Minor MIND Fallout (1d9)

1d9 Result Result

1

CLOUDED

Your mind starts to shut down in an attempt to protect itself; you can’t think straight and sensations are dulled. You cannot gain extra dice from Domains. [Ongoing]

2

CREEPY

You react in a strange way that weirds out your friends – tell us how. Any friendly character who sees you do it marks D4 stress to Mind. [Immediate]

3

COLLATERAL MAGIC

Your panicked mind breaks for a second and reforms in an arcane pattern; down here, the old magics of blood and bone work better than they do on the surface. You immediately cast AETHERIC SCOURGE on a nearby ally, but mark no stress for doing so. This fallout can be upgraded (see AETHERIC RESONANCE below). [Immediate]

AETHERIC SCOURGE: Mark D6 stress to cast this spell. A nearby target takes D6 stress as raw magic boils out of you and into them, burning their skin and hair

4

FASCINATION

You become obsessed with a strange topic – usually whatever caused the fallout. You must try and learn more about it, first hand if possible. Whenever you attempt to learn more about your weird fascination, roll with mastery. If you have the opportunity to learn about it and you refuse, mark D4 stress to Mind. [Ongoing]

5

FIGMENT

You lose track of what’s real and what’s not. The GM picks a Minor fallout from a different resistance and tells you have it. Until this fallout is removed, you’re convinced you’re suffering from the fallout (no matter what others tell you) and suffer from all appropriate effects. (GM: it is up to you whether you inform the player that this is a delusion or not.) [Ongoing]

6

SHAKEN

You panic and fall back on your primitive impulses. The GM chooses one: Fight (attack the problem in an attempt to destroy it), Flight (get away from the problem by any means necessary) or Freeze (do not act, put‐ ting yourself in danger). At the end of the situation, remove this fallout. [Immediate]

7

TAKE THE EDGE OFF

You can’t get your head right until you have a drink (or something stronger). Until you reach a landmark with access to intoxicants and render yourself insensible, roll two dice when you mark stress to Mind and pick the higher. Can be upgraded to ADDICT. [Ongoing]

8

VULNERABLE

You feel small, shaken and scared. You cannot use Mind protection. [Ongoing]

9

WEIRD

You do something unsettling that bothers normal people – obsessive behaviour, singing to yourself, fulfilling a strange compulsion at inappropriate times. At the earliest opportunity, the GM can declare that your weirdness puts a useful NPC off you (and probably your allies, too). [Immediate, Ongoing]