Consequences represent injuries or other lasting trauma that happen when you get hit by attacks. They go away much more slowly than Stress. Consequences usually offset Stress in 2-point increments, but it is possible to have a consequence pool.
- Examples: Sprained Ankle (2); Fear of Spiders (2); Concussion (4); Debilitating Self-Doubt (6)
Consequences are new aspects that you take to reflect being seriously hurt in some way. Charaters may have zero to five consequence slots (0, 2, 4, 6, 8, 10). 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. Healing Factors can remove stress quite quickly.
A major downside of consequences is that 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 check Box 2 on your stress track, 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. Those final 2 shifts are taken care of and you can keep fighting!
If you’re unable to absorb all of a hit’s shifts—by checking a stress box, taking consequences, or both—you’re taken out.