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). |

