Darkest Dungeon Stress Image

As heroes traverse the darkness of the dungeons, they accumulate stress. If left untreated, high amounts of stress can mean the demise of the hero and their companions. You will mostly accumulate stress from critical hits, stress dealing attacks and walking in dark areas but the GM can also give you stress for other reasons. When reaching 100 stress you will become either virtuous or afflicted. When virtuous or afflicted you get different buffs and debuffs depending on the affliction or virtue you have. You also get act-outs if you're virtuous or afflicted. When a character gets an act-out, the character does something without the player's content. A virtuous or afflicted character must roll a 1d100 on their turns that decides if they get an act-out and what act-out they get. When reaching 200 stress you will get a heart attack and be reduced to 0 hit points. Virtues and afflictions disappear after long or short rests. When afflicted, you will have disadvantage on saving throws and your maximum hit points decreases by a number equal to your level. When virtuous, you have advantage on saving throws and your stress will be reduced by 8d10. In addition, you can't become afflicted and instead of getting a heart attack at 200 stress you will lose your virtue and your stress will be reduced to 0.

If you reach 100 stress you must roll a d100, becoming virtuous rolling above 75 and afflicted rolling 75 or bellow. The GM will choose one of the following afflictions or virtues:

1. Fearful. You can't add your modifier when rolling for damage. You can dodge as a bonus action. In addition, you can add 1 to your armor class if you're aren't wearing medium or heavy armor. You have advantage on initiative. At the start of your turns you must roll a d100, deciding your act-out.

1 - 10: all companions suffer 3d10 stress. 11 - 20: you become frightened for 1 minute (you can repeat the saving throw at the end of each of your turns, ending the effect on a success). 21 - 30: you pass your turn. 

2. Paranoid. You can't add your modifier when rolling for damage. You have disadvantage on attack rolls. You can dodge as a bonus action. In addition, you can add 1 to your armor class if you're aren't wearing medium or heavy armor. You can add your proficiency bonus to your initiative. At the start of your turns you must roll a d100, deciding your act-out.

1 - 9: all companions suffer 3d10 stress. 10 - 18: you become frightened for 1 minute (you can repeat the saving throw at the end of each of your turns, ending the effect on a success). 19 - 27: the GM chooses a random attack/spell that you must use. 28 - 30: you attack an ally.

3. Selfish. You have disadvantage on attack rolls. You can dodge as a bonus action. At the start of your turns you must roll a d100, deciding your act-out

1 - 8: all companions suffer 3d10 stress. 9 - 16: you become frightened for 1 minute (you can repeat the saving throw at the end of each of your turns, ending the effect on a success). 17 - 24: you pass your turn. 25 - 32: the GM chooses a random attack/spell that you must use.

4. Masochistic. You can't use the dodge action. In addition, you can't add your Dexterity modifier to your armor class. At the start of your turns you must roll a d100, deciding your act-out.

1 - 8: all companions suffer 3d10 stress. 9 - 16: you spend an action to move toward an enemy that you can see. 17 - 24: you attack yourself. 25 - 32: you *mark yourself for 1 minute.

5. Abusive. You have disadvantage on attack rolls. You deal an extra 1 damage. You can't use the dodge action. In addition, you can't add your Dexterity modifier to your armor class. At the start of your turns you must roll a d100, deciding your act-out.

1 - 23: all companions suffer 3d10 stress. 24 - 28: you attack an ally.

6. Hopeless. You have disadvantage on attack rolls. You can't use the dodge action. In addition you, can only add up to 2 of your Dexterity modifier to your armor class. You have disadvantage on initiative. At the start of your turns you must roll a d100, deciding your act-out.

1 - 5: all companions suffer 3d10 stress. 6 - 15: you become frightened for 1 minute (you can repeat the saving throw at the end of each of your turns, ending the effect on a success) or spend an action to move toward an enemy that you can see. 16 - 20: you pass your turn. 21 - 25: the GM chooses a random attack/spell that you must use. 26 - 30: you attack yourself. 31 - 35: you *mark yourself for 1 minute.

7. Irrational. You have disadvantage on attack rolls. You can't use the dodge action. In addition you can only add up to 2 of your Dexterity modifier to your armor class. You can add your proficiency bonus to your initiative. At the start of your turns you must roll a d100, deciding your act-out.

1 - 5: all companions suffer 3d10 stress. 6 - 10: you become frightened for 1 minute (you can repeat the saving throw at the end of each of your turns, ending the effect on a success) or spend an action to move toward an enemy that see. 11 - 15: you pass your turn. 16 - 20: the GM chooses a random attack/spell that you must use. 21: you attack an ally. 22 - 26: you attack yourself. 27 - 31: you *mark yourself for 1 minute.

1. Stalwart. You have resistance against bludgeoning, piercing and slashing from nonmagical attacks. You have advantage on death saves. At the start of your turns you must roll a d100, deciding your act-out.

76 - 100: your stress is reduced by 3d10.

2. Courageous. You accumulate 1d6 less stress. You have advantage on initiative. At the start of your turns you must roll a d100, deciding your act-out.

76 - 100: all companions reduce their stress by 1d8.

3. Focused. You have advantage on attack rolls. Your weapon attacks score a critical hit on a roll of 19 or 20.

76 - 100: you choose one companion to have advantage on attack rolls and score a critical hit on a roll of 19 or 20 for 1 minute.

4. Powerful. You deal an extra 1d4 damage.

76 - 100: you choose one companion to deal an extra 1d4 damage for 1 minute.

5. Vigorous. You have advantage on initiative. In addition, you can add 2 to your Dexterity up to 20. 

76 - 100: you heal yourself a number equal to your level.

*Search Darkest Dungeon Mark (by Bloonhunter). There you can find information about the mark condition/debuff. 

Darkest Dungeon Stress Image

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