You’ve  lost  your  will  to  live.  You’d commit  suicide,  but  it  seems  like  so much trouble. Make a self-control roll to  do anything but  acquire  and  consume  the  minimum  necessities  for survival  (for  instance,  to  motivate yourself to go to a movie, attend a job interview, or keep a date), or whenever  you  must  choose  between  two  or more actions. If you fail, you take the path  of  least  resistance.  This  usually means staying put and doing nothing.

Please use the "Note" section of your abilities page to detail how this ability works for you and how its point cost was calculated. To do this, you'll want to view the full text here: Chronic Depression

Depression and Downtime:
For each Downtime, roll Self Control.  On a success, you can do your Downtime normally. On a failure, treat all job rolls and crafting rolls as failure by 2, and treat all Practice rolls as if you had rolled all 1’s, and take +1 to tomorrow's Self Control roll to see if your Downtime is affected.

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Full Text

You’ve  lost  your  will  to  live.  You’d commit  suicide,  but  it  seems  like  so much trouble. Make a self-control roll to  do anything but  acquire  and  consume  the  minimum  necessities  for survival  (for  instance,  to  motivate yourself to go to a movie, attend a job interview, or keep a date), or whenever  you  must  choose  between  two  or more actions. If you fail, you take the path  of  least  resistance.  This  usually means staying put and doing nothing.

If your self-control number is sufficiently  low,  you  will  find  it  almost impossible  to  do  anything  at  all  for yourself,  unless  someone  physically drags you out of your lair. If somebody shows  up  and  demands  that  you  go out and do something with him, make a self-control  roll.  If  you  fail,  you  go along with his plan out of apathy.

You  may  eventually  replace  this disadvantage  with  another  one  of equivalent  value  that  is  more  conducive  to  self-esteem.  The  GM  need only  allow  this  evolution  if  you  role-play it convincingly. The GM may also require you to roleplay both disadvantages  (the  new  one  constantly,  the Chronic Depression whenever the GM decides  to  bring  it  into  play)  during the transition period. You  may  also  acquire this  disadvantage  in  play.  If  you  violate  a  self-imposed  mental  disadvantage  (seep. 121),  or  lose  a  Dependent,  the  GM may  replace  that  disadvantage  with this one