Stress and Consequences

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(More info on page 201)
Stress = Shifts of Effort + Weapon Rating – Armor Rating

Mild consequences cancel out 2 stress. They last for one scene after recovery starts (Examples: Bruised Hand, Nasty Shiner, Winded, Flustered, Distracted)

Moderate consequences cancel out 4 stress. They last until the end of the next session after recovery starts. Think of things that are bad enough to make you say, “Man, you really should go take care of that/get some rest.” (Examples:_ Belly Slash, Bad First Degree Burn, Twisted Ankle, Exhausted, Drunk_)

Severe consequences cancel out 6 stress. They last for the next scenario (or two to three sessions, whichever is longer) after recovery starts. Think of things that are bad enough to make you say, “Man, you really need to go to the ER/get serious help.” (Examples: Broken Leg, Bad Second-Degree Burn, Crippling Shame, Trauma-Induced Phobia)

Extreme consequences cancel out 8 stress. They’re permanent, and they change an existing aspect on the character.

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Stress and Consequences

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