| Mental Afflictions |
|---|
| Broken Mind: Disadvantage to Intellect, Presence, Reflex or Will. If you suffer this Affliction again gain Disadvantage to different Prowess or Defense. |
| Doubt: To Draw Strength from a Guide you must succeed in a Will Burden Test. If you suffer this Affliction again you have Disadvantage on the Test. |
| Dread: To gain benefit from Rest you must succeed in a Will Burden Test. If you suffer this Affliction again you have Disadvantage on the Test. |
| Exhausted: Reduce Burden Treshold and maximum Hit-points by one. If you suffer this Affliction again double the reduction. If your Hit-points reach zero you die. |
| Hesitant: You are always last in the Initiative. To use Responses you must succeed in a Will Burden Test. If you suffer this Affliction again you have Disadvantage on the Test. |
| Paranoia: You must succeed in a Will Burden Test to use or receive Teamwork benefits or use Opportunity Maneuvers given to you. If you suffer this Affliction again you have Disadvantage on the Test. |
| Mystical Afflictions |
|---|
| Death Touched: Reduce Hit-point maximum by 1 + Degree of the failed Test. If this takes your Hit-point maximum to zero you die. |
| 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. |
| Shades: Whenever you Rest Bearer makes an additional Trouble Check against rating of 1. On Trouble a Shade with your Mastery Prowess appears to attack you. Shades touch reduces Will by one. If Will is reduced below zero suffer a Wound. Shade is destroyed by any damage affecting Incorporeal beings. If you suffer this Affliction again Trouble rating and number of Shades increases by one. |
| 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 targets increases by one. |
| Whispers: Whenever you Rest or take a Downtime make a Will Test against Difficulty 10. On success gain 1+ Degree Premonitions. Premonition can be used to alter any die roll by one. Unused Premonitions are lost on Rest. On failure you are unable to Rest. If you suffer this Affliction again increase Difficulty of Test by 5. |
| Physical Afflictions |
|---|
| Battered: You have 3 Vulnerability against physical damage. If you suffer this Affliction again increase the Vulnerability by 1. |
| Bleeding: When you take an Action or Response you suffer 1 point of damage. This damage cannot be reduced. If you gain this Affliction again increase damage by +1. |
| Broken Body: You have Disadvantage to Strength, Awareness, Reflex or Vigor. If you suffer this Affliction again gain Disadvantage to different Prowess or Defense. |
| Exhausted: Reduce Burden Treshold and maximum Hit-points by one. If you suffer this Affliction again double the reduction. If your Hit-points reach zero you die. |
| Hindered: You are always last in the Initiative. Character has to [Exhaust] to use a Response. If you gain this Affliction again increase Exhaustion by one. |
| Winded: Character has to [Exhaust] to move their normal Pace. Otherwise their Pace is reduced by a Distance step. If you suffer this Affliction again increase Exhaustion by one. |
| Survival Afflictions |
|---|
| Exhausted: Reduce Burden Treshold and maximum Hit-points by one. If you suffer this Affliction again double the reduction. If your Hit-points reach zero you die. |
| Frostbitten: Reduce Awareness and Reflex by one. If either is reduced below zero suffer a Wound. If you gain this Affliction again increase reduction by one. |
| Heatstruck: Reduce Intellect and Will by one. If either is reduced below zero suffer a Wound. If you gain this Affliction again increase reduction by one. |
| Nauseated: Reduce Strength and Vigor by one. If either is reduced below zero suffer a Wound. If you gain this Affliction again increase reduction by one. |
| Sick: Reduce Mastery by one. If it is reduced below zero suffer a Wound. Make a Burden Test every Rest and Downtime. On failure gain this Affliction again increasing reduction by one. |
| Starving: Mark a Wound. If you cannot mark a Wound you will die. If you gain this Affliction again mark another Wound. |