Trauma is an important and integral part of Kingdom Come. It represents the struggle you have to, more or less keep yourself sane in the face of everything you've been through in this world of clay, the heartrending experience of being cast out of Heaven, and everything else that weighs upon your heart and mind. Trauma is, at its core, 'stress'. It presents a great opportunity for you to exercise your roleplaying muscles, and it makes the whole game that much more interesting. You need to remember that Trauma is not a *bad* thing; it's an inextricable part of the kind of creature you are. The Fallen are more susceptible to suffering Trauma (at least psychological and emotional Trauma) than humans might be, and therefore, are living that much "closer to the edge".
How Trauma Works
Here is a rundown of how Trauma works, how it affects you, and what makes it Go Away.
Trauma is what you undergo when you are faced with a situation or conflict in which you must make a decision that is in some way distasteful to you. It can be related to Morality, but it doesn't have to be. Basically, whenever you're facing your own fears and 'inner demons', you're at the brink of the risk of Trauma. You may incur Trauma by committing, being the victim of, or witnessing something morally objectionable.
Many characters find Trauma shameful (I won't mention any names here, Cheriour), and will try to mask the stress they are facing. Think: denial.
From the book:
A character gains Traumatic wounds based off their Morality and the experiences they go through...Trauma is marked on your character sheet in a similar way to physical wounds (Surface levels are marked first, then Severe, and finally, Mortal). Unless a Technique (or the Storyguide) specifies which type of Trauma (Emotional or Psychological) is inflicted, the character is free to choose where they will take the wound...Players are always free, and, in fact, are encouraged to give Trauma to themselves when they experience moments of stress and angst. (emphasis mine)
Surface Trauma should affect your roleplaying, but in subtle ways; it shouldn't really affect what you're able to do. However, Severe Trauma represents some kind of emotional or psychological breakdown (which is why you must take a Symptom whenever you take Severe Trauma). If you take Mortal Trauma, you suffer a complete breakdown and will only be able to play your character with Storyguide permission (you have to relent to all challenges if you've taken Mortal Trauma).
How to Heal Trauma
From the book:
...all actual healing is accomplished by using a Secular Action. Without taking an action, [you] will not be able to heal any wounds.
You can take a Rehabilitation action as one of your Endeavours. The Artist profession allows you to attempt to heal yourself on your own, and the Therapist profession allows you to try to heal someone else's Trauma (in which case, your Rehabilitation action would be on someone else's behalf; your target must be willing, and s/he can take an Aid action to basically help you help them work through it all). If the Rehabilitation action is successful, you make a Trauma test to rid yourself of a wound (either versus Anima or Psyche, depending on whther it's an Emotional or Psychological wound). The difficulty of this Fixed Challenge depends on the difficulty of the original Rehabilitation Action, and it is an inverse relationship (the more you put in to the Rehabilitation Action, the less difficult it will be to heal).
Ranks in Artist or Therapist Professions give Inspirations toward the Healing challenge. Any Risk incurred gives a Hindrance.
Absolution and Confession also help in healing Trauma.
If you have undergone Severe Trauma and have incurred a Symptom, you don't remove that Symptom from your character sheet once the Trauma is healed. That Symptom now becomes dormant, and may again become active in times of stress.
Symptoms
Remember, if you have Active Symptoms, you should try to act out your Symptoms at least once per session. If your Symptoms are dormant, you should play them if and when you experience more Trauma. Symptoms are not like 'derangements' in the White Wolf system, necessarily. Symptoms affect your personality (and you need to act them out, because they affect your personality often in ways that are visible to other characters). If you take a Severe Traumatic Wound, you will also take a Symptom (which is often embarassing to you because you're not quite able to 'keep it together, man'). I'd like to quote the book here, if I may:
Most Symptoms are triggered either by a reminder of the original event or by moments of (possibly unrelated) stress. A character can take the same Symptom twice if they have received multiple Traumatic wounds. Of course, by taking a Symptom twice, it should be twice as intense or it should last at least twice as long.
You can actually incur more Traumatic Wounds if you try to ignore your Symptoms (and/or if you don't play them). Of course, your Symptoms can be used against you by other characters. If your Symptom is drawn out by another character, you will have a Potent Hindrance (-2 to all die rolls) against you for every Symptom you're displaying, in addition to any of the Symptom's side effects.
There are ways, through Techniques and through Professions, to learn someone else's Symptoms. Certain Techniques can also inflict specific Symptoms on characters.
Tue 3 Aug 2010 - 11:47 by cenobyte
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