Player characters have four stress bars, each used differently: Health, Stamina, Magic, and Wallet.
Health stress represents your bodily integrity and resistance to injury. You take Health stress when enemies hit you in combat.
You begin play with three Health stress. All Health stress recovers at the end of a scene.
Stamina stress represents your endurance and ability to stave off exhaustion. You take Stamina stress when environmental conditions threaten to wear you down, and occasionally spend Stamina stress to perform special moves in combat.
You begin play with two Stamina stress. You can usually clear a single Stamina as an action, and you recover all Stamina at the end of a scene.
Magic stress represents your magical power and connection to the Goddesses. You spend Magic stress to perform wondrous feats, and to use certain items.
You begin play with no Magic stress. You recover one Magic stress at the end of a scene.
Wallet stress represents your personal finances and ability to replenish your item stores. You spend Wallet stress to use certain consumable items, and occasionally to gain access to certain facilities or to benefit social skills.
You begin play with four Wallet stress, but you reduce your maximum Wallet stress to gain access to permanent equipment such as weapons and armor. You can clear a single Wallet stress by sitting out of an exchange, and every character clears a Wallet stress when they find a Treasure Chest.
Conditions replace Consequences from standard Fate Core. Each condition is tied to one or more stress tracks, and can only be checked instead of boxes from the given tracks. There are three types of conditions: Fleeting, Sticky, and Lasting. Fleeting conditions are worth the same as any other stress, but Sticky conditions are worth two stress boxes, and Lasting conditions are worth four!
Conditions are treated as aspects; they are true, and they can be invoked (or compelled) just like any other aspect. Characters (player or nonplayer) who inflict a condition on another character get a free invoke of that aspect - though you do not get a free invoke if you inflict a condition on yourself.
Each condition has specific effects on one of its connected stress tracks, as described below.
Fleeting conditions clear whenever you get a chance to catch your breath - usually at the end of a scene.
The Bruised condition represents minor injury from combat or overexertion. If you are Bruised at the end of a scene, you only clear a single Health stress.
The Winded condition represents being out of breath, whether from overexertion of a depletion of magical energy. If you are Winded, you cannot clear any Stamina stress until the end of the scene.
The Worried condition represents a lack of confidence, whether from being outmatched in combat, or a lack of magical energy. If you are Worried at the end of a scene, you do not clear a Magic stress.
Sticky conditions clear whenever they are specifically tended to. Whenever you take a sticky condition, you gain a fate point at the end of the scene.
The Injured condition represents bodily injury, usually resulting from combat. To clear the Injured condition, you must receive medical aid or healing magic, usually over the course of an entire scene - a single action’s worth of first aid is insufficient to clear the condition.
If you are Injured, you cannot clear any Health stress.
The Exhausted condition represents severe weariness, usually resulting from pushing your bodily limits. To clear the Exhausted condition, you must receive a significant amount of rest - usually a good night’s sleep, but a particularly restful nap or a peaceful picnic with friends might suffice in a pinch.
If you are Exhausted, you cannot clear any Stamina stress.
The Powerless conditions represents a complete lack of magical reserves, usually resulting from overuse of magic. To clear the Powerless condition, you must have access to a font of magical energy, such as a Fairy Fountain; alternatively, abstaining from magic for several days will usually allow you to recover.
If you are Powerless, you cannot clear any Magic stress.
Lasting conditions are stubborn, and stick around until the end of the next session after recover has started. There is only one lasting condition by default: Broken. Whenever you take a lasting condition, you gain a fate point at the end of the scene.
The Broken condition represents the collapse of both body and mind. To begin clearing the Broken condition, you must have access to genuine rest - not only a good night’s sleep, but good food, good company, and a feeling of security. In the absence of any one factor, you may still be able to recover, but it will take even longer. Once you’ve gotten an appropriate amount of rest, the condition clears at the end of the next session.
If you are Broken, your first box of Health, Stamina, or Magic Stress for any given purpose does not count - you must spend at least two boxes, with the total effective amount of Stress spent reduced by 1.