Note: I have not included situational Reaction roll modifiers that are already detailed on the GCA character sheets. I've also not included Duty to Project SANDMAN, or any of the more GM-fiat-ish situational traits (like Weirdness Magnet or Illuminated).
3-4: ALWAYS a critical success
5: critical success if effective skill is 15+
6: critical success if effective skill is 16+
18: ALWAYS a critical failure
17: critical failure if effective skill is 15 or less
Any roll 10 greater than effective skill
Roger: Basic Speed 6, DX 12
Charley: Basic Speed 5.75, DX 13
Jocasta: Basic Speed 5.5, DX 12
Archie and Genevieve: Basic Speed 5.5, DX 11
Mitch: Basic Speed 5.25, DX 11
Sophie: Basic Speed 5, DX 10
Marshall: Basic Speed 5, DX 10 (lower than Sophie because of Lame)
Charley must check in the morning for Nightmares. Must make a self-control roll (12). If she fails, she loses 1 FP that can only be restored with sleep. On a roll of 17 or 18, -1 to all skill and Perception rolls for the day.
Jocasta must use psychedelics. If she does not, make a withdrawal roll against Will. If she fails, must take the psychedelic or suffer -1 point of Quirks daily. Psychedelics effect: Within 20 minutes of taking psychedelics, HT-2 roll to resist. On a failure, she starts hallucinating for hours equal to the margin of failure. After that time, roll once per hour vs. HT-2 to shake off the drug. Hallucinating: Roll vs. Will before each success roll. Success means 2d seconds of disorientation (-2 on success rolls). Failure means hallucinating for 1d minutes (-5 on success rolls). On a critical failure, she "freaks out" for 3d minutes. GM rolls 3d: the higher the roll, the more dangerous the hallucination.
Jocasta must engage in ritualistic behavior. Must make a self-control roll (12) to enter into a situation where she knows she will be unable to indulge for more than a day. If she succeeds or is forced, Bad Temper (must make a self-control roll at 12 during any stressful situation or lose her temper and insult, attack, or act against the case of the stress).
Marshall must use cocaine. If he does not, make a withdrawal roll against HT. If he fails, must take cocaine or take 1 HP of injury. Cocaine: Restores 1d FP and gives Doesn't Sleep and Overconfidence (Make a self-control roll if you show too much caution, if you fail, you must act. +2 reaction bonuses to naive NPCs, -2 to experienced ones). Effects for 12 - HT hours, minimum one hour. After this, lose twice the FP recovered, gain Bad Temper (must make a self-Control roll at 12 during any stressful situation or lose her temper and insult, attack, or act against the case of the stress) and Chronic Depression (make a self-Control roll to do anything) for the same period of time. Multiple doses in 24 hours: roll vs. HT after second and later doses at -1 per dose. Critical failure, suffer a heart attack.
Roger must smoke. If he does not, make a withdrawal roll against HT. If he fails, must smoke tobacco or take -1 to DX, IQ, self-control, or reaction rolls.
On a 9 or less, Marshall's enemy, the Detective, appears during this Mission.
On a 6 or less, Mitch's enemy, Project SCANATE, appears during this Mission.
On a 6 or less, Mitch's enemy, Blue Star, appears during this mission.
On a 6 or less, Archie's dependents, his family, appears during this mission.
At the beginning of combat, Sophie must make a HT roll. On a failure, she is stunned; make another HT roll every second, at a cumulative +1 per turn to snap out of it.
At the end of combat, Roger must make a Self-Control roll (12 or less) or roll 3d+amount by which failed Self-Control roll as the result of a Fright Check.
The GM rolls 3d for Jocasta. On a 6 or less, Jocasta has a Severe Flashback (Duration 1d minutes, -5 on all skill rolls).
The GM rolls 3d for Marshall. On a 6 or less, Marshall has a Mild Flashback (Duration 2d seconds, -2 on all skill rolls).
The GM rolls 3d for Mitch. On a 6 or less, Mitch hears voices. Reactions at -2 until the stress abates.
The GM rolls 3d for Archie. On a 6 or less, Archie has a Mild Flashback (Duration 2d seconds, -2 on all skill rolls).
The GM rolls 3d for Roger. On a 6 or less, Roger hears voices. Reactions at -2 until the stress abates.
The GM rolls 3d for Roger. On a 6 or less, Roger has a Mild Flashback (Duration 2d seconds, -2 on all skill rolls).
Mitch rolls Will (14+ always fails) for his Pyrokinesis 1.
Charley must make a self-control roll (12) to resist Mild Stress Atavism. If she fails, she regresses to one of her past lives and cannot speak normally (roll vs. IQ to do so), or operate complicated machinery. Once the stress has passed, make a self-control roll every minute (at a +2 if friends are comforting you, +4 total if they have Empathy) to recover.
Charley must make a self-control roll (12) to resist Curious. If she fails, she examines the item, pushes buttons, pulls levers, etc.
Charley must make a self-control roll (12) to resist Short Attention Span. If she fails, she automatically fails the pertinent roll because she is distracted.
Charley must make a self-control roll (12) to resist Impulsiveness. If she fails, she acts immediately (if alone) or puts her two cents in (with a group) and then acts immediately.
Jocasta and Marshall must make a HT-1 roll at night. On a success, they fall asleep easily. On a failure, they lose two hours of sleep and the episode continues for another night. On a critical failure, they get no sleep.
Jocasta must make a self-control roll (9), +4 if only threatened with them. If failed, roll 3d+margin of failure for a Fright Check. If she succeeds, -3 to all DX, IQ, and skill rolls while in the presence of the phobia.
If he was not at fault, Chronic Depression for 1 day (self-control 15). If it was his fault, Chronic Depression for 5 days (self-control 12).
Marshall must make an Unreliable roll (at 12 or higher) to ignore the effects of his Lame (one leg) Disadvantage and Basic Move penalty.
Roll vs. Will or binge on rum.