Actions

Consequences

From Discovered

Consequences represent injuries or other lasting trauma that happen when you get hit by attacks. They are debilitating and slow to recover - unlike stress. Consequence slots come in 2-shift increments. You can use as many as you have to absorb damage.

Consequences work like new aspects that reflect being seriously hurt in some way. The size of the slot is the number of stress shifts the consequence can absorb. You can mark off as many of these as you like to handle a single hit, but only if that slot was blank to start with. If you already have a moderate (4) consequence written down, you can’t take another one until you do something to make the first one go away. On your character sheet you started with [2][4][6][8][10]Con. When you took the concussion you updated that to [2][Concussion][6][8][10]Con. You could take anything smaller than a 6 shift hit in the 6Con slot. That would be noted as [2][Concussion][Crippling Self Doubt][8][10]Con.

  • An uninjured character could likely handle a +7PS attack: 1PS and [x][x][6]Con or 1PS and [2][4][x]Con. The smaller consequences clear more quickly, but two consequences are two ways the enemy can hurt you. Also, every new consequence comes with a free invocation (+2) the enemy can use against you.

A drug attack doing Clever-3 can not be soaked as stress since it targets an approach without any stress slots. The target could take the -3 penalty to Clever, or soak some or all the damage with a consequence - for example, -1 to Clever and 2Cons "Wooly thinking", or a 4Con "Disoriented". Examples:

Sprained Ankle (2); Fear of Spiders (2); Concussion (4); Crippling Self-Doubt (6);

Healing Factors can remove stress and consequences quite quickly compared to normal healing.

Each consequence is a new aspect that your opponents can invoke against you. The more you take, the more vulnerable you are. Like situation aspects, the character that creates it (in this case, the character that hit you) gets one free invocation on that consequence. They can choose to let one of their allies use the free invocation.

Let’s say that you get hit really hard and take a 4-shift hit. You now have 1x3PS, which leaves you with 2 shifts to deal with. If you can’t, you’re taken out, so it’s time for a consequence. You can choose to write a new aspect in the consequence slot labeled 2—say, [Sprained Ankle][4][6]Con. If you took another 5PS hit you could take the 5 as 1PS and a 4Con, leaving you at xx3PS and [Sprained Ankle][Fractured Ribs][6]Con.

If you’re unable to absorb all of a hit’s shifts—by checking a stress box, taking ability or attribute penalties, and/or by taking consequences—you’re taken out.

NOTE

Many rules pages indicate that only one consequence can be taken against a single hit. This is incorrect. If you see this anywhere, please correct it or flag it for correction.