Afflictions

Mental Afflictions
Dread: To gain benefit from Rest you must succeed in Difficulty 10 Will Test until this Affliction is removed. If you suffer this Affliction again the Difficulty increases by 5.
Doubt: To Draw Strength from a Guide you must succeed in Difficulty 10 Will Test until this Affliction is removed. If you suffer this Affliction again the Difficulty increases by 5.
Paranoia: You need to succeed in Difficulty 10 Will Test to use or receive Teamwork benefits and use given Opportunity Maneuvers. This lasts until the Affliction is removed. If you suffer this Affliction again the Difficulty increases by 5.
Anger: You have Disadvantage on any attempts to persuade or bargain until this Affliction is removed.
Hesitant: You are always last in the Initiative. You need to succeed in Difficulty 10 Will Test to use any Opportunity Maneuvers. If you suffer this Affliction again the Difficulty increases by 5.
Possessed: Something has taken root within you. Gain one Will Burden at the start of each Downtime provoking a Burden Test. On a failed Burden Test gain a Curse. If you suffer this Affliction again the Burden increases by one.
Mystical Afflictions
Shades: Dark shades follow you. Whenever you Rest Bearer makes an additional Trouble Check against rating of 1. On Trouble a Shade with your Mastery Challenge appears to attack you. Shades touch increases Will Burden by one, Shade then disappears. On a failed Burden Test suffer this Affliction again and reduce Vigor by one. If Vigor is reduced below zero suffer a Wound. Shade is destroyed by any damage affecting incorporeal. If you suffer this Affliction again Trouble rating, number of Shades and their Burden increases by one.
Whispers: Whenever you Rest or take a Downtime make a Will Test against Difficulty 10. On success gain Degree Premonitions. Premonition can be used to alter a die roll of a Test or Threat Check by one. Unused Premonitions are lost on Rest. On failure gain Degree Will Burden. On a failed Burden Test suffer a Mental Affliction. If you suffer this Affliction again increase Difficulty of Test by 5.
Screams: Your head rings with unknown screams. All Awareness, Presence and Will Tests are made with Disadvantage. If you suffer this Affliction again gain Disadvantage on Reflex, Strength, Intellect or Attunement.
Death Touched: Reduce Hit-point maximum by Degree of failed Burden Test. If this takes your Hit-point maximum to zero you die.
Sight of other Worlds: You can see the invisible, illusions, spirit forms and incorporeal but are otherwise blind suffering Disadvantage on all Tests relying on sight. If you suffer this Affliction again lose another sense.
Uncontrollable magic: Whenever you channel magic it affects one additional being in vicinity, determined randomly. This lasts until Affliction is removed. If you suffer this Affliction again number of target increases by one.
Physical Afflictions
Starvation: Mark one hit-point pool as Wounded until this Affliction is removed. If you cannot mark a Wound character will die.
Exhaustion: Reduce Vigor and Strength by one. Vigor reduction will reduce Hit-point maximum. If Vigor would drop below zero mark one Hit-point pool as Wounded until Affliction is removed.
Frostbite: Reduce Reflex and Awareness by one. If Reflex would drop below zero mark one Hit-point pool as Wounded until Affliction is removed.
Diseased: Gain one Vigor Burden every Rest and 3 every Downtime until this Affliction is removed. When you fail the Burden Test suffer another Mental, Mystical or Physical Affliction depending on the disease.
Strained: Reduce Mastery by one.
Broken: Disadvantage on one Prowess or Defense. If you suffer this Affliction again gain Disadvantage to different Prowess or Defense.

Scroll to Top