Ailments

Ailments are Conditions that afflict the flesh. Common sources:

  • Disasters during harvest of mystical materials
  • Foes
  • Environmental conditions
  • Eating that weird-looking gunk at the bottom of the bowl at a bad tavern

These Conditions usually inflict Breaks as they worsen your physical health; your natural regeneration will usually triumph over these factors in time.

Leaf Poisons

  • Verdant Vertigo (Air)
    • Symptom: Blotches of purple bruising beneath the eyes
    • Effect: Break Air
    • Difficulty: 13
    • Severity: Td6
  • Serpent’s Dizzy (Varies)
    • Symptom: Two pinprick bite marks on one limb
    • Effect: Break the target element
    • Difficulty: 9
    • Severity: Td4
    • Special: When contracted, roll for a random element and apply to that element. If the roll lands on Light or Dark, the Condition has no effect and instantly ends. Lucky you!
  • Scaleskin (Earth)
    • Symptom: Patches of skin harden to painful, itching scales
    • Effect: Break Earth
    • Difficulty: 17
    • Severity: Td4
    • Special: Alorans are immune to this effect. Ignore this poison

Sinew Diseases

  • Sickened Blood (Varies)
    • Symptom: Extremely slow, thick bleeding
    • Effect: Break the target element
    • Difficulty: 8
    • Severity: Td4
    • Special: Reduce any effect that recovers Aura by 1
  • Scent-Stricken (Earth)
    • Symptom: Stuffy nose!
    • Difficulty: 11
    • Effect: Break Earth
    • Severity: Td6
  • Feral hunger (Earth)
    • Symptom: Stuffy nose!
    • Effect: Break Earth
    • Difficulty: 21
    • Severity: Td6
    • Special: You must consume meat at least once a day, or suffer terrible hunger pangs that inflict a Penalty die to Earth.

Mineral Curses

Curses are tenacious Conditions that afflict the spirit. These Conditions are usually the result of tangling with otherworldly powers or chasing the riches of the earth; they always apply against either Light or Dark.

Path students lack the ability to cure Curses yet and must seek outside help for any such inflictions.

  • Blindness of Hope (Light)
    • Symptom: Flecks of white like scars across your back
    • Effect: You are overcome by extreme and self-sabotaging cynicism in all walks of life
    • Difficulty: 14
    • Severity: Td4 * 4
  • Scatter-scatter (Light)
    • Symptom:
    • Effect: Persistent distractions and thoughts distract you. Roll 1d12 whenever you Challenge. If the Result of the 1d12 matches another Ki Result, remove the first Ki that matches its value
    • Difficulty: 26
    • Severity: Td6 * 4
  • Doom of Deadly Death (Dark)
    • Effect: Any time you take Damage from a Shade, take an additional damage
    • Difficulty: 22
    • Severity: Td6 * 5
  • Unclean hands (Dark)
    • Symptom: Deep, violent stains across your hands that cannot wash away
    • Effect: You may not destroy a Shade. Any effect you have that would destroy a Shade instead banishes it.
    • Difficulty: 30
    • Severity: Td4 * 5
  • Deathly Essence (Dark)
    • Symptom: A foul sigil that stains like a tattoo somewhere on your body
    • You may not generate Essences which include Light. If you have the choice, you must choose another Essence combination. If not, the Essence is lost.
    • Difficulty: 28
    • Severity: Td4 * 5
  • Petty Shade (Dark)
    • Symptom: Obvious
    • Effect: A small, vindicative Shade follows you, causing you unending misfortune. Remove any Ki with a value of 3 or less from your Challenge Result
    • Difficulty: 19
    • Severity: Cd6 * 5
  • Fouled Luck (Dark)
    • Symptom: Extreme clutziness
    • Effect: Remove any Ki that has a result of 4 from your Challenge Result
    • Difficulty: 22
    • Severity: Td6 * 5

Metalbleed

A particularly vicious and dangerous Ailment, metalbleed is the result of injury from wild or orchard sources of metal.

As the name implies, metalbleed injuries refuse to properly heal on their own. Even your native regeneration will not heal this Condition. Seek medical care!

  • Minor Metalbleed
    • Symptom: Poor clotting and continual infection around the initial wound
    • Effect: Reduce your maximum Aura by 1
    • Difficulty: None
    • Severity: 1 (See below)
  • Major Metalbleed
    • Symptom: Poor clotting and continual infection around the initial wound
    • Effect: Reduce your maximum Aura by 2; increase any damage taken by +1
    • Difficulty: 25
    • Severity: 1 (See below)
  • Life-threatening Metalbleed
    • Symptom: Poor clotting and continual infection around the initial wound
    • Effect: Reduce your maximum Aura by 3; increase any damage taken by +1; when you take a Wound, take one additional Wound
    • Difficulty: 40
    • Severity: 1 (See below)

Curing Metalbleed

Blood calls to blood

Metalbleed Conditions have a Severity of 1, but only heal under very specific circumstances.

Minor Metalbleed can be treated with Argent Moss, a rare reagent found in the dark caves beneath Seln or around gates to Shade realms. Once harvested, the reagent must be applied to the wound for one day. After 24 hours of this treatment, your regeneration kicks in and heals the Condition.

Major Metalbleed requires Argent Moss, as above, and a sample of the same type of metal that caused the injury. The same of metal must be doused in the victim’s blood and then Purified. Use the Condition Difficulty for the Purify Challenge. Once successfully purified, treatment with Argent Moss may apply.

Life-threatening Metalbleed requires even greater steps to cure.

  • When a victim is afflicted by this Condition, an echo of their doom materializes into a length of Onyxsteel within a Shade Realm
  • You must find the appropriate Shade Realm, find the Onyxsteel that resonates with the victim’s plight, and claim the metal for yourself against any guardians or trials that await
  • You must then Consecrate the Onyxsteel under the light of Mera’s full moon; this rouses the vengeful power from the metal to seek the victim’s life
  • Once defeated, the Onyxsteel breaks its claim on the victim’s life, and Argent Moss treatment may proceed