Consequences & Diseases
Physical Consequences
Consequence Name | Severity | Heals in (Treated) | Heals in (Untreated) | Mechanical Impact |
---|---|---|---|---|
Bruised Ribs | Mild | 6 hours | 1 day | -1 to Physique or Athletics rolls |
Burned Hands (Fire) | Mild | 8 hours | 1 day | -1 to Crafts or Fight rolls |
Frostbite (Frost) | Mild | 12 hours | 1.5 days | -1 to Physique rolls |
Lightning Jolt | Mild | 8 hours | 1 day | -1 to Drive or Shoot rolls |
Sore Muscles | Mild | 6 hours | 1 day | -1 to Athletics |
Twisted Ankle | Mild | 10 hours | 1.5 days | -1 to movement-related actions |
Split Lip | Mild | 6 hours | 1 day | -1 to Influence or Contacts |
Black Eye | Mild | 8 hours | 1 day | -1 to Perception |
Deep Cut | Moderate | 2 days | 4 days | -2 to Fight or Athletics rolls |
Broken Arm | Moderate | 4 days | 1 week | -2 to Physique, can’t wield two-handed weapons |
Severe Burn (Fire) | Moderate | 3 days | 1 week | -2 to Physique and Crafts |
Nerve Shock (Lightning) | Moderate | 3 days | 5 days | Cannot use magic for 24 hours |
Dislocated Shoulder | Moderate | 2 days | 5 days | -2 to Fight and Physique |
Internal Bleeding | Moderate | 3 days | 1 week | -2 to all physical actions until stabilized |
Cracked Ribs | Moderate | 5 days | 1 week | -1 to Physique and Fight |
Broken Nose | Moderate | 4 days | 1 week | -2 to Contacts and Influence |
Fractured Leg | Severe | 1 week | 2+ weeks | Movement speed halved, -2 to all movement actions |
Impaled | Severe | 1 week | 2+ weeks | Cannot use Athletics or Fight, -2 to all movement |
Cracked Skull | Severe | 10 days | 3 weeks | -2 to all physical actions |
Full-body Frostbite | Severe | 2 weeks | 3+ weeks | -2 to Dexterity-based skills |
Collapsed Lung | Severe | 2 weeks | 3+ weeks | -2 to Physique and Will, limited speech |
Shattered Knee | Severe | 2 weeks | 1 month | Movement impossible without aid, -2 to Physique |
Mental Consequences
Consequence Name | Severity | Recovery Time (With Help) | Recovery Time (Without Help) | Mechanical Impact |
---|---|---|---|---|
Shaken (Fear) | Mild | 6 hours | 1 day | -1 to Will and Influence |
Clouded Thoughts | Mild | 8 hours | 1 day | -1 to Lore or Magic |
Startled Reflexes | Mild | 6 hours | 1 day | -1 to Perception or Stealth |
Distracted | Mild | 8 hours | 1 day | -1 to all defense rolls |
Mood Swings | Mild | 10 hours | 1.5 days | -1 to Contacts and Influence |
Vivid Nightmares | Mild | 12 hours | 2 days | -1 to Will, no rest recovery until healed |
Unfocused | Mild | 10 hours | 1.5 days | -1 to Lore, Craft, and Magic |
Tense and Edgy | Mild | 6 hours | 1 day | -1 to Stealth and Influence |
Paranoia (Mind Control) | Moderate | 3 days | 5 days | -2 to Contacts; -2 to social rolls |
Compelled Focus | Moderate | 2 days | 4 days | Can only act on specific obsession |
Mental Freeze (Paralyze) | Moderate | 2 days | 5 days | Skip a turn unless overcome with Will |
Anxiety Spike | Moderate | 2 days | 4 days | -2 to defense rolls in combat |
Memory Lapses | Moderate | 3 days | 6 days | -2 to Lore, Magic, and Investigation-related rolls |
Panic Attacks | Moderate | 3 days | 1 week | Requires Will check to act under stress |
Voice in the Head | Moderate | 3 days | 1 week | Must obey strange compulsions on failure |
Crippling Fear | Severe | 1 week | 2+ weeks | Cannot approach source of fear; -2 to all defenses |
Mind Shattered | Severe | 10 days | 3+ weeks | -2 to all mental skills; hallucinations |
Psychic Branding | Severe | 2 weeks | Permanent unless healed magically | -1 to Will permanently if untreated |
Catatonia | Severe | 2 weeks | 1 month | Cannot act unless stimulated or magically aided |
Memory Wipe | Severe | 2 weeks | Indefinite | Loss of recent events; -2 to Lore and Contacts |
Possessed | Severe | 2 weeks | Until exorcised | Character is not in control of their actions |
Normal Diseases for Fate Core
Disease Name | Description | Recovery Time (With Help) | Recovery Time (Without Help) | Mechanical Impact |
---|---|---|---|---|
Cholera | Waterborne infection causing dehydration. | 1–2 days with clean water & treatment. | 5–7 days; may escalate to consequence. | “Dehydrated and Weakened” → -1 penalty to Physique skill. |
Typhus | Lice-borne fever, common in warzones. | 3–5 days with medicine and rest. | 2–3 weeks; lingering weakness. | “Fevered and Confused” → -1 penalty on Will skill. |
Tuberculosis | Chronic lung disease. | 2–3 weeks with sustained care. | Indefinite; may become fatal. | “Bloody Cough” → disadvantage on combat rolls and -1 to Influence. |
Influenza | Fast-spreading viral infection. | 3–4 days with rest/herbs. | 7–10 days; risk of spreading. | “Fever and Chills” → 1 exhaustion while you are sick. |
Dysentery | Dirty water intestinal illness. | 1–2 days with clean water/herbs. | 4–6 days; risk of dehydration. | “Cramping and Weak” → -2 to movement and -1 to combat rolls. |
Scurvy | Vitamin C deficiency. | 2–3 days after eating citrus/herbs. | Weeks/months; worsens steadily. | “Bleeding Gums & Weakness” → You need long rest to recover Physical stress. |
Malaria | Mosquito-borne cyclical fever. | 3–4 days with herbal medicine. | 1–2 weeks; may return in cycles. | “Sweating and Shivering” → -2 penalty to attack rolls. |
Whooping Cough | Chronic, deep coughing illness. | 1 week with medicine and rest. | 2–4 weeks; persistent fatigue. | “Can’t Catch My Breath” → -2 penalty to stealth, speech, ranged attacks. |
Pneumonia | Lung infection worsened by cold. | 1–2 weeks with warmth/rest/herbs. | 3–5 weeks; may worsen. | “Lungs Filled with Fluid” → -2 penalty to Physique/Survival rolls. |
Leprosy | Chronic nerve/skin disease. | Long-term management; not curable. | Lifelong; risk of disfigurement. | “Marked by the Disease” → -2 to Influence/Contacts. |
Measles | Rash, fever, contagious in crowds. | 4–6 days with care and shelter. | 1–2 weeks; may spread quickly. | “High Fever and Rash”. -1 penalty to Physique and Will skills. |
Tetanus | Muscle spasms from infected wounds. | 2–3 days with antitoxin/healer aid. | 5–7 days; may escalate dangerously. | “Locked Jaw and Stiffness” → -2 to movement and -2 to defense rolls. |