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Stress
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== Stress Factors == '''NOTE:''' This info is probably dated and most the values have likely been tweaked a little bit, but it should give a good idea of the proportions of how much certain things affect stress<ref>http://dark-wind.com/forums2/index.php?a=topic&t=728</ref> * character is in an [[Arena Combat]] (+5) * or, character is in a [[Wilderness Event|wilderness combat]] (+10) * Character is leader (-15 or β25 depending on whether he is also the overall gang leader) * no decent [[medic]] available (+3) * excellent medic available (-3) **Note that in a town event excellent medics are always on hand. In the wilderness you have to bring your own. * Car does not contain event leader (+3) * Each co-passenger who wants to surrender (+10) * Each team member wound (+1) * Each co-passenger wound (+1) * Each team member death (+4) * Each co-passenger death (+8 if 2 characters are in vehicle, +5 if 3 characters are in vehicle, etc.) **''It seems to be something like: 16 / NumberOfCharactersInCar, thus:'' {|class = "wikitable" border = "1" ! Chars !! Stress |- | 2 | 8 |- | 3 | 5 |- | 4 | 4 |- | 5 | 3 |- | 6 | 2 |} * Character himself gets wounded (+4) * An opponent is wounded (-1) * An opponent dies (-4) * Car [[armour]] breached (for each side breached): (+10) **''This has probably changed heavily, see below'' * team/player is out numbered in terms of firepower (+varies) (for this calculation the new fear factor of weapons is included) **''The effect of this seems to increase with the amount of cars involved in a scout even if the odds aren't getting much worse. From my observations in very large 20-car wilderness events it looks like this effect can give your characters a maximum of 60 stress'' * Car is on fire (+25) * Car being targeted/under fire (+2 to +6 per weapon, depends on fear factors) **''Just being targeted doesn't give any stress, being shot at gives a slight amount of stress that fades very quickly.'' * Car takes damage (varies, anything from +0.1 to +20.0 depending on severity of damage)
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