Military Psychological Effects

Psychological Effects
Not all wounds are visible or even physical. The stresses of facing inhuman monsters, sadistic enemies, and death and destruction on an up-close and personal basis is mentally wearing. The Coalition and most other major governments spend a lot of money and time rehabilitating, counselling, and otherwise working with people who have had severe mental trauma. The private sector coverage is good for those who have access, but no one beats the military in terms of efficiency, long term submersion of trauma, and a return to relative mental health with effective treatment plans that can be followed by soldiers even in combat. Because the counselers are so effective and readily available, soldiers have a lower instance of negative effects than civilians.


 * Roll a 1d100
 * 01-35% = Addiction: While you recover from your injuries, you used pain killers, street drugs (as you self medicate), or alcohol/depressents as a crutch. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are addicted to one of the three items listed above. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp)
 * 36-50% = PTSD (Post-traumatic stress disorder): You survived your wounds but not all scars are visible. Make a saving throw vs. insanity (12), including any possible bonuses from Mental Endurance, if you fail then roll on the Insanity from Trauma tables.

You may make a save every year in an attempt to put the insanity into remission. If you succeed, then counseling and psychiatric care has been worth it. If not, then you will have the insanity at the start of game, and can undergo normal counseling and psychiatric care in character and in game. Even if the insanity is successfully treated, you are still vulnerable to a flare up of the insanity if stressed. (500 xp for getting the insanity, and if/when you manage to overcome the issue you get another 500 xp)
 * 51-00% Your fine (100 xp)

Go back to your previous path to continue.