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# Stress and Consequences

In ELDRA, characters measure their endurance and mental stability through two main types of stress: Physical Stress and Mental Stress. Each type has its own Stress Pool (Physical or Mental) — a total number of stress points representing how much punishment a character can endure before suffering lasting harm or being incapacitated.

## Physical Stress

Physical Stress is a measure of bodily harm—cuts, bruises, fatigue, and raw injury. Every character has a Physical Stress Pool, a total number of stress points determined by their Fortitude skill and People-specific traits. Your Physical Stress Pool is calculated as the triangular sum of your stress capacity: for a given number of base boxes n (equal to Fortitude + 2), your pool equals 1 + 2 + ... + n = (n(n+1))/(2). When a character takes damage, they subtract that damage from their remaining stress points. See the Fortitude skill entry for the table mapping Fortitude level to Physical Stress Pool values.

If you take more stress than you have points remaining in your pool, you must take a Consequence.

## Mental Stress

Mental Stress represents your character’s willpower, focus, and sanity. It is primarily influenced by your Resolve skill and any special abilities granted by your People or class. Mental Stress is subtracted from your Mental Stress Pool when characters are subjected to fear, mind control, illusions, or other effects that strain their resolve. Your Mental Stress Pool is calculated the same way as your Physical Stress Pool, using your Resolve skill instead of Fortitude. See the Resolve skill entry for the table mapping Resolve level to Mental Stress Pool values.

Just like Physical Stress, if your Mental Stress Pool is reduced to 0 and you take further damage, you must take a Consequence.

## Consequences

When your Physical or Mental Stress Pool is reduced to 0, you can absorb additional damage by taking a Consequence. Consequences are lasting effects that represent serious wounds, trauma, or psychological scarring. There are three levels of Consequences:

- Mild (2 Stress) — A minor but noticeable injury, sickness or mental strain. Examples: "Bruised Ribs," "Shaken Nerves."

- Moderate (4 Stress) — A significant wound or trauma. Examples: "Broken Arm," "Paralyzing Fear."

- Severe (6 Stress) — A devastating injury or severe mental breakdown. Examples: "Crushed Leg," "Nightmares of Terror."

Consequences remain with your character until they are healed or recovered, which typically requires downtime, medical aid, or magical intervention. They are also exploitable by enemies, making your character more vulnerable in specific situations.

## Default Consequence Slots

Every player character begins with the following Consequence slots:

- 1 Mild Consequence (absorbs 2 Stress)

- 1 Moderate Consequence (absorbs 4 Stress)

- 1 Severe Consequence (absorbs 6 Stress)

Certain stunts, People-specific traits, or class abilities may grant additional Consequence slots. A character whose Physical or Mental Stress Pool is reduced to 0 and who has filled all available Consequence slots is Taken Out — incapacitated, killed, or otherwise removed from the scene at the GM’s discretion.

Each Consequence slot can only be used once. If a Consequence slot is already occupied by an unhealed Consequence, it cannot absorb additional damage until it has been fully recovered.

## Recovery

In ELDRA, recovery is swift but dependent on rest. During a short rest (1 hour), your Physical and Mental Stress Pools are fully restored to their maximum values. You also regain an amount of Mana equal to your Magic skill level.

A long rest (8 hours) allows for deeper recovery. During a long rest, your Physical and Mental Stress Pools are fully restored, and you completely restore your Mana. During your long rest, your Consequences also heal, starting from the lowest severity. Mild Consequences heal at a rate of 1 Consequence per long rest, Moderate Consequences require up to two weeks per Consequence to heal, and Severe Consequences require from two weeks to a month per Consequence to heal if the injury or trauma is properly tended to and taken care of.