Breakdown State #
Once a character’s Emotion reaches its maximum threshold, they enter what is called a Breakdown state. They are now subjected to a specific set of rules, cannot perform Resistance Rolls, and none of their Emotions can be raised.
Action Rolls #
Each time the player opts for a Daring Roll, instead of raising an Emotion, they must increase their character’s Stress by 1. Additionally, they roll with Disadvantage on actions related to the Emotion that triggered the Breakdown:
Emotion | Description |
---|---|
Anger | The character rolls with Disadvantage if they’re trying to help, comfort or support someone. |
Frustration | The character rolls with Disadvantage if they’re trying to problem-solve or focus on intellectual tasks. |
Anxiety | The character rolls with Disadvantage if they’re trying to directly engage an obstacle or threat. |
Guilt | The character rolls with Disadvantage if they’re trying to hurt or provoke someone. |
Struggle Rolls #
If the player chooses to resist an event or circumstance, they must perform a Struggle Roll instead of a Resistance Roll. This also involves picking an Ability and a Pressure rating, but only negates the event if no Trouble Die are rolled.
If the player rolls at least one Trouble Die, the Struggle Roll fails, the event or circumstance still occurs, and the character’s Stress increases by the total number of Trouble Die rolled.
Fallout #
In a Breakdown state, if a character’s Stress reaches or overcomes their current Health, they are taken out of action. They cannot continue as an adventurer and must retire to a different life.
Overcoming a Breakdown #
To remove their Breakdown state, a character must address the Emotion that triggered it and do something impactful with it. Whatever that is should affect the course of the story:
Emotion | Action description |
---|---|
Anger | The character must hurt someone or break something important. |
Frustration | The character must fling themselves into cheap relief, or take a foolhardy action that puts the group in a difficult situation. |
Anxiety | The character must give up an important task or desert the group at a critical moment. |
Guilt | The character must make an important sacrifice to redeem themselves. |
What is considered impactful is left to the GM’s discretion.
Alternatively, a Breakdown state can also be removed if the character manages to advance their current Quest, or takes a temporary leave from the group (for a full day at least, while the plot progresses without them).
Upon removing a Breakdown, all of the character’s Emotions are set back to 0. And any steps described here can be repeated if the Character isn’t in a Breakdown state, for the sole purpose of clearing out Emotions.