Player's Handbook · Chapter 4

Hope, Fear & Stress

Three resources drive every scene: your Hope, the GM's Fear, and the Stress your character carries.

Hope

You start with 2 Hope and can hold up to 6. Hope carries over between sessions. You gain a Hope whenever you roll with Hope, even on a failure, and on a critical success.

SpendCostEffect
Help an Ally1 HopeDescribe your help and roll a d6 advantage die for an ally's action roll. If several characters help, use the highest die.
Utilize an Experience1 Hope eachAdd an applicable Experience to an action or reaction roll.
Tag Team Roll3 HopeOnce per session, combine your action with another character's.
Hope FeatureAs listedActivate a feature that costs Hope. Class Hope features cost 3 Hope.

Spent Hope is gone. Unless a feature says otherwise, you can't spend Hope several times on the same feature to boost the same roll.

Fear

Fear is the GM's resource. The GM starts a campaign with Fear equal to the number of player characters, gains 1 Fear whenever a character rolls with Fear, and gains more when the party rests. The GM can hold up to 12.

The GM spends Fear to:

  • interrupt the players and make a GM move as though they had failed or rolled with Fear
  • make an additional GM move
  • use an adversary's or environment's Fear Feature
  • add an adversary's relevant Experience to a roll

Stress

Every character starts with 6 Stress slots. Stress is mental and physical strain. You mark it when adversaries demoralize or exhaust you, when a roll brings a complication, or when a feature asks for it.

  • When you mark your last Stress, you become Vulnerable until you clear at least 1 Stress.
  • If you must mark Stress when every slot is full, mark 1 Hit Point instead.
  • You can't use a feature that requires Stress if you have no unmarked slots.
  • Clear Stress with downtime moves. Gain more Stress slots by leveling up.

Conditions

The same condition can't be applied twice to one target.

  • Hidden: you're out of sight of every foe who doesn't know where you are. Rolls against you have disadvantage. It ends if a foe could see you, you enter their line of sight, or you attack.
  • Restrained: you can't move, but you can still act from where you are.
  • Vulnerable: you're in a bad position, such as knocked over or caught off guard. All rolls targeting you have advantage.

Temporary conditions usually clear with an action roll at a Difficulty the GM sets, such as freeing your legs or washing off venom. Special conditions clear only as their text describes.

Manual updated Oct 13, 2026.