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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.

Healing a Scar

The count is how far below 0 the character went: −1 is one, −7 is seven.

ScarBy GiftBy AdderBy Skill
PhysicalHealing or Regeneration: that many Days-Medicine: that many Months
MentalRestoration: that many DaysTalking Down (Telepathy/Empathy) or Taking the Edge Off (Memory Manipulation): that many WeeksPsychology: 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:

  1. A jagged scar across the wound site, visible but doesn't impede
  2. A permanent limp on rough terrain
  3. A patch of skin that never healed right - discolored, numb to light touch
  4. A voice roughened or lowered permanently
  5. A missing fingertip or toe - functional, just gone
  6. A streak of hair gone stark white or gray from the wound site
  7. A faint tremor in one hand at rest, vanishing under real focus
  8. Eyes that don't quite match anymore
  9. A patch that never grows hair again
  10. Joints that ache and predict weather changes
  11. A visible burn or frost pattern mapped permanently onto skin
  12. Breathing that's audibly different under exertion - a whistle, a rasp
  13. A crooked bone that healed slightly off, visible on an X-ray but otherwise unnoticeable
  14. Scar tissue thick enough to be felt through clothing
  15. A nail that grows in permanently misshapen
  16. Skin that flushes or pales unusually fast at that spot
  17. A knee or shoulder that pops audibly on certain movements, harmless but noticeable
  18. A patch of skin that no longer tans or burns the way the rest does
  19. A scar that aches faintly whenever the weather turns cold
  20. Slightly reduced flexibility in one joint - cosmetic stiffness, not real impairment
  21. A permanent goosebump-like texture over the old wound site
  22. Teeth that chipped and were never quite fixed right
  23. A faint, bruise-like discoloration that never fully fades
  24. A small patch of numbness from old nerve damage
  25. A scar that catches light oddly - faintly visible under blacklight or certain conditions
  26. Slightly asymmetrical features from an old fracture that reset imperfectly
  27. A permanent callus on a palm or sole from old repeated strain

Below 0: the scar

ScarEffect
Bad KneeMovement Rate −1m. Disadvantage on Athletics to jump.
Stiff ShoulderDisadvantage on Thrown Weapons and Archery.
Shaky HandDisadvantage on Sleight of Hand, and on Firearms past Close.
Ribs That Set WrongYour Stamina baseline for holding breath and running flat-out is halved.
Ringing EarDisadvantage on Perception by sound.
Clouded EyeDisadvantage on Perception by sight past Close.
Weak GripDisadvantage on Potence contests to hold on: grapples, climbing, a hand on a ledge.
Missing FingersDisadvantage on Crafting, Electronics and Security by hand.
LimpDisadvantage on Acrobatics, and in chases on foot.
Scarred LungsDisadvantage on endurance checks in smoke, cold or thin air.
Weather in the JointsIn cold or rain, Disadvantage on Athletics and Acrobatics.
Tender SpotKi can't preserve the first Health Level you lose in a Scene.
DisfiguredDisadvantage on Disguise. People who've seen you once remember you.
Bad BackDisadvantage on Athletics to lift, carry or drag.
Slow to ClotFirst Aid and Medicine on you are at Disadvantage.
Night BlindDisadvantage on Perception and Driving in the dark.
Chronic PainYour baseline for any sustained exertion is one unit shorter.
Burn ScarsSoak counts 1 lower against fire and heat.
Old BreakA hit that costs 2 or more Health Levels also leaves you Off Balance.
WheezeDisadvantage on Stealth when you've moved this round.

Social Scars

From Poise.

At 0: a mark

No mechanical effect. Some ideas, if nothing better comes out of the scene:

  1. A nervous habit that surfaces under real social pressure - fidgeting, a verbal tic, avoiding eye contact
  2. A specific phrase or turn of speech you now overuse without noticing
  3. A reputation quirk that follows you in certain circles - "the one who choked at..."
  4. A changed laugh - shorter, more guarded than it used to be
  5. A tendency to over-rehearse anything important before saying it out loud
  6. A specific social setting (a stage, a boardroom, a particular kind of crowd) that now makes you visibly stiffen
  7. A habit of downplaying your own achievements before anyone else can
  8. A go-to deflection joke you reach for whenever a conversation gets too real
  9. A slightly too-careful way of choosing words around one specific topic
  10. A physical tell - a hand to the collar, a shift in stance - that reads as discomfort to anyone paying attention
  11. An overcorrected confidence in low-stakes situations, masking real unease in higher-stakes ones
  12. A story you tell about the incident that's just slightly different from what actually happened
  13. A specific compliment or criticism that visibly throws you off script, every time
  14. A preference for written communication over face-to-face when the stakes are real
  15. A practiced neutral expression that slips only under real, direct pressure

Below 0: the scar

ScarEffect
The Story Goes AroundDisadvantage on Intimidation against anyone who's heard what happened.
Known FaceDisadvantage on Disguise and Stealth where it happened.
StammerDisadvantage on Public Speaking and Performance in front of an audience.
Sore SpotA Social attack that brings it up gets 1 extra die.
Burned BridgeDisadvantage on Networking with one Contact or faction who saw it.
Eyes DownDisadvantage on Leadership when the person who did it is present.
TellInsight to read you is at Advantage.
Gives GroundDisadvantage on Barter and Bribery.
RattledLosing a Poise Level leaves you Distracted.
The NicknameRidicule that uses it is at Advantage against you.
Out of PlaceDisadvantage on Etiquette at anything formal.
It's on VideoOnce a session the GM can say someone in the Scene has seen it. Disadvantage on Persuasion with them.
Can't Let It GoWhen it's thrown at you in public, Disadvantage on everything else until you answer it.
Nervous LaughDisadvantage on Charm and Seduction when it matters.
Quiet VoiceDisadvantage on Intimidation.
FlushesDisadvantage on Deception about yourself.
Won't AskYou can't be Helped on Social rolls.
On the RecordDisadvantage on Bureaucracy and Law wherever the record exists.
Stage FreezeYour first Social roll in front of a crowd each Scene is at Disadvantage.
Touchy SubjectKi can't preserve Poise against a Social attack that brings it up.

Mental Scars

From Sanity.

At 0: a mark

No mechanical effect. Some ideas, if nothing better comes out of the scene:

  1. A tic that flares under stress - touching the scar, tapping a rhythm
  2. A recurring intrusive thought about the incident, easily dismissed but never fully gone
  3. A specific object you now can't be without, though you function fine if separated from it
  4. A genuine blank spot for the worst moment itself, though everything around it is intact
  5. A smell, sound, or phrase that makes you flinch, just for a beat
  6. Talking in your sleep about it, unknowingly
  7. A changed relationship to something ordinary (can't watch a certain kind of media, avoid a certain place)
  8. A new permanent habit picked up from the stress - counting, humming, checking locks
  9. A specific number, date, or word that now feels unlucky or significant, without being able to say why
  10. Difficulty holding eye contact when a conversation brushes the same topic
  11. A new taste or aversion to a specific food tied to the memory
  12. Automatically counting exits or escape routes on entering any room
  13. A private, harmless bedtime ritual that wasn't there before
  14. A mild wariness of a type of person resembling someone from the incident, not an individual
  15. Genuine discomfort with one specific genre or kind of media
  16. Talking quietly to yourself when alone, working through something unresolved
  17. A changed relationship to darkness or silence - needing a light on, or needing background noise
  18. Writing things down obsessively you'd normally just remember, not trusting your own memory the same way
  19. A flinch at being touched unexpectedly from one specific direction
  20. Preferring to sit facing exits or doors, without consciously deciding to
  21. A recurring, harmless dream fragment that resurfaces under stress
  22. Over-explaining or over-apologizing in moments that echo the original incident
  23. A private phrase or word you use only in your own head to steady yourself

Below 0: the scar

ScarEffect
The TriggerOne sound, smell or sight leaves you Distracted when it turns up.
Night TerrorsA Full Night's Rest refills Ki only as a Short Rest does (Klotho), unless somebody keeps watch with you.
HypervigilantYou can't be Surprised, and you can't take a Short Rest anywhere unsecured.
PhobiaDisadvantage on every roll while the thing is within Close.
Lost TimeA stretch of memory is gone. The GM knows what's in it.
Intrusive MemoryA catastrophic failure also leaves you Distracted.
Checks the ExitsYour first action in each Scene is at Slow.
FlatDisadvantage on Performance and Charm.
ParanoidYou can't be Helped by anyone you haven't known a Month.
StartleA sudden loud noise costs you Fast for the round.
DriftsOnce a session the GM can say you drift. Disadvantage on Perception for that Scene.
InsomniaMiss a Full Night's Rest and you wake Exhausted.
The VoiceYou answer it under your breath. Disadvantage on Stealth.
Survivor's GuiltWhile an ally is Dying, you can't spend a Fate Token on yourself.
FreezesSurprised lasts a round longer.
Tunnel VisionUnder Mental attack, you can't Help or be Helped.
It Knows YouMental attacks from the thing that did it get 1 extra die.
The DarkDisadvantage on every roll in darkness without a light.
FixatedWhile it's in the Scene, Disadvantage on anything that isn't about it.
CracksDisadvantage 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.