Break
Cause: When a a person or situation pushes you to your limits, you [Break] and can no longer control your actions.
Effect: You attack, flee, or break down on the spot. If you attack, you target what you perceive to be the source of your ire, which could be a person, place, or thing. If you flee, you attempt to escape that perceived source. If you break down, you fall [Prone] and pour out your emotions. If a group is caused to [Break], individuals from the group represent all three reactions. If a character caused the target to break, the target's [Attitude] towards that character drops to Hostile. If the target is [Compliant] when they [Break], they lose [Compliant].
Removal: At the start of your turn, make a basic Resilience roll with a DL of Moderate (14). Success means you regain control and lose the [Break] condition. For NPCs, the GM should make a Threat roll using the NPC's Fort as the DL.