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.