Stability

Stability may be considered the equivalent of “mental damage.” Events that would test the character's courage, sanity, or similar use Discipline to offset the consequences. Stability Levels degrade in the same manner as Wound Levels.

1) Startled: No effect. Lasts about 1 minute.
2) Scared: -1 when taking any action that is not defensive.
3) Shaken: -1 when taking any action that is not defensive. All Discipline rolls are at -1. You acquire a minor insanity.
4) Disturbed: -1 when taking any action that is not defensive. All Discipline rolls are at -2. You acquire a minor insanity.
5) Delusional: -1 when taking any action that is not defensive. All Discipline rolls are at -2. You acquire a major insanity.
6) Gibbering: Discipline rolls are at -2. Only defensive actions possible. You acquire a major insanity.
7) Shattered: Crippling insanity. The character is unplayable – permanently unless healed through extraordinary means.

Minor insanities may include non-disabling phobias, obsessions/compulsions, and the like. Major insanities cause much more serious problems, and include such things as schizophrenia, paranoia, and severe insomnia.

Crippling insanity (i.e. Shattered) results in the loss of your character unless extraordinarily potent supernatural healing is available. Shattered characters often take actions which result in death (such as charging into gunfire or leaping off a cliff), and are sometimes used as a distraction by other Contractors; thus, many don't survive to see an insane asylum.

Situations which threaten your sanity may reduce your Stability, or, if it seems more appropriate to the circumstances, the GM may call for a Discipline check to avoid acquiring a minor insanity. However, major insanities should never be assigned in this way.

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