Peace of mind is easily tempted away.
When you sense something graphic, awful, or hopeless, you may opt to gain 1 distress. This is not stress; it does not contribute to malus or death. Each distress provides 5 XP immediately. You can have 6 distress at most. Distress is reduced by a night’s rest.
Sometimes, distress is unavoidable. Gain 1 distress when:
- You’re surprised
- An ally dies
- You or an ally suffer dismemberment
- You dismember or mangle a corpse
- You encounter a grue (if you’re human)
- You encounter certain monsters (serpents, etc.)
If you gain distress while in peril, roll 1d6. If you roll your current distress or below, succumb to terror. Roll on the terror chart. Whatever it says you do, you must do.
Terror
| 1 | Desertion. Flee for 1 turn, sprinting. If you can’t: +2 distress. You can gain the issue flighty. |
| 2 | Abandonment. Throw whatever you’re holding at the threat (with an edge) and use your next action to flee. |
| 3 | The chill. Wracked by shivers. You are staggered and can’t heal Chilly stress for 24 hours. |
| 4 | The fear. +1 distress. You can buy the issue A certain fear. Whatever triggered your current terror is the subject of your new fear |
| 5 | Tunnel vision. You cannot retreat or withdraw from peril until you’ve destroyed the threat. If you fall unconscious or are staggered, this ends. |
| 6 | Reeling. Staggered. Move 2 m back for free. |
| 7 | Syncope. Succeed Immunity or fall unconscious. |
| 8 | Dereliction. Retreat behind your allies using your next 2 actions. You’ll shove them, if needed. If you can’t, +2 distress. |
| 9 | Lockup. Your next two actions are lost. |
| 10 | A moment of clarity. -1 distress. Resist surprise (if you were surprised) or gain a Faith point (if you’re Avethan.) |
| 11 | A crack in the glass. Gain the liable issue immediately or suffer +1 distress and become staggered . |
| 12 | A roaring in the ears. Staggered. Succeed Fortitude or gain 1 Weary stress. |
| 13 | A turning point. Either buy the virtue numb immediately or collapse and cower (prone + staggered) for two actions. |
| 14 | Crushing doom. Gain the issue unfortunate immediately or gain 3 distress. |
| 15 | Helplessness. You must use your next 2 actions to grapple a nearby ally, or, failing that, dive for a hiding place. |
| 16 | Unreality. Ignore pain until the end of peril. +2 distress. The reappearance of your pain after peril can kill you. |
| 17 | The heat. Gain an edge on all attacks on your next turn. Succeed Fortitude or gain 1 Weary stress. |
| 18 | One shot. Gain an edge on your next attack. If you miss, +1 distress. |
| 19 | Ruination. Gain an edge on all attacks until the end of peril. Melee attacks against you gain an edge. You must attack at least once per turn. If you can’t attack, +2 distress. |
| 20 | The rage. Spend your next two turns attacking random targets (the Bookkeeper will randomize them.) You must attack at least once per turn, even if you have to throw your weapons. Make each attack with an edge. |
Results from the terror chart can potentially cause you additional distress. You do gain XP from this. Don’t make additional terror rolls for distress gained from the terror chart.