Scars
What happens when Health, Poise or Sanity crosses zero: the mark it leaves at 0, the scar it leaves below it, how each kind heals, and every scar on the list.
How Do Scars Work?
Going to 0 leaves a mark. Going below it leaves something that lasts.
At 0, any Vital leaves a purely cosmetic mark, with no mechanical effect: a scar, a limp or a changed voice from Health; a nervous habit or a reputation quirk from Poise; a tic, an intrusive thought or a private ritual from Sanity. The Healing and Regeneration Gifts both grant immunity to the Health one, for the target they're used on.
Below 0, the character takes a scar: one effect from the matching list below. Health leaves a Physical scar, Poise a Social one, Sanity a Mental one. The GM picks it, or the GM and the player talk it over and decide together.
- One scar per crossing. Each fresh crossing below 0, after healing back up in between, adds one more. Going deeper in one crossing doesn't add a second, and the same scar can't be taken twice.
- A scar isn't a Flaw. It grants no Flaw points, and a scar causing trouble never earns a Fate Token.
- A scar is permanent until something heals it.
Healing a Scar
The count is how far below 0 the character went: −1 is one, −7 is seven.
| Scar | By Gift | By Adder | By Skill |
|---|---|---|---|
| Physical | Healing or Regeneration: that many Days | - | Medicine: that many Months |
| Mental | Restoration: that many Days | Talking Down (Telepathy/Empathy) or Taking the Edge Off (Memory Manipulation): that many Weeks | Psychology: that many Months |
| Social | - | - | Networking: that many Months |
A Gift or Adder needs dedicated time across that span, as its own entry says. A Skill needs regular work across it from someone Trained in that Skill - for Networking, the scarred character themselves. A scarred reputation can't be treated or healed - it has to be rebuilt. No Gift reaches a Social scar.
Physical Scars
From Health.
At 0: a mark
No mechanical effect. Some ideas, if nothing better comes out of the scene:
- A jagged scar across the wound site, visible but doesn't impede
- A permanent limp on rough terrain
- A patch of skin that never healed right - discolored, numb to light touch
- A voice roughened or lowered permanently
- A missing fingertip or toe - functional, just gone
- A streak of hair gone stark white or gray from the wound site
- A faint tremor in one hand at rest, vanishing under real focus
- Eyes that don't quite match anymore
- A patch that never grows hair again
- Joints that ache and predict weather changes
- A visible burn or frost pattern mapped permanently onto skin
- Breathing that's audibly different under exertion - a whistle, a rasp
- A crooked bone that healed slightly off, visible on an X-ray but otherwise unnoticeable
- Scar tissue thick enough to be felt through clothing
- A nail that grows in permanently misshapen
- Skin that flushes or pales unusually fast at that spot
- A knee or shoulder that pops audibly on certain movements, harmless but noticeable
- A patch of skin that no longer tans or burns the way the rest does
- A scar that aches faintly whenever the weather turns cold
- Slightly reduced flexibility in one joint - cosmetic stiffness, not real impairment
- A permanent goosebump-like texture over the old wound site
- Teeth that chipped and were never quite fixed right
- A faint, bruise-like discoloration that never fully fades
- A small patch of numbness from old nerve damage
- A scar that catches light oddly - faintly visible under blacklight or certain conditions
- Slightly asymmetrical features from an old fracture that reset imperfectly
- A permanent callus on a palm or sole from old repeated strain
Below 0: the scar
| Scar | Effect |
|---|---|
| Bad Knee | Movement Rate −1m. Disadvantage on Athletics to jump. |
| Stiff Shoulder | Disadvantage on Thrown Weapons and Archery. |
| Shaky Hand | Disadvantage on Sleight of Hand, and on Firearms past Close. |
| Ribs That Set Wrong | Your Stamina baseline for holding breath and running flat-out is halved. |
| Ringing Ear | Disadvantage on Perception by sound. |
| Clouded Eye | Disadvantage on Perception by sight past Close. |
| Weak Grip | Disadvantage on Potence contests to hold on: grapples, climbing, a hand on a ledge. |
| Missing Fingers | Disadvantage on Crafting, Electronics and Security by hand. |
| Limp | Disadvantage on Acrobatics, and in chases on foot. |
| Scarred Lungs | Disadvantage on endurance checks in smoke, cold or thin air. |
| Weather in the Joints | In cold or rain, Disadvantage on Athletics and Acrobatics. |
| Tender Spot | Ki can't preserve the first Health Level you lose in a Scene. |
| Disfigured | Disadvantage on Disguise. People who've seen you once remember you. |
| Bad Back | Disadvantage on Athletics to lift, carry or drag. |
| Slow to Clot | First Aid and Medicine on you are at Disadvantage. |
| Night Blind | Disadvantage on Perception and Driving in the dark. |
| Chronic Pain | Your baseline for any sustained exertion is one unit shorter. |
| Burn Scars | Soak counts 1 lower against fire and heat. |
| Old Break | A hit that costs 2 or more Health Levels also leaves you Off Balance. |
| Wheeze | Disadvantage on Stealth when you've moved this round. |
Mental Scars
From Sanity.
At 0: a mark
No mechanical effect. Some ideas, if nothing better comes out of the scene:
- A tic that flares under stress - touching the scar, tapping a rhythm
- A recurring intrusive thought about the incident, easily dismissed but never fully gone
- A specific object you now can't be without, though you function fine if separated from it
- A genuine blank spot for the worst moment itself, though everything around it is intact
- A smell, sound, or phrase that makes you flinch, just for a beat
- Talking in your sleep about it, unknowingly
- A changed relationship to something ordinary (can't watch a certain kind of media, avoid a certain place)
- A new permanent habit picked up from the stress - counting, humming, checking locks
- A specific number, date, or word that now feels unlucky or significant, without being able to say why
- Difficulty holding eye contact when a conversation brushes the same topic
- A new taste or aversion to a specific food tied to the memory
- Automatically counting exits or escape routes on entering any room
- A private, harmless bedtime ritual that wasn't there before
- A mild wariness of a type of person resembling someone from the incident, not an individual
- Genuine discomfort with one specific genre or kind of media
- Talking quietly to yourself when alone, working through something unresolved
- A changed relationship to darkness or silence - needing a light on, or needing background noise
- Writing things down obsessively you'd normally just remember, not trusting your own memory the same way
- A flinch at being touched unexpectedly from one specific direction
- Preferring to sit facing exits or doors, without consciously deciding to
- A recurring, harmless dream fragment that resurfaces under stress
- Over-explaining or over-apologizing in moments that echo the original incident
- A private phrase or word you use only in your own head to steady yourself
Below 0: the scar
| Scar | Effect |
|---|---|
| The Trigger | One sound, smell or sight leaves you Distracted when it turns up. |
| Night Terrors | A Full Night's Rest refills Ki only as a Short Rest does (Klotho), unless somebody keeps watch with you. |
| Hypervigilant | You can't be Surprised, and you can't take a Short Rest anywhere unsecured. |
| Phobia | Disadvantage on every roll while the thing is within Close. |
| Lost Time | A stretch of memory is gone. The GM knows what's in it. |
| Intrusive Memory | A catastrophic failure also leaves you Distracted. |
| Checks the Exits | Your first action in each Scene is at Slow. |
| Flat | Disadvantage on Performance and Charm. |
| Paranoid | You can't be Helped by anyone you haven't known a Month. |
| Startle | A sudden loud noise costs you Fast for the round. |
| Drifts | Once a session the GM can say you drift. Disadvantage on Perception for that Scene. |
| Insomnia | Miss a Full Night's Rest and you wake Exhausted. |
| The Voice | You answer it under your breath. Disadvantage on Stealth. |
| Survivor's Guilt | While an ally is Dying, you can't spend a Fate Token on yourself. |
| Freezes | Surprised lasts a round longer. |
| Tunnel Vision | Under Mental attack, you can't Help or be Helped. |
| It Knows You | Mental attacks from the thing that did it get 1 extra die. |
| The Dark | Disadvantage on every roll in darkness without a light. |
| Fixated | While it's in the Scene, Disadvantage on anything that isn't about it. |
| Cracks | Disadvantage on Academics, Research and Law in combat. |
Making a New Scar
The lists are a starting point. When none of them fits what happened, make one.
- Tie it to the harm. A scar comes from one moment - the knife that went in under the ribs, the speech that fell apart in front of the whole room, the thing in the basement. The best ones are the ones anybody at the table can point back to.
- Match the Vital. A Social scar is never a wound, and a Physical scar never changes what anybody thinks of you.
- Keep it narrow. A scar should bite about once a session, not every roll. Build it from Disadvantage on one or two named Skills or one kind of situation; a Condition that one specific trigger sets off; one extra die for a particular kind of attack against you; a small cut, in one narrow case, to something you'd otherwise always have - a Rest, your Movement Rate, your Fast Bracket, a Ki use, being Helped; or plain story - a lost memory, a name that sticks, a door that's closed to you.
- Never a penalty on every roll, a lost Attribute or sub-stat point, fewer Health Levels, or anything that ends the character. Scars stack, and a scar that hits everything turns three bad nights into a character nobody wants to play.
Social Scars
From Poise.
At 0: a mark
No mechanical effect. Some ideas, if nothing better comes out of the scene:
Below 0: the scar