Courage, Fears, and Traumas
Courage
When a character takes Spiritual damage, typically from fear attacks, they reduce their current Courage by the amount of damage they received. If this would bring their current Courage to 0 or below, their current Courage is set to 0 and they are now Frightened and gain a
Courage is harder to recover than the other Reserves. It can be recovered by taking the
Fear 
Fear points are an abstract representation of spiritual damage to a character’s spirit. While a character has any Fear, they are Frightened and take a Bane to all rolls. Anytime a character receives a new Fear, they must take the
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Requirement: You have received at least one new Fear.
You confront your mounting fears. You take a Bane on this roll for each Fear you already possess (but not the one you just received).
Resolution: Resolve
– You confront your fears and remain brave.
– As success, but you gain a surge of bravery, you regain
1d6 Courage.
– You receive a Trauma and are now Losing Control. After the danger has passed, take the
If this would be your 4th Trauma, you immediately descend into madness and permanently become an NPC controlled by the GM. Courage cannot save you in this instance. Envision how your character loses control and falls into oblivion and madness.
– As failure, but you are automatically Uncontrolled.
Losing Control
A character that is Losing Control is succumbing to their fears and descending into madness. They cannot take any actions and they must take the
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Requirement: Your turn begins during a combat round while you are Losing Control.
Resolution: Resolve
– You stave off madness for one more combat round.
– You manage to pull it together and are no longer Losing Control.
– You lose control of yourself and are now Uncontrolled. You enter a fight or flight reflex and fall under the control of the GM. You may fight without any regard for your own well-being, or irrationally flee until you feel safe from danger.
– You faint from extreme fear and drop Unconscious.
Traumas
When a character receives a Trauma, roll
1d6 on the Trauma Table below.
Trauma Table
| 1d6 | Trauma | Attribute | Description |
| 1 | Shaken | -1 COR | Anxious and fearful, worried most of the time. |
| 2 | Absentminded | -1 INT | Trouble focusing, lost in thought often. |
| 3 | Apathetic | -1 WIL | Loss of interest, slight death-wish. |
| 4 | Jaded | -1 CHA | Irritated and dismayed with most people. |
| 5 | Oblivious | -1 PER | Intrusive thoughts distract from the present. |
| 6 | Withdrawn | -1 EMP | Feel disconnected and prefer to be alone. |
Each Trauma results in a modifier to a character’s mind or spirit Attribute. This is directly applied to a character’s current Attribute value, which will usually cause reductions in Skills, Resistances, and Reserves. When an Attribute is reduced by an Trauma, both the current and maximum Reserve values are reduced accordingly.
All Traumas are considered permanent. However, with the
Requirement: You have one or more suppressed Traumas and you failed the
Resolution: Resolve
– You manage to keep the Trauma suppressed.
– The Trauma resurfaces and is no longer suppressed. The associated Attribute is reduced accordingly.
