Major MIND Fallout (d8)

d8 Result Result

1

AETHERIC RESONANCE

As COLLATERAL MAGIC Minor fallout, but you permanently learn AETHERIC SCOURGE and can cast it at will. [Ongoing]

You immediately cast AETHERIC SCOURGE on a nearby ally, but mark no stress for doing so.

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.

2

ADDICT

You realise that you have become reliant on drugs to keep yourself stable. When you’re high (or drunk, or whatever) you take Mind stress normally, but all tasks that require extended concentration or fine manipulation become Risky. When you’re not intoxicated and you suffer stress to Mind, roll twice and pick the higher dice. It takes a few minutes to get high and a few hours to sober up. [Ongoing]

3

DELUSION

Something you believe to be true is in fact false. While you step outside, or during downtime, all the other players work with the GM to determine what you are deluded about. For example: you’re not an orphan, and you’ve got a family back in High Rise; there’s no such group as the Hounds, and your uniform doesn’t mean anything; etc. Next time you encounter the subject, reality (and the other characters) behave appropriately, leaving you confused and shaken.

4

DESPAIR

Your mind races with the implications of what you’ve seen; your life before seems unreal and distant. The GM picks a domain that you have access to and you no longer have access to that domain. [Ongoing]

5

MEMORY HOLES

You did things that you can’t quite recall. While you step outside, or during downtime, all the other players work with the GM to determine what you did that you blocked from your mind. These are generally pretty awful things. They can have happened up to a year ago in game time, or immediately upon suffering fallout. Your character has zero memory of the events, but everyone else involved knows what happened. [Immediate]

6

PHANTASM

As FIGMENT (see below), but the GM chooses a Major fallout instead. [Ongoing]
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]

7

SCARRED

(See SHAKEN below.) Your mind cracks and reforms in primal, instinctive patterns. This functions as SHAKEN. In addition, every time you encounter the source of the fallout from now on, the GM can ask you to make an Endure check or suffer D8 stress to Mind. [Ongoing]
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]

8

UNSETTLING

(See SHAKEN below.) You behave in a weird manner, causing your companions discomfort. This functions as SHAKEN, and any friendly character who sees you perform the act takes D6 Mind stress. [Immediate]

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]