Stress & Push Rules

The Horror Mechanic: Stress & The "Push"

Gaining Stress

Max Stress is equal to your Psyche. You gain 1 Stress when:

  • You witness horror and fail a SOUL check.
  • You take a Critical Hit (Perfect Hit from an enemy).
  • You Push.

The "Push" (Gambling)

If you roll above your Attribute (Fail), you can Push.

Effect: Reroll the die. You must keep the new result. Cost: Immediately gain +1 Stress.

The Panic Check (Triggered on Nat 1)

In this system, a Natural 1 is the enemy. If you roll a Nat 1 on any check:

  • The Action Fails.
  • Roll the Panic Die (d20).
  • If the Panic Die result is LOWER than or EQUAL to your current Stress, you PANIC.

Example: You have 4 Stress. You roll a Nat 1 on a shot. Disaster! Now you check for Panic. You roll a d20 and get a 3. Since 3 is less than 4, your mind snaps.

Panic Table (d20)

Die Roll Result Effect
1-5 FREEZE Lose your next turn.
6-10 DROP Drop whatever you are holding (weapon, tool).
11-14 FLIGHT Spend your reaction to move away from the threat.
15-17 SCREAM All enemies focus on you. Stealth broken.
18-19 BERSERK Empty your magazine/magazine at the nearest target (friend or foe).
20 CATATONIC You are Stunned until you take damage or are shaken (Action).