Selfish adventurer will start to act with little thought to other party members. The selfish affliction has the following effects on a hero:

When adventurers are inflicted with Paranoid, they will suspect everyone and everything around is plotting against them and is actively trying to kill them. The paranoid affliction has the following effects on an adventurer:

An affliction is a stress-induced mental issue suffered by an adventurer when they gain too much Stress. Afflictions change the way your character behaves in some fashion, and can only be cured during downtime. When you gain 100, 150, and 175 Stress for the first time after a long rest, roll to see which affliction you develop. If you roll a duplicate, roll again.

Adventurers in this conversion are not the unwavering heroes of high fantasy to which you are accustomed. While they are certainly tough and capable fighters, they are also very human and you will need to manage their Mental Health as well as their Health. As such if their Stress reaches a peak, they will respond emotionally to the horrors they encounter, by becoming Afflicted, or, more rarely, Virtuous.

Irrational Irrational adventurers start to say things that make little sense, in some cases related to their past sins. The irrational affliction has the following effects on a hero: Whenever the hero performs an action in or out of combat or takes a rest roll a d4. Cookie Tastiness d4 Effect 1 The adventurer does the exact opposite of what he wanted to do. 2 The adventurer throws away any items he is currently holding. 3 The adventurer says random things related to his character increasing stress of all characters in a 20 feet radius by 10 and performs his action. 4 The adventurer performs his desired action.

Fearful When adventurers become fearful they will be extremely cowardly and unable to cope with the adversities they face. The fearful affliction has the following effects: The afflicted adventurer always starts combat in the frightened condition. At the start of combat determine the source of the hero's fear.

Whenever another adventurer interacts with a curio this adventurer's stress level increases by 10 as the fearful adventurer talks of all

the horrible things that could happen from interacting with this object.

the horrible things that could happen from interacting with this object. Whenever the fearful adventurer interacts with a curio his stress increases by 30 as he is imagining all the horrible things that might happen to him.

Hopeless They see themselves and this expedition as completely doomed, they will try to keep others alive but will more often than not get themselves killed. The hero has just given up on fighting. The hopeless affliction has the following effects: Whenever the hero wants to act he has to pass a dc 8 charisma saving throw. On a fail the hero is too hopeless to act.

When the hero drops below half of his maximum hp the hopeless hero suffers a -3 penalty on saving throws and his ac is reduced by 3 as the hero sees no reason to attempt to fight for his survival as all hope is lost.

Abusive The adventurer becomes cruel and critical towards other heroes, mocking them for the slightest mistake, and insulting them with every step. The abusive affliction has the following effects on a hero: When an ally gets hit by an attack he verbally abuses the character increasing their stress by 10.

When an ally lands an attack and does less then 4 damage he verbally abuses the character increasing their stress by 10.

When an ally misses an attack he verbally abuses the character increasing their stress by 10.

Masochistic When adventurers are affected by Masochistic, they will enjoy their pain, trying to be the one getting hurt. The masochistic affliction has the following effect on an adventurer: If another adventurer gets damaged within a 60 feet radius the masochistic adventurer will talk about how they wish they were hurt, increasing the stress of the damaged character by 10. If the damaged adventurer is no further than 5 feet away from an enemy the masochistic adventurer will use his reaction to take the position of the damaged hero. Pushing the damaged adventurer 5 feet backwards.

The afflicted can no longer receive healing other than through a short or long rest.

If an enemy is no further than 5 feets away from the masochistic adventurer he (the afflicted adventurer) can not willingly move away from him.

The masochistic adventurer is immune to the frightened condition