Sanity

Sanity is a measure of your mental wellbeing, it starts at 0, and can increase when good things happen, or decrease when very bad things happen. The GM should prompt you for when to increase and decrease your sanity, but if there’s a moment in the game where it feels appropriate, feel free to mention it and they may approve!

When your sanity reaches -3, the minimum, you gain a Quirks. Quirks are like the mental version of Wounds, they are essentially added negative character trait that were developed as a result of your deteriorating mental state. You should work with your GM to ensure it fits your character and the reason your sanity dropped. In order to cure A quirk, you must raise your sanity to 3 (the maximum), doing so allows you to get rid of a single quirk provided there is apt narrative explanation for it.

Both gaining, and healing quirks is a long term mechanic and takes time, communicate with your GM in between and in sessions about your plans and goals for your character so that they could help you achieve them!