Table of Contents

Trauma

Traumas are the representation of a Character's mental load pushed past its limits and the accompanying side effects. These side effects range from stress induced Headaches and Distraction all the way up to Sleepless nights and Hysteria, as seen in the table below.

When prompted to generate a Trauma roll a D100. The Result is your Total. Compare your Total to the Trauma Table below. Once the Trauma you would receive is known, apply any Upgrades or Downgrades such as those on the Common Trauma Upgrades and Downgrades Table below. You now may either accept the Trauma and its effects or you may use Abilities, such as "Not Today!", to alter the outcome.

When generating a Trauma you Upgrade it for each previous Trauma you have suffered in the current Encounter. A further Upgrade is applied for each Scar you have.

Should you suffer a Trauma you have already received in the current Encounter, Upgrade it until you recieve a Trauma you have not already suffered this Encounter.

Lingering Trauma is called a Lasting Trauma. The effects of a Lasting Trauma stay with a Character for some time and require Rest to remove.

Common Trauma Upgrades and Downgrades Table

Type & Amount Cause
Upgrade once For each Scar a Character has.
Upgrade once For each previous Trauma suffered in an Encounter.
Upgrade once, twice or thrice When a Trauma is inflicted by an Ability or Item with the Stressful, Traumatic or Maddening Traits.
Downgrade once From the Composure, Poise and Stoic Traits.


Example: Jim the Enforcer has just been prompted to generate a Trauma. Jim has already suffered 1 Trauma in this Encounter so will Upgrade his outcome once. Jim also has a pre-existing Scar so will Upgrade his outcome an additional time. Jim rolls a Result of 65 on his D100. Consulting the Trauma Table a Total of 65 would mean Jim suffers the effects of Depleted. Jim must Upgrade this outcome twice and would instead suffer the effects of Heart Palpatations. Jim accepts the Trauma, suffering the effects of Heart Palpatations.

Please Note: Traumas are generally caused by being reduced to 0 Strain or some instances of the Dangerous Property, see their pages for more information.

Trauma Table

TotalNameEffect
0 or lower Unharmed You suffer no ill effects as if you had not suffered a Trauma at all. You do not increase your amount of Trauma suffered this Encounter.
1-5 Demoralized You Downgrade your Morale. Should your Morale be Downgraded to Neutral or lower, lose any unspent Priority.
6-10 Hazed You perform your next Check under the effects of the Disadvantage Property, [Upgrading].
11-15 Fazed You perform your next Attack under the effects of the Disadvantage Property, [Upgrading].
16-20 Dazed You perform your next Save under the effects of the Disadvantage Property, [Upgrading].
21-25 Headache You suffer D4 Health Loss.
26-30 Fragility You perform all Fortitude Saves under the effects of the Disadvantage Property until the end of the Scene.
31-35 Hesitation You perform all Reflex Saves under the effects of the Disadvantage Property until the end of the Scene.
36-40 Agreeable You perform all Will Saves under the effects of the Disadvantage Property until the end of the Scene.
41-45 Distracted You perform all Insight Saves under the effects of the Disadvantage Property until the end of the Scene.
46-50 Migraine You suffer D8 Health Loss.
51-55 Flapped You gain the Hazed Condition until your next Rest.
56-60 Rocked You gain the Fazed Condition until your next Rest.
61-65 Depleted You gain the Dazed Condition until your next Rest.
66-70 Over-Stimulated Lasting Trauma Severity 30.

All non-Simple Actions and Checks you perform are under the effects of the Tiring Trait.
71-75 Heart Palpatations You suffer D12 Health Loss.
76-80 Performance Anxiety Lasting Trauma Severity 80.

At the start of a Combat Situation, you gain D6 instances of Anxiety.

This Lasting Trauma can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a Periodic Socialise Ritual to reduce its Severity.
81-85 Social Anxiety Lasting Trauma Severity 80.

At the start of a Social Situation, you gain D6 instances of Anxiety.

This Lasting Trauma can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a Periodic Socialise Ritual to reduce its Severity.
86-90 Spacers Anxiety Lasting Trauma Severity 80.

At the start of a Spacing Situation, you gain D6 instances of Anxiety.

This Lasting Trauma can't be healed through normal means. Instead it requires time spent talking through the issue, represented by a Periodic Socialise Ritual to reduce its Severity.
91-95 Sleepless Night You gain no benefits from your next Rest.
96-99 Dramatic Stress You gain a Scar.
100 Hurtful Experience You Gain 1 Experience. Gain a Wound.
101-105 Cyberware Feedback Until your next Rest, using any of your Cyberware is done under the effects of the Tiring Trait, including any passive Cyberware. Gain a Scar.
106-110 Afraid You spend your next Turn getting as far away from the current situation as possible. Gain a Scar.
111-115 Temporary Hysteria You spend your next turn trying to kill or destory the nearest Entity. Gain a Scar.
116-120 Skin Crawling You spend your next Turn trying to agressively discard your Equipped Items. Gain a Scar.
121-125 Neuro-Astral Feedback You suffer a Miscast. Additionally, until your next Rest, whenever you would suffer a Miscast, you do so under the effects of the Disadvantage Property.
126-130 Sickened You gain 2D6 instances of Nauseated. Gain a Scar.
131-135 Insomnia Until the next Cycle, your Rests only recover half the normal amount of Health and Lasting Trauma Severity, rounded down. Also Rests don't count as Rests for the purposes of other rules and Abilities.
136-140 Terrified You spend the rest of the Encounter getting as far away from the current situation as possible. Gain a Scar.
141-145 Hysteria You spend the rest of the Encounter trying to kill or destroy the nearest Entity each Turn.
Gain a Scar.
146-149 Heart Attack You suffer D6 Health Loss under the effects of the Exploding Property. Gain a Wound for each Determination Die rolled in this way.
150 Painful Experience You gain D6 Experience. Gain half of this Result as Wounds, rounded down to a minimum of 1.
151+ Psychosis You gain the Pyschosis Condition.
200+ Fractured Spirit You gain the Fractured Spirit Condition.
 

Changelog

Version 0.5b - April 2026

  • Flat integer Bonus changed to Upgrade and Downgrade.