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 player caused the target to [Break], the target's [Attitude] towards that player 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 Easy (8). On your turn, you may spend 1 AP to make this [Basic] Resilience roll. For NPCs, the GM should make a [Basic] roll without a bonus (do not add Threat). Success means you regain control and lose [Break].