Reason

"'No live organism can continue for long to exist sanely under conditions of absolute reality.' - Shirley Jackson"

Reason is an Ability Card. When used it may be consumed or returned as "Reason (Dimmed)", which is unusable but will be restored to Reason after 60 seconds.

Reason and Passion can be transformed to each other via a ritual.

Uses

 * Work: Find a job at Glover & Glover.
 * Talk: Talking about Lore may magnet a Reason card to recruit patrons.
 * Study:
 * Take 60 seconds, yield 1 Erudition.
 * Possible solution when studying to upgrade lore. This may permanently damage the card.
 * Dream: Entering the Stag Door after answering the Stag Door's Riddle.

Increase Reason

 * Study two Erudition. Only the first time when you don't have Skill: Scholarship or higher.
 * Study Skill: Scholarship or higher with Erudition: a Lesson Learnt. This is repeatable three times, requiring two Lessons Learnt, then three, then four. The last study require a suitable lore.
 * Physician Legacy gives four extra reason, though one must be consumed to unlock dreaming.
 * Answering the Stag Door's Riddle and becoming a Know currently gives you one extra reason.

Loss of Reason

 * Dormant Dry Soul Curse action permanently turns Reason to Dread if failed to resist.
 * Spirits with Deceiver aspect may permanently destroy your Reason upon a failed summoning.
 * Spirits with Thresher of Thoughts aspect can permanently turn your Reason to Decrepitude in exchange for giving you a -lore A Consent of Wounds. Decrepitude can be turned back to Health but not to Reason.

Raison