OK, still don't have it written up, but here is the basic outline.
Stresses are as in Nemesis, that is to say:
Each value is rated from 1-100, as befits BRP. The lower the score, the more brittle the psyche in that category, the higher the more hardened the character is.
Each stress event has a percentile rating. The character, when faced with that event, must roll over the stress rating, but under their Stress Save<?>; rolling exactly your Save is a Critical, a 00 a fumble (this of course open to playing with). If the events rating is half or less of the Save of the character, then they do not have to roll.
An alternative is to have the GM roll the Stress Event in an Opposed Roll with the Player. This would yield a fifth success level (Partial Success), and make things a bit more interesting.
Fumble: Character immediately feints, and immediately lower their Save. 1d3?
Failure: Character Freezes, Runs Away, or Frenzies, players discretion. Failure Check given (negative check)
Partial Success: Character heavily shaken. All skills are Difficult. (This result optional)
Success: Character is able to shake the event off and may function normally. Success check given (positive check).
Critical: Character is able to shake off the event and may function normally. In addition they may immediately increase or decrease the Save just rolled by 1d3.
For every 10 percentiles below 50% the character falls in a Stress Category, they pick up an Aberration. As in Nemesis, these can be a Phobia, Depression, Chemical Dependencies, and Fugues.
A character may be given aid that will mitigate the event:
Counseling: Another player or NPC must have a Counseling skill to accomplish this. In fantasy settings, perhaps the skill should be Empathy? The character rolls against the difference between the patients current Stress Category value and 50%. Thus someone who has a Violence of 63%, and who just received a check due to an event has a target for the Counselor of 13% (63-50). This can be rolled either method listed above, either by the player against the static value, or against the GM in an opposed roll situation. Success on the part of the Counselor erases the Check so that it doesn't have to be rolled. Counseling is NOT available if the character rolled a Critical or a Fumble. Counseling MUST be given the same game day.
And more later.