When a character suffers harm (Stress, Fatigue, Damage, Blight), they experience some basic consequences (higher threshold for Banes, risk of death or exhaustion). These are sufficient for the majority of cases, but sometimes a more specific malady might be interesting for the fiction. That's where afflictions come in.
An affliction is a lingering negative effect on a character that's represented by a progress track that begins with a certain number of Points. While the progress track is active, the character is subject to its effects. Afflictions are usually removed when its upper Limit is reached, and have worse consequences when Limit 0 is reached.
For example, the GM might use a Bane when a player character falls from a great height to inflict the Broken Leg affliction on the character. A character who delves into profane, eldritch lore might suffer the Nightmare affliction. These afflictions can normally be removed after a certain period of time, but dealing with them often changes the way the character functions for the duration.
Because afflictions can drastically change the way a player portrays their character, it's very important to establish whether or not afflictions may be used during Session Zero. If you're interested in using these rules, ask your players directly if they would be comfortable with their character becoming subjected to these long-term afflictions during play. Provide some examples of afflictions they might encounter, and lay out their consequences.
For many, playing a tabletop RPG is a means of leaving their insecurities and worries behind for a spell. Some players prefer to keep in-game challenges separate from personal experiences, while others may enjoy exploring difficult themes in a fictional setting. It’s important to check in so everyone is comfortable. If even one person in your group is uncomfortable with the idea, don't use afflictions.
On the other hand, if your players are interested in exploring a gritty alternate reality through their characters, they might enjoy having to contend with these long-term afflictions. But the most important thing is that everyone at the table is comfortably on the same page.
Note that if your group decides not to use afflictions for a game, you shouldn't use NPC abilities to inflict them, and should choose alternatives instead, or make up your own if they aren't provided.
Recovery Track Starting Points: 1d6
Take -1 Edge on Endurance rolls made to Hustle or Double-Time while Traveling.
When you move a number of Spaces greater than your Speed in a single turn in Tactical Mode, flip a coin. If you lose, remove 1 Point from this recovery track.
Whenever you Rest, flip a coin. If you win, add 1 Point to this recovery track.
Limit 0: Remove this affliction and gain the Broken Leg affliction instead.
Limit 7: Remove this affliction.
"Take it easy, now. It's just a fracture, but it could get worse if you're not careful."Recovery Track Starting Points: 1d6
Your Vitality and Speed are each reduced by 1 while you have this Injury. Take -2 Edge on Endurance rolls made to Hustle or Double-Time while Traveling.
When you move a number of Spaces greater than half your Speed in a single turn in Tactical Mode, flip a coin. If you lose, take 1 Damage and remove 1 Point from this recovery track.
Whenever you Rest, flip a coin. If you win, add 1 Point to this recovery track.
Limit 0: This affliction becomes permanent.
Limit 7: Remove this affliction and gain the Fractured Leg affliction instead.
"Now you've done it. Happy now?"Recovery Track Starting Points: 1d8
Your Stamina is reduced by 1 while you have this Injury. Take -1 Edge on Reflex and Focus rolls.
Whenever you Rest, flip a coin. If you win, add 1 Point to this recovery track.
Limit 9: Remove this affliction.
"Not feeling well. I think I should sit down for a bit."Recovery Track Starting Points: 1d6
Take -1 Edge on rolls you make that require use of the injured arm.
Whenever you use an Attack ability using the injured arm, flip a coin. If you lose, remove 1 Point from this recovery track.
Whenever you Rest, flip a coin. If you win, add 1 Point to this recovery track.
Limit 0: Remove this affliction and gain the Broken Arm affliction instead.
Limit 7: Remove this affliction.
"It's nothing! I can still swing a sword! Ouch..."Recovery Track Starting Points: 1d6
Your Vitality is reduced by 1 while you have this Injury. Take -2 Edge on rolls you make that require use of the injured arm.
Whenever you use an Attack ability using the injured arm, flip a coin. If you lose, take 1 Damage and remove 1 Point from this recovery track.
Whenever you Rest, flip a coin. If you win, add 1 Point to this recovery track.
Limit 0: This affliction becomes permanent.
Limit 7: Remove this affliction and gain the Fractured Arm affliction instead.
"Leave it in a sling and let the bones set or you'll be in more trouble than ever."Recovery Track Starting Points: 1d4
Your Stamina is reduced by 2 while you have this Disease. Take -1 Edge on all rolls.
Whenever you Rest, add 1 Point to this recovery track.
Limit 5: Remove this affliction.
Recovery Track Starting Points: 2d4
Every 24 hours, flip a coin. If you lose, remove 1 Point from your recovery track. If you die while you have this Curse, you cannot be revived by any means until at least 24 hours have passed.
Limit 0: You die.
Special: This Curse can only be removed by fulfilling an associated prophecy, eliminating the source of the curse, or by finding a way to die and return to life again after 24 hours have passed.
"The mark of death is upon you. Resolve your unfinished business in this mortal coil. You might not have long."Recovery Track Starting Points: 2d4
Whenever you Rest, flip a coin. If you lose, remove 1 Point from your recovery track and take 1 Fatigue.
Whenever you would gain 2 Luck from the Unwind activity, you can instead add 1 Point to this recovery track.
Limit 9: Remove this affliction.
"I can't sleep. It's too dangerous."