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Afflictions

Afflictions are lasting problems that make life harder for a character. They add consequences, texture, and complications to the character's condition. A player can willingly take an affliction unless the affliction says otherwise. Afflictions can also come from massive damage, curses, disease, wounds, or other campaign events.

Most afflictions are permanent unless removed by the appropriate spell, skill use, treatment, or special rule. Temporary effects often turn into permanent effects if they are not handled. Conditions are similar, but they usually correct themselves and last for a limited amount of time.

Unless an affliction says otherwise, a Close Wound spell removes a wound and a Heal Injury spell removes an injury.

Name Applicable Cure Method
Curse Break Curse
Injury Heal Injury, Heal skill check (see entry), and/or Special Cure
Genetic Special Cure only
Disease Cure Disease, Panacea, and/or Special Cure
Wound Close Wound, Heal skill check (see entry), and/or Special Cure
Special Cure Definition Master-created ritual, quest, treatment, or other story cure

Types

There are several types of afflictions. Each type determines how the affliction is cured, and whether it can be cured at all. Any affliction applied by a spell can become a curse unless the spell says otherwise. Refer to the list below for more information.

Special Cure

Some afflictions cannot be cured through ordinary spells, medicine, or skill checks. The Definition Master can create a special cure for these cases, usually as a ritual, rare treatment, difficult quest, or other story seed.

Curse

Curses are bestowed by effects such as the Bestow Curse spell. Any non-wound affliction can be applied to a target this way. No matter which affliction is applied, curse curing methods can be used. Lycanthropy is a common example of a curse.

Disease

Any affliction caused by pathogens, magical or otherwise, falls into this category. This does not include problems that stem from a creature's own body. When a disease is given, pick the appropriate disease-based afflictions and apply them all. Influenza, for example, would usually fall under Sickly - Respiratory.

Genetic

Genetic afflictions are taken at character creation and cannot be cured through normal means. A genetic affliction is part of the character's body. These usually represent autoimmune diseases, genetic disorders, or other conditions rooted in the body itself. When a genetic affliction is chosen, pick the appropriate afflictions and apply them all. Sarcoidosis, for example, might use all three Sickly afflictions and Bad Joints. If a genetic affliction can be cured at all, it requires a Special Cure.

Injury

When a wound becomes permanent, it is an injury. Some effects bypass wounds and become injuries immediately. Injuries require time to recover, but they can be healed by non-magical means. A broken leg that was set wrong is a typical injury. Heal skill DCs are specific to the injury, and some require surgery.

Wound

When a creature is reduced to 0 HP, they gain a wound that fits the damage source. Critical hits can also threaten wounds. Whenever a creature is critically hit, there is a 50% chance they are threatened with a wound. If the creature loses the 50% chance, they must roll a Fortitude save against their wound DC (12 + HD - Con Mod). On a failure, they receive a wound that fits the situation best.


Curse

While any affliction can be applied as a curse, the afflictions below are exclusively curses.

Bitter Tongue

The character's words come out harsher, more suspicious, or more insulting than intended.

Effect: The character takes a -2 circumstance penalty to Diplomacy and Gather Information checks. Once per conversation, the Definition Master may have a neutral or friendly creature misread the character's tone. This should create friction, not immediately turn the creature hostile unless the situation was already volatile.

Clinging Shadow

The character's shadow moves a moment too late and subtly betrays them.

Effect: The character takes a -2 circumstance penalty to Conceal, Disguise, and Move Silently checks in normal or bright light. This penalty does not apply in darkness, magical darkness, or while the character has no visible shadow.

Dismal Luck

Small misfortunes follow the character.

Effect: Once per day, after the character succeeds on a d20 roll by 5 or less, the Definition Master may require them to reroll and use the second result. This cannot be used on a roll that would directly prevent the character's death.

Loose Grip

Objects slip, catches go wrong, and the character's hands betray them at inconvenient moments.

Effect: Whenever the character rolls a natural 1 on an attack roll or skill check involving held tools, weapons, or delicate objects, they drop one held item in their square. If dropping the item would be impossible, the item is instead awkwardly fouled and the character takes a -2 penalty on the next roll made with it before the end of their next turn.

Unsettling Presence

Animals, children, and cautious strangers instinctively dislike being near the character.

Effect: The character takes a -2 circumstance penalty to Profession (Animal Handler), Diplomacy, and Ride checks involving creatures that do not already trust them. This penalty ends toward a specific creature after that creature has spent at least 1 hour peacefully around the character.

Lycanthropy

The character has been bound to a predatory beast by a contagious and brutally transformative curse.

See Lycanthropy for its abilities, benefits, triggers, weaknesses, transmission, and full rules.

Special: This must be bestowed by the Definition Master or taken as a secondary definition at character creation. It can only be cured by a Special Cure.

Vampirism

The character has been afflicted with vampirism. They have died and risen again as blood-thirsty undead.

See Vampirism for full details of what it does.

This can only be cured through a complex ritual. It should be a quest in its own right and requires three casters with the Break Curse spell.


Diseases

Addiction

The character has become dependent on a chemical substance.

Effect: Once addicted, the character no longer gains any positive effects from that substance, only the negative effects. If they do not get a dose of the substance within 24 hours, they take a -1 penalty to all rolls. This penalty increases by 1 every day for 5 days. The maximum penalty remains until they get a dose of the substance or are cured of the addiction.

Special: Addictions can go away on their own, but it takes 30 days without using the substance.

Infection

The character has a cut or open wound that has become infected.

Effect: Every day, the creature must roll a Fortitude save against their wound DC. Three successes in a row cause the infection to go away. Each failure deals 1 Constitution damage to the afflicted creature. Three failures in a row cause the wound to become gangrenous and the disease to turn into Sepsis.

Heal Skill: A Heal DC of 22 is required to treat an infection. Treating an infection removes the effect of a failed save and gives the afflicted creature a +5 circumstance bonus on their next roll.

Sepsis

A creature with sepsis has developed an infection throughout its body, causing immense pain and difficulty.

Effect: Septic creatures take 1 Constitution damage every hour while afflicted with this disease. In addition to this Constitution damage, the afflicted creature cannot move. They collapse and remain barely conscious.

Heal Skill: Amputating a limb that is the source of the sepsis requires a Heal DC of 24. Curing sepsis requires a Healing Kit, Elite and a Heal DC of 40.


General

This section contains afflictions that fit in multiple categories. Each entry lists the categories where it applies.

Bad Joints

(Injury, Genetic, or Disease)

The character's joints are stiff, causing pain, discomfort, and reduced mobility.

Effect: The character takes a -2 inherent penalty on Reflex saves, Acrobatics, Balance, Escape Artist, Move Silently, and Sleight of Hand.

Heal Skill: A bad joint caused by an injury can be healed with a Heal DC 22 check and 1 week of recovery.

Blindness

The character's eyes have been damaged, leaving them unable to see.

Effect: The character cannot see. Without blindsight or tremor-sense, they are flat-footed against all foes. If they know which square an opponent is in, attacks against that opponent still have a 50% miss chance. Spot checks are impossible. Investigate checks take a -8 circumstance penalty.

Special: The Remove Blindness spell, or a potion of it, is the only way to cure Blindness.

Sickly - Circulatory

(Genetic or Disease)

The character has trouble with their heart, blood flow, or similar issues that might make them tired or anemic from time to time.

Effect: The character's Constitution modifier cannot be higher than +2 while sick in this manner. They also take a -2 inherent penalty on saves related to any bleed effect.

Sickly - Poor-Immunity

(Genetic or Disease)

The character has trouble with their immune system. This is either due to autoimmune disease or an immune system that does not work well.

Effect: The character's Constitution modifier cannot be higher than +2 while sick in this manner. They also take a -2 inherent penalty on saves related to disease and poison.

Sickly - Respiratory

(Genetic or Disease)

The character is constantly coughing, wheezing, or otherwise struggling to breathe.

Effect: The character cannot move at a rushed pace on a long journey. During combat, if the character uses the Run action for 2 rounds in a row or more, they become fatigued for 10 minutes. This also applies to any strenuous activity, such as lifting a boulder. If they perform another strenuous activity during this 10-minute period, they become exhausted for 1 hour. All movement speeds are reduced by 10 ft.

Sterility

(Injury, Genetic, or Disease)

The character has been rendered unable to breed.

Effect: This affliction has no default mechanical penalty. It can affect social or political responsibilities.

Heal Skill: If the relevant anatomy was not destroyed by the injury, a Heal DC 30 check can repair the damage with surgery.


Genetic

Albinism/Leucism

The character's body does not produce the pigmentation needed to protect the skin and eyes from sunlight.

Effect: The character takes a -1 penalty to ranged attacks and a -2 penalty to Spot checks in sunlight. This can be mitigated with light-reducing glasses or goggles. If a character with Albinism/Leucism is not sufficiently covered in sunlight, they become sickened after 1 hour for 24 hours.

Special: This can only be taken at character creation, or bestowed as a curse.


Injury

Amnesia

Permanent memory loss.

Effect: The character loses some memories of their past and some of their skills. It takes time for them to rediscover what they know. For 1 week, they take a -2 penalty to all rolls. After this, the penalty goes away, but their memories do not return.

Special: If cured with Break Curse or Heal Injury, the character has a rush of memories that leaves them elated. This gives them a +2 bonus to all rolls for 1 week. This can only occur once in a character's life.

Heal Skill: The Heal skill cannot be used to cure Amnesia.

Crippled, Arm

An old injury has made the afflicted creature's arm stiff, painful, sluggish, or otherwise less effective than it normally would be.

Effect: If the weapon arm is crippled, attacks with that arm take a -1 penalty. If the shield arm is affected, the creature's shield bonus to AC takes a -1 penalty. Spells with somatic components have a 5% chance to fail.

Crippled, Leg

An old injury has made the afflicted creature's leg stiff, painful, sluggish, or otherwise less effective than it normally would be.

Effect: The creature takes a -5 ft. penalty to movement speeds and a -1 circumstance penalty to Reflex saves.

Disfigured

An injury or disease has visibly disfigured part of the creature.

Effect: Disfigurement makes a character more recognizable, for better or for worse. Creatures with Disfigured usually take a -2 circumstance penalty to Diplomacy and Disguise, and gain a +2 circumstance bonus to Intimidate. Other configurations are possible, but should usually have a -4 circumstance penalty to relevant skills and, if it makes sense, a +2 circumstance bonus to relevant saves.

Hamstrung

A severed Achilles tendon.

Effect: The character's movement speed is reduced by 15 ft. as long as they have a crutch. They cannot run, jump, climb, swim, or do anything else that would typically require both legs.

Chronic Burns

Old burns have left tight scars, nerve pain, and fragile skin.

Effect: The character takes a -2 circumstance penalty to Acrobatics, Escape Artist, and Swim checks when the burned area is involved. If the burns cover the face or another socially obvious area, this injury can also count as Disfigured.

Heal Skill: Chronic burns can be improved with a Heal DC 25 check, proper tools, and 1 week of recovery. This removes the skill penalties, but visible scarring remains unless cured by magic.

Crippled, Torso

Old trauma to the ribs, spine, abdomen, or lungs has left the character unable to exert themself normally.

Effect: The character cannot run for more than 1 round in a row. If the character performs strenuous activity for 2 rounds in a row, they become fatigued for 10 minutes. This includes running, swimming, grappling, shoving, trampling, or carrying a heavy load.

Heal Skill: A Crippled Torso can be healed with a Heal DC 28 check and 2 weeks of recovery. If the injury involves the spine, surgery is required.

Desiccated Tissue

The character's flesh, organs, or joints never fully recovered from desiccation damage.

Effect: The character takes a -2 circumstance penalty on Fortitude saves against dehydration, heat, forced marches, and effects that cause fatigue or exhaustion. They require twice as much water as normal each day.

Heal Skill: A Heal DC 24 check and 1 week of careful hydration and treatment removes this injury.

Elemental Scarring

Magical energy has left lasting damage in the character's body.

Effect: Choose Cold, Corrosive, Electric, Force, Heat, or Sonic when this injury is gained. The character takes a -2 circumstance penalty on saves against that damage type and effects with the matching descriptor.

Heal Skill: Elemental scarring can be healed with a Heal DC 26 check and 1 week of recovery. Force and Sonic scarring require surgery or a Healing Kit, Elite.

Hollowed

Negative energy has left the character gaunt, exhausted, and slow to recover.

Effect: The character heals naturally at half the normal rate. Healing spells and effects restore 1 fewer HP per die rolled, to a minimum of 1 HP per die.

Heal Skill: Hollowed cannot be cured with the Heal skill alone, but a Heal DC 25 check during magical treatment reduces the required recovery time to 1 day.

Mana-Burned

Raw magical force, entropic damage, or a failed magical recovery has left the character's body unstable.

Effect: Whenever the character casts a spell, uses a spell-like ability, or activates a magic item, there is a 5% chance the action fails and is wasted. If the original injury came from entropic damage, this chance increases to 10% for transmutation, abjuration, and teleportation effects.

Heal Skill: The Heal skill cannot cure Mana-Burned without magical assistance.

Nerve Damage

The character's nerves no longer carry sensation and motion correctly.

Effect: The character takes a -2 circumstance penalty to Reflex saves, Balance, Sabotage Device, Escape Artist, Lock Picking, Sleight of Hand, and any check requiring fine touch or steady hands.

Heal Skill: Nerve damage can be healed with a Heal DC 30 check, surgery, and 2 weeks of recovery.

Paranoia

The character is deeply suspicious, to the point of creating enemies where none exist.

Effect: When using Discern Intent, the character sometimes gets a false negative or false positive regardless of the result. Their own thoughts and illusions can become what they fervently believe is real. Sometimes, around 20% of the time, noises and sounds they hear trigger fear responses, causing them to become shaken. The character takes a -5 penalty to Will saves against illusion spells.


Wound

When a creature is reduced to 0 HP, they gain a wound that fits the damage source. Critical hits can also threaten wounds. Whenever a creature is critically hit, there is a 50% chance they are threatened with a wound. If the creature loses the 50% chance, they must roll a Fortitude save against their wound DC (12 + HD - Con Mod). On a failure, they receive a wound that fits the situation best.

Physical damage usually causes Broken Bone, Deep Gash, or Internal Bleeding. Magical damage usually causes the wound that matches its energy type: Cold, Corrosive, Desiccation, Electric, Entropic, Force, Heat, Negative, Positive, or Sonic. If an effect uses an older name, Acid maps to Corrosive, Fire maps to Heat, and Electricity maps to Electric.

Broken Bone, Arm

A fracture on an arm or shoulder.

Effect: That arm cannot be used effectively. A shield used with that arm has a -5 penalty, but this cannot reduce the shield bonus below 0. Any weapon swung with a broken arm suffers a -5 penalty to attack. Any spell requiring somatic components has a 25% chance to fail and waste the spell slot.

Special: Broken bones always happen when dropped to 0 HP with a bludgeoning weapon. The broken arm heals automatically in 2 weeks. A Heal DC 15 check can reduce this time to 1 week and prevent an injury.

Broken Bone, Leg

A fracture on any part of the legs and hips.

Effect: The leg becomes extremely painful to put pressure on. This reduces the character's land speed to 10 ft. They cannot run while they have a broken leg. The affected creature takes a -2 penalty to Reflex saves.

Special: Broken bones always happen when dropped to 0 HP with a bludgeoning weapon. The broken leg heals automatically in 2 weeks. A Heal DC 15 check can reduce this time to 1 week and prevent an injury.

Broken Bone, Rib

A fracture on the torso, usually the ribs.

Effect: A broken rib makes it painful to breathe. This injury is not life-threatening, but it does prevent the character from running, grappling, shoving, trampling, riding a mount, or swimming.

Special: Broken bones always happen when dropped to 0 HP with a bludgeoning weapon. The broken rib heals automatically in 2 weeks. There is no treatment for this injury.

Deep Gash

A slashing or piercing attack has cut the character far deeper than a typical flesh wound.

Effect: The character bleeds for 1 HP per round if unconscious and 5 HP per round if conscious.

Details: This always occurs if dropped to 0 HP from slashing or piercing damage. The bleeding stops after 5 minutes or when any healing spell is applied. The wound can easily reopen due to violent movement, even if a healing spell was used. Examples of violent movement include falling over, swinging a weapon, or grappling. A Heal DC 15 check can bind and stitch the wound, preventing it from reopening. If untreated, Deep Gash heals on its own in 1 week. If it turns into an injury, it usually becomes a disease, typically an infection.

Deep Gash, Severe

A slashing or piercing attack has opened a grievous wound.

Effect: Creatures afflicted with Severe Deep Gash take 2d6+5 bleeding damage per round. This is reduced to 2d6 damage per round when unconscious.

Details: This type of wound does not close on its own and needs to be stitched shut with a Heal DC 25 check or a Close Wound effect. Sufficiently violent or strenuous movement taken while afflicted with Severe Deep Gash has a 50% chance to reduce the character to 0 HP and render them unconscious. This follows the normal 0 HP rules.

Burns

The character's flesh has been burned by heat, corrosive energy, or another source that destroys tissue.

Effect: The affected creature takes a -2 penalty to rolls that require the burned body part. If the burns cover the hands, this applies to weapon attacks and spells with somatic components. If the burns cover the legs, this applies to movement-based skill checks and Reflex saves. If the burns cover the face, this applies to Spot, Investigate, Diplomacy, and Disguise checks.

Details: Burns usually occur from Heat or Corrosive damage, but they can also occur from Electric, Positive, or mundane fire and acid. Burns heal automatically in 1 week. A Heal DC 15 check reduces this to 3 days and prevents an injury.

Burns, Severe

The character has suffered extensive burns that destroy skin, nerves, and deeper tissue.

Effect: The character is stifled for 1d4 rounds due to pain. Until treated, they take a -5 penalty to rolls that require the burned body part. If more than half the body is burned, the character is also fatigued and takes 1 Constitution damage every hour.

Details: Severe Burns do not heal cleanly on their own. A Heal DC 25 check, a Healing Kit, Elite, and 1 week of recovery are required to prevent Chronic Burns, Disfigured, or Nerve Damage. Magical healing restores HP normally but does not prevent the injury unless it also cures wounds.

Dehydration Burns

Desiccation damage has pulled water from the character's flesh and organs.

Effect: The character is fatigued and takes a -2 penalty to Fortitude saves against heat, forced marches, fatigue, exhaustion, and further Desiccation damage.

Details: Dehydration Burns heal automatically in 1 week if the character has access to twice the normal amount of water each day. A Heal DC 18 check reduces this to 3 days and prevents an injury.

Dehydration Burns, Severe

Desiccation damage has cracked skin, damaged organs, and left the character dangerously depleted.

Effect: The character is exhausted and takes 1 Constitution damage every hour until they receive water and rest. Further Desiccation damage deals 50% more damage while this wound remains.

Details: Severe Dehydration Burns require a Heal DC 25 check, a Healing Kit, Elite, abundant water, and 1 week of recovery to prevent Desiccated Tissue, Sickly - Circulatory, or Crippled Torso.

Disassociation

Entropic energy has partially unraveled the character's body.

Effect: The character takes a -2 penalty to Fortitude saves and a -2 penalty to all Strength- and Dexterity-based skill checks. If the character is reduced to 0 HP while this wound remains, they gain Disassociation, Severe instead of another ordinary wound.

Details: Disassociation heals automatically in 1 week. A Heal DC 20 check can stabilize the character's body and prevent an injury, but magical treatment is required to reduce the healing time.

Disassociation, Severe

Entropic energy has torn at the pattern that keeps the character's body together.

Effect: The character takes 1 Constitution damage every 10 minutes and cannot benefit from Regeneration. If they reach 0 Constitution from this wound, their body collapses into inert dust.

Details: Severe Disassociation requires Close Wound, an effect that repairs entropic damage, or a Heal DC 30 check using a Healing Kit, Elite. If the kit is used only to diagnose the wound, it is not consumed. If untreated, it becomes Mana-Burned or Disfigured.

Frostbite

Cold damage has frozen tissue and slowed the character's body.

Effect: The affected creature takes a -2 penalty to Reflex saves and Dexterity-based skill checks. If the hands are affected, weapon attacks and spells with somatic components take this penalty instead.

Details: Frostbite heals automatically in 1 week. A Heal DC 15 check reduces this to 3 days and prevents an injury.

Frostbite, Severe

Cold damage has frozen flesh deeply enough to kill tissue.

Effect: The affected body part is numb and sluggish. The character takes a -5 penalty to rolls that require it. If a leg is affected, movement speed is reduced by 10 ft. If both legs are affected, movement speed is reduced to 5 ft.

Details: Severe Frostbite requires a Heal DC 25 check and 1 week of recovery to prevent Nerve Damage, Crippled Arm, Crippled Leg, or Disfigured. Magical healing restores HP normally but does not prevent the injury unless it also cures wounds.

Force Trauma

Force damage has struck the character like raw mass, bruising deep tissue and stressing bones.

Effect: The character takes a -2 penalty to Strength-based checks and Reflex saves. If the impact struck the torso, they also cannot run while the wound remains.

Details: Force Trauma usually causes Internal Bleeding if the effect crushes, throws, or pins the character. Otherwise, it heals automatically in 1 week. A Heal DC 18 check reduces this to 3 days and prevents an injury.

Force Trauma, Severe

Force damage has compressed, twisted, or violently displaced the character's body.

Effect: The character is knocked prone, stifled for 1d4 rounds, and takes a -5 penalty to Strength-based checks and Reflex saves. If they move more than 5 ft. in a round before treatment, they take 1d6 damage.

Details: Severe Force Trauma requires Close Wound or a Heal DC 25 check and 1 week of recovery to prevent Crippled Arm, Crippled Leg, Crippled Torso, or Elemental Scarring. If the character is reduced to 0 HP by Severe Force Trauma, they also gain Internal Bleeding, Severe.

Internal Bleeding

Blood vessels have ruptured inside the character's body with no obvious external wound.

Effect: The character takes 1 damage per round while conscious and 1 damage per minute while unconscious. A Heal DC 18 check detects the wound. Once detected, a Heal DC 20 check stops the bleeding.

Details: Internal Bleeding can come from bludgeoning, force, sonic, falls, crushing, or any attack that violently moves the body. If untreated, Internal Bleeding heals on its own in 1 week but can become Crippled Torso or Sickly - Circulatory.

Internal Bleeding, Severe

Blood vessels have ruptured throughout the character's body with no obvious external wound.

Effect: The character takes 2d6 damage per round. A Heal DC 18 check is needed to detect this. Once the character reaches 0 HP, they faint and gain a wound as normal. This specific wound overrides normal death-save timing. 5 rounds after reaching 0 HP, the character dies unless Close Wound is cast. These wounds kill too quickly for any practical Heal check.

Life-Bloom Lesions

Positive energy has caused uncontrolled growth, swelling, or tissue formation.

Effect: The character becomes sickened. If they receive magical healing while this wound remains, the healing works, but the character must roll a Fortitude save against their wound DC. On a failure, they take 1 Constitution damage from runaway growth.

Details: Life-Bloom Lesions usually occur when Positive energy damages a creature instead of healing them. The wound heals automatically in 1 week. A Heal DC 20 check removes the sickened effect and prevents an injury.

Life-Bloom Lesions, Severe

Positive energy has forced the character's body to grow in harmful and uncontrolled ways.

Effect: The character is sickened and slowed to half movement speed. Magical healing still restores HP, but every healing effect also deals 1 Constitution damage unless the caster succeeds on a caster level check against the target's wound DC.

Details: Severe Life-Bloom Lesions require a Heal DC 28 check, surgery, and 1 week of recovery to prevent Disfigured, Sickly - Circulatory, or Sterility, depending on where the growth occurred.

Shock Trauma

Electric damage has disrupted the character's muscles, heart, and nerves.

Effect: The character is staggered for 1 round and takes a -2 penalty to Reflex saves, Dexterity-based skill checks, and Concentration checks for 10 minutes.

Details: Shock Trauma heals automatically after 1 day. A Heal DC 15 check ends the penalties and prevents an injury.

Shock Trauma, Severe

Electric damage has caused dangerous nerve and heart trauma.

Effect: The character is stunned for 1 round, then staggered for 1d4 rounds. For 1 week, they take a -5 penalty to Reflex saves, Dexterity-based skill checks, and Concentration checks.

Details: A Heal DC 25 check and 1 week of recovery are required to prevent Nerve Damage or Sickly - Circulatory. If the character is reduced to 0 HP by Severe Shock Trauma, they also gain Internal Bleeding.

Sonic Trauma

Sonic damage has battered the character's ears, organs, and balance.

Effect: The character takes a -2 penalty to Listen, Balance, Concentration, and Fortitude saves against sonic effects.

Details: Sonic Trauma heals automatically in 1 week. A Heal DC 15 check reduces this to 3 days and prevents an injury.

Sonic Trauma, Severe

Sonic damage has ruptured tissue and damaged the character's ability to orient themself.

Effect: The character is deafened and takes a -5 penalty to Balance, Concentration, and Fortitude saves against sonic effects. They also have a 25% chance to fail spells with verbal components.

Details: Severe Sonic Trauma requires a Heal DC 25 check and 1 week of recovery to prevent Nerve Damage, Crippled Torso, or permanent deafness. If the character is reduced to 0 HP by Severe Sonic Trauma, they also gain Internal Bleeding.

Withering

Negative energy has drained the vitality from the character's body.

Effect: The character takes a -2 penalty to Fortitude saves and heals naturally at half the normal rate while the wound remains.

Details: Withering heals automatically in 1 week. A Heal DC 20 check and 1 day of rest prevent an injury. Positive energy healing removes Withering if it restores at least 10 HP.

Withering, Severe

Negative energy has deeply damaged the character's life force.

Effect: The character takes 1 Constitution damage every hour and cannot regain HP through natural healing. Healing spells restore half their normal HP unless they are Positive effects.

Details: Severe Withering requires Positive energy that restores at least 25 HP, Close Wound, or a Heal DC 28 check performed during magical treatment. If untreated, it becomes Hollowed or Sickly - Circulatory.

Shatter Bone, Arm

The complete mangling of a creature's arm.

Effect: The affected limb becomes completely disabled. The creature cannot use a weapon, shield, or focus wielded in the shattered arm. Creatures with a shattered arm become stifled for 1d4 rounds due to the pain of the injury. Spellcasting is disabled until the shattered bone is fixed.

Details: An unhealed shattered bone results in a crippled limb injury. There is no way to heal a shattered limb with a skill; it must be fixed with Close Wound. A bone becomes shattered when a previously broken bone is targeted further.

Shatter Bone, Leg

The complete mangling of a creature's leg.

Effect: The affected limb becomes completely disabled. The creature can move at 5 ft. per round at most and suffers a -5 penalty to Reflex saves. Creatures with a shattered leg become stifled for 1d4 rounds due to the pain of the injury.

Details: An unhealed shattered bone results in a crippled limb injury. There is no way to heal a shattered limb with a skill; it must be fixed with Close Wound. A bone becomes shattered when a previously broken bone is targeted further.

Shatter Bone, Rib

The shattering of multiple ribs or the sternum of a creature.

Effect: The affected creature receives a life-threatening injury that makes breathing very difficult. They are reduced to either a standard action or a move action each round. If they engage in any movement or action deemed sufficiently violent or strenuous, they take 1 point of Constitution damage per round spent in that activity. These activities also have a 50% chance to cause Severe Internal Bleeding.

Details: Unhealed shattered ribs result in the crippled torso injury. There is no way to heal shattered ribs with a skill; they must be fixed with Close Wound. A bone becomes shattered when a previously broken bone is targeted further.

Traumatized

The character has been through an extremely stressful situation that has left them mentally scarred.

Effect: Whatever evokes the fear response that throws the character back into their experience causes them to become panicked. This can be reduced to shaken if they succeed on a Will save equal to 10 + HD.

Special: This can be resolved through a Special Cure or through character-driven recovery chosen by the player and Definition Master. It can be a major part of the character's arc.