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mental trauma

Mental Trauma initiative tests


Morale Rolls during combat are a type of fear
In addition to suffering physical trauma during adventures, characters mental trauma (see next page). However,
might also face mental trauma such as fear, stress, and aural shock. the psychophysiology of confronting violent
threat—especially that deriving from folk—

fear
differs slightly from other sources of fear.
Trained warriors respond more successfully
Simple fear is not uncommon; it arises and subsides rather quickly. in these situations, and so Morale Rolls test
Initiative rather than simply Will.
Experiencing intimidation, suffering spell effects, or confronting a
ghost can all force characters to make a Fear Roll. When required, they
test Will on the Fear Roll table and apply the results immediately. aberrance example
Galmos has been lured to a Nolah’s cave by
fear roll its Yearning Geas ability. He arrives confused
will test psy but conscious enough to perceive the ghastly
menace emerging from the shadows.
cf0 catatonic: character is unaware, unable to act, move, or defend. 2 + abe Because the Nolah has Aberrance 1, Galmos
At the end of their next turn, test Will with a −20 penalty. A immediately makes a Fear Roll with a −5
success improves the condition to terrified. Retest each turn. penalty (ABE ×5). Having a WIL 9, Galmos
cf5 terrified: character flees at a full Move if possible (or must Pass), 1 + abe tests EML 40—a 56 is a Failure (F), leaving him
and is only able to choose Dodge or Block defence. If safe from the afraid. He must succeed on a Will test at the
fear source for ten minutes, the character becomes steady. start of each turn to act aggressively. He also
suffers one Psyche Stress level from the Nolah’s
f afraid: character must succeed on a Will test at the start of each abe
ABE score, giving him a Psyche trait in about 10
turn in order to move towards or target the fear source with an minutes (as explained on page 3).
action. A Will failure means they must Pass or move away from it
In the meantime, the Nolah acts first and
for the turn. Once safe from and out of LOS of the source for one
swings its morningstar. Without a readied
minute, the character becomes steady.
weapon, Galmos may only dodge. He survives
s steady: character may act freely against this source of fear but still ½ abe and, at the start of his turn, he succeeds on a
has to make Fear Rolls against new ones. Will test with the −5 ABE penalty. No matter,
cs brave: character may act freely against this source of fear and 0 he still chooses to flee.…
receives +20 bonus to all Fear and Morale Rolls for 10 minutes.

PSY: the last column indicates whether and how many Psyche Stress
Levels the character accrues (explained on page 3). The amount is zero,
one (CF5), or two (CF0), but facing entities with Aberrance increases
the PSY level by the indicated ABE amounts.

Aberrance
Some sources of fear are so bizarre, grotesque, or deviant that
they make resisting fear more difficult and failing to do so more
consequential. The source is usually a freakish beast or spirit but could
also be a fell artefact. In the sidebar example, it is a Nolah Ivashu.
Whatever the source, it expresses Aberrance (ABE), a rating with no
technical limit but usually given between one and six. The Bestiary
chapter notes which entities have aberrance and how much.
aberrance effect
The moment they encounter a source of aberrance, characters and
creatures make a Fear Roll. Entities who possess aberrance themselves
are usually immune to its effect from other sources.
Fear Penalty: Fear Rolls include a penalty equal to five times the source’s
ABE. This same penalty also applies to Will and Initiative tests.
Psyche Stress: Aberrance increases the Psyche Stress Levels accrued
from the Will test on the Fear Roll table. On a failed test, the amount is
increased by the ABE score, as in the sidebar example. On a Success (S),
the victim accrues PSY equal to half the ABE score, rounded down.

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mental trauma

vanquished Morale
Combatants are considered vanquished when For most combatants fighting spirit collapses before their body does.
at least one of these conditions applies to them: Gaming groups can decide whether to simply roleplay the impact of PC
morale, but the following rules should apply to NPCs and creatures.
catatonic withdrawing
surrendered incapacitated morale triggers
terrified unconscious Certain situations trigger a Morale Roll. No matter whose turn it is,
routed killed
combatants immediately make a Morale Roll for each situation that
triggers it for them, even making successive tests from several triggers.
Combatants suffering trauma that prevents
movement or aggressive actions are also Impairment: suffering a Serious or Grievous injury triggers a Morale
considered vanquished. The GM decides when Roll. The combatant makes the test after the accompanying Shock Roll
such ‘incapacitation’ applies, but it includes and after recovering from any associated Shock State (see Preview 3).
paralysis, entanglement, and various esoteric
effects (such as sleep or enthralment). Grievous Group cohesion: realising at least half your remaining allies have been
injuries to the head, torso, and legs are also vanquished triggers a Morale Roll. This could be a lessening threshold
vanquishing because of the loss of function crossed several times throughout a fight (see Vanquished in sidebar).
and mobility. Special: other situations might trigger a Morale Roll, such as seeing
Group Cohesion Example: ten allies each make a leader vanquished or becoming greatly outnumbered. Some special
a Morale Roll when they know five allies are triggers might be distinct to one particular side in the battle at hand:
vanquished (leaving five); another Morale Roll when when the gate is breached; when the rally flag of Larani is captured.
three more allies are vanquished (leaving two); and Creatures: certain beasts are more or less vulnerable to morale effects.
another when one more is lost (leaving one).
Bizarre or mighty creatures can even induce fear and penalise the
Morale Rolls of their opponents through Aberrance (page 1).
rally roll
A Rally Roll is a test of Command that affects morale roll
all routed and withdrawing allies within clearly
A Morale Roll is a test of Initiative. The effect applies immediately.
discernible earshot. If perception is in doubt,
the allies must successfully test Awareness to morale roll
hear the commander. intiative test

command test cf0 catatonic: character suffers two Psyche Stress levels (PSY 2) and is unaware,
unable to move, act, or defend. At the end of their next turn, test Initiative. A
cf unresponsive: affected allies will not success means the character becomes aware and starts fleeing in the manner
respond to any Rally Rolls for ten minutes. as for routed (below). A failure means no change (retest each turn).
f unresponsive: affected allies will not cf5 routed: character suffers one Psyche Stress level (PSY 1) and selects the
respond to any Rally Rolls for one minute. Move action each turn to flee combat at a full Move. If fleeing not possible,
s reaction roll: at the end of their next the character Passes and surrenders if threatened. If unthreatened after five
turn, affected allies make an Initiative test. minutes, the character becomes steady.
If successful, they become steady. If failed, f withdrawing: character selects the Move action each turn to retreat from
they keep moving and may retest Initiative combat using at least a half Move; or Passes if movement not possible. If out of
at the end of each turn. LOS for a minute, or unthreatened after five minutes, they become steady.
cs steady: affected allies are no longer routed s steady: character may take any action.
or withdrawing; they may take actions.
cs brave: character may take any action and receives a +20 bonus to subsequent
Morale, Fear, and Rally (Command) Rolls for the next five minutes.
rally roll example
Faldrik suffers a G4 left shoulder injury and Combatants who fail a Morale Roll can still be triggered to make
manages a CS on the insuing Shock test. As another one, but they only suffer at any given moment the most severe
noted in step 5 of the Injury Routine (see resulting state (the one displayed nearer the top of the table).
Preview 3), the resulting Shock Index 6 allows
him to avoid being stunned or incapacitated, [�.�] rally roll
even though his left arm is now unusable.
Once as a free action on their turn, aware characters who are not
However, the Grievous injury triggers a Morale
Roll. Against Initiative ML 60, the roll is 95—a
vanquished may attempt a Rally Roll in order to inspire and steady
CF5 that leaves him Routed and inflicts one routed and withdrawing allies (see sidebar).
level of Psyche Stress (PSY1)…(continued in the
sidebar example on page 3).

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mental trauma

psyche traits
stress d10 description
Mental trauma that inflicts lingering damage is called stress. There are 1 Angry: the character seeths with hostililty,
two types measured in the game: mundane Psyche Stress; and the more manifesting in belligerant debate or violent
esoteric and fell Shadow Stress. Such Shadow of Bukrai is associated reaction to perceived slights.
with entities called Morvrin, but it is not detailed in this preview.
2 Despressed: the character suffers from
a debilitating sadness that produces
Psyche Stress disinterest, pessimism, or crushing despair.
Psyche Stress is measured in Psyche Stress levels (PSY), akin to how 3 Detached: the character is empathetically
physical trauma to the body is measured in Injury levels. Psyche Stress numb and often oblivious or disrespectful
usually occurs as a derivative of other phenomena, such as critically to others.
failing a Fear or Aural Shock Recovery roll (see page 4). 4 Hallucinatory: the character sees, hears,
Each instance of stress produces its own PSY level, usually between smells, tastes, or feels something that isn’t
one and six. Players track each case of PSY separately, similar to the there, despite contrary evidence.
recording of individual physical injuries. 5 Haunted: the character harbours obsessive
guilt or anguish concerning a traumatic
Psyche Trait event, tormented by the memory of it.
When psyche stress occurs, no matter the level, the character gains an 6 Hyperactive: the character is an unsettled
indefinite psyche trait. Choose or randomly select one from the list bundle of ineffectual energy, haphazardly
in the sidebar; or create a unique one that better reflects the stress. undertaking disjointed tasks.
The trait does not actually manifest until about 10 minutes after the 7 Nervous: the character is easily agitated,
trauma that caused it, but it then remains for as long as the character unsettled by even minor interruptions and
still possesses at least one of its PSY levels. During recovery, there is a hesitant in facing the unknown.
chance the trait becomes permanent (page 4). 8 Paranoid: the character suffers delusional
Fatigue: once the psyche trait manifests, the character accrues five persecution, likely related to the traumatic
weakness fatigue per PSY level suffered. Such fatigue abates only with event or its implications.
psyche stress recovery—thus the victim remains ‘weak with fatigue’. 9 Phobic: the character has an irrational fear
or aversion to something strongly linked to
intensity the causal trauma.
A new psyche trait is treated like any other personality Trait—the 10 Reckless: the character has an assertive
player simply roleplays when the character expresses it during the disregard for personal safety, regardless of
game. At this stage, there is no test associated with the Trait. Should the an action’s risks or advantages.
character acquire the same psyche trait again while still suffering from
it, the intensity worsens to an Impulse. On the third and subsequent
times, the Impulse becomes a Disorder. stress accrual example
…(continued from the previous page). Faldrik’s
With such increased intensity, the character must now make a Will
CF5 Morale Roll renders him Routed and also
attribute test to keep the trait from expressing itself when challenged inflicts one level of Psyche Stress—he flees
or triggered. Players can still voluntarily roleplay its expression as they the battle. About 10 minutes later, he becomes
wish without making a test, but they now must make a test if they wish steady but acquires an indefinite psyche trait.
to suppress it when triggered. The success level needed varies according Faldrik previously carried no psyche traits.
to the intensity—an Impulse requires a Will Success (S) to suppress; a A d10 roll produces Reckless. In the Stress
Disorder requires a Will Critical Success (CS). section of the character sheet, the player writes
Reckless PSY 1.
PSY levels: sum the PSY levels of multiple instances of the same trait. Given Faldrik’s Morality 8, the new trait is
For instance, a character suffering from PSY 1 stress with a Paranoid likely not the result of much guilt about leaving
psyche trait faces a new stress that produces PSY 2 stress. Depending his compatriots behind. The player decides it
on the narrative circumstances, the GM and player could agree that this comes from the trauma of nearly dying. Since
new trauma should also induce a Paranoid trait, thus combining into it is only a trait, the player chooses when the
a PSY 3 stress with an increased intensity to an Impulse. Alternatively, recklessness manifests, imagining it occurs
during future battles. With merely one PSY
the trauma could have expressed itself as a new trait (Hyperactive, for
level, Faldrik will likely recover from it quickly,
instance) with a separate PSY 2 stess. but for now suffers five indefinite fatigue as
Duration: when a psyche trait expresses itself, it lasts for as long as the long as the trait remains. The GM rolls a d6 to
character faces the causal trigger and for about 10 minutes thereafter. determine how much time passes before the
For an Impulse or Disorder, a Will CF on the ‘suppression test’ means it first Psyche Stress Recovery roll: four days…
lasts for d6 × 10 minutes beyond facing the causal trigger. (continued in the sidebar example, page 4).

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mental trauma

psyche stress recovery


Psyche Stress Recovery
cf grievous stress: an indefinite psyche Characters make a Psyche Stress Recovery Roll for each instance of
trait becomes permanent. A permanent
stress associated with the same trait. A recovery roll is a Will test once
one increases Intensity by one level.
every d6 days on the Psyche Stress Recovery table (sidebar). Fatigue
f no recovery: Psyche Stress remains; penalty does not apply.
continue recovery rolls.
s recovery: Psyche Stress reduced by one;
Fatigue Recovery: each reduction of one PSY level removes five of the
character recovers when PSY is zero or less. associated weakness fatigue.
cs recovery: Psyche Stress reduced by two; recovery summary
character recovers when PSY is zero or less. Characters continue Psyche Stress Recovery rolls for each separate
instance until no PSY levels remain, regardless of intensity (Trait,
stress recovery example Impulse, or Disorder) or duration (Indefinite or Permanent). This
…(continued from the previous page). On implies the following typical procedure:
the trail after sundown on the second day, • Psyche stress usually consists of a few PSY levels and an indefinite
Faldrik’s companions hasitly set up camp in psyche trait. If the character avoids a CF on the Psyche Stress Recovery
the dangerous, Gargun-infested foothills of
table, then when PSY gets to zero, the pysche trait disappears.
the Rayesha Mountains. The player decides
that during his watch Faldrik storms off into • If the character rolls just one CF during recovery, then the psyche trait
the perimeter forest, overly intent—reckless becomes permanent. The character continues making recovery rolls in
even—on rooting out any trouble before it order to reduce PSY and its accompanying fatigue to zero. However,
befalls the camp. the character will retain the psyche trait permanently.
Sure enough, he finds it. Four brigands,
who had been stalking the group, ambush • If the character rolls a second CF during recovery, then the permanent
him alone. Faldrik manages to drive off two trait increases intensity to a permanent impulse. A third or more
despite his grievously disabled left arm. The CF would increase it to a permanent disorder. The character still
player wishes to fight on, but the GM calls for continues making recovery rolls until PSY levels are zero.
a Morale Roll under the circumstances (page
2). The player rolls a CF 0—Faldrik collapses, Another way characters increase the intensity is to suffer new psyche
catatonic from fear, and acquires two PSY- stress levels for the same trait while recovering from the old stress
levels. Both GM and player agree these two associasted with it. The intensity would increase in the same manner:
PSY levels should combine with the PSY 1 of a trait goes to an impulse; and an impulse, to a disorder. This is what
the Reckless trait, raising the total to PSY 3 happens to Faldrik in the sidebar Stress Recovery Example.
(15 fatigue) and increasing its intensity to an
Impulse. Faldrik must now succeed on a WIL
test to resist his reckless urge when tempted. aural shock
His friends arrive in time to rescue Faldrik Characters can suffer a temporary disruption between their soul and
and soon find a nearby manor village to rest. body called Aural Shock. Each instance is rated from one to six levels
On day four, Faldrik makes his first Psyche
(AS 1–6); multiple sources combine into a single total. Such mental
Stress Recovery Roll: a CS reduces the PSY
to one (5 fatigue), with the Reckless trait
trauma can arise from the Spell Misfire table, as in this excerpt:
remaining an indefinite Impulse.
The GM rolls the second d6-day recovery
d100 misfire result
period: five days. Faldrik eventually succeeds 61–80 minor principle leak: a portion of the summoned Principle leaks from a
on the Will test, reducing PSY to zero and faulty Form. The caster prevents a Total Release only by absorbing it—but
removing the fatigue and the Reckless impulse. suffers Aural Shock 1 in the process.
81–90 serious principle leak: same as 61–80, but Aural Shock 3.
aural shock recovery
91–99 grievous principle leak: same as 61–80, but Aural Shock 5.
cf no recovery: Aural Shock remains;
character also gains one Psyche Stress While afflicted, the character may not make Aura and Aura-based skill
level. Continue recovery rolls.
tests, such as Fate Rolls, Spirit tests, or tests of any skill in the Esoteric
f no recovery: Aural Shock remains; group. If required to make one—if targeted by a spell, for instance—
continue recovery rolls. then a victim of Aural Shock automatically achieves a CF.
s recovery: Aural Shock reduced by one; To recover, the character makes a Will test once per day on the
character recovers when AS is zero or less. Aural Shock Recovery table (sidebar). Fatigue and impairment
cs recovery: Aural Shock reduced by two; penalties do not modify the test.
character recovers when AS is zero or less. Fatigue: each AS level produces five weakness fatigue. It abates only as
the Aural Shock is reduced.

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