — psychological pressure: fear, fatigue, social strain, intellectual overreach
  • Spirit Pool — multiversal pressure: cosmic strangeness, Path-walking strain, supernatural attunement

Each pool's size depends on your Base Tier in the corresponding domain:

Base TierPool Size
Impaired1
Untrained2
Trained4
Proficient6
Expert8

Pools start empty. Stress fills them up. Stress comes from:

  • External pressure — getting hit in combat, taking psychological damage, being exposed to cosmic strangeness
  • Voluntary push (see Pushing Yourself) — every time you push yourself, you add Stress

What Stress Does

As Stress accumulates in a pool, your Effective Tier in that domain degrades:

Stress in PoolEffect
0–2No effect (mild strain — narrative flavor only)
3–4Effective Tier in that domain shifts down by 1
5+Effective Tier in that domain shifts down by 2
Pool fullBroken in that domain

Note: the same hit feels the same on every character. 3 Stress always means −1 tier — you don't have to do percentage math.

Broken

When a pool fills completely, you are Broken in that domain. You're now Impaired in that domain (5d6, keep lowest 2). You can still act — you're not unconscious — but most rolls in that domain will fail or catastrophically fail. You narrate how Broken looks for your character: a Broken-Body character might be on their knees, dragging themselves through the fight; a Broken-Mind character might be checked-out or babbling; a Broken-Spirit character might be deaf to the multiverse, suddenly alone.

If you take more Stress while already Broken, a Consequence triggers — the character is operating beyond their body's, mind's, or spirit's limits, and something gives. The GM picks or rolls from a consequence table for the relevant pool. Consequences are meaningful and lasting but not lethal by default. A character can only trigger one Consequence per pool per scene.

End of section · Doc P-09 · 15 sections total