Skip to content

Trauma and Scars

12. Trauma & Scars

Trauma and Scars represent lasting harm, transformation, and irreversible change.

Conditions are temporary. Trauma is the threshold. Scars are permanent.


12.1 What Trauma Is

Trauma occurs when a character is pushed beyond safe limits.

Trauma is triggered by: • severe Exposure (Section 17) • catastrophic outcomes (Section 2) • repeated Conditions (Section 11) • major violence • environmental collapse (Section 14/17) • Defense Scene failures (Section 13) • high Cost (d4 = 4; Section 3) • Doom or Catastrophe effects (Sections 19–20)


12.2 Trauma Trigger

Check Trauma when any of the following occur:

• a character would gain a second Condition from harm in the same Scene • a Condition escalates beyond its normal effect • a Fate Die result is Catastrophe (1–3) in a high-risk context • an Exposure card calls for Trauma • a Defense Scene fails catastrophically • a d4 Cost result is 4 in a dangerous situation

Resolve a Trauma Check.


12.3 Trauma Check

Roll 1d6:

Roll Result
1–3 Gain a Scar
4–6 Gain a Condition instead

If the result would give a Condition already present: • convert it into a Scar instead.


12.4 Scars

Scars represent permanent change.

A Scar: • adds a persistent d4 Cost pressure die to relevant actions • alters how certain Tags can be invoked • may restrict actions entirely • changes how the world reacts

Scars are tracked separately from Conditions.


12.5 Scar Progression

Through Downtime (Section 13), a player may: • integrate a Scar into identity • transform it into a Tag (Section 6) • bind it to a Relic (Section 21) • anchor it to a Location or Faction (Sections 15–16)


12.6 Design Intent

Trauma & Scars ensure: • harm is meaningful • survival reshapes identity • endurance leaves marks • death feels earned, not random