For my upgrades, I've been thinking about Andrew and his disappearance. I'd like to have the negative trait be something like "Thinks Andrew is nearby/invisible," but, as much as I like the comic potential of that, it's dependent on a player not returning to the game. So I'm going to go with these for my upgrades, and use my sense of Andrew for a mental trauma instead (as that will last only a day of character time):
PHYS: (+) Practiced firing guns
MENT: (-) Fear of animals
So far we've seen dogs, rats, and raccoons, which have all actually been more dangerous than the people. Howard is terrified of these.
Traumas:
I'm recovering all 3 of my physical stress for a level 1 trauma: shortness of breath. When heavily exerting himself for the next day, Howard is prone to hyperventilate.
I'm recovering my 2 mental stress for a level 1 trauma: paranoia that Andrew is lurking nearby.
I'm recovering my 2 social stress for a level 1 trauma: fear that people will vanish if I take my eyes off of them.
How does all that sound?
For our traumas, we should be noting when we got them, too, so that we can track when we recover from them. Is that correct?