Afflictions

Out here on the seas, or in the colonies, jungles, and salt-blown towns, life takes its toll. Afflictions are the marks it leaves: bruises you can feel, wounds you carry deep, and scars no eye can see. They come in two stripes, mental and physical, and they chip away at your edge the longer they linger.
Each time you suffer an Affliction, your odds get worse. Let too many fester, and you’ll end up Broken, fit for the brig, the grave, or the mercy of a shipmate’s care.

Mental conditions affect Heart and Ken rolls.

Heated Blood
Rage clouds your senses. You act before thinking, throwing reason overboard.
Effect: -1 dice to all Heart and Ken rolls.

Salt in the Spine
Dread clutches your chest. You see ghosts in shadows, jump at lantern creaks.
Effect: -2 dice to all Heart and Ken rolls.

Drained Soul
The fire’s gone out. You drift like flotsam, cold inside, hope long sunk.
Effect: -3 dice to all Heart and Ken rolls.

Physical conditions affect Hand and Heft rolls

Bone-Weary
Muscles slack, eyelids heavy, like you’ve rowed across the world.
Effect: -1 dice to all Hand and Heft rolls.

Salt-Bruised
You're battered , knife scrape, clubbed ribs, blood leaking slowly.
Effect: -2 dice to all Hand and Heft rolls.

Gutted
A shot, a stab, a break. You’re bleeding fast or worse.
Effect: -3 dice to all Hand and Heft rolls.

If you’ve stacked all three Afflictions of either kind and suffer one more, you're Broken, can’t act, move, or defend yourself until another soul helps you.

Someone must succeed at a Spin Yarn or roll, Stitch & Salve depending on the Affliction type, to get you upright again. Until then, you’re down and out.

Treating Critical Afflictions
A Drained Soul or a Gutten sailor can turn to madness, death, or lasting injury if not treated quickly.

Someone must succeed at a Stitch & Salve or Spin Yarn roll before the sand runs out.
Success stabilizes you and removes the Broken state, though your other Afflictions remain.
Every extra success heals one additional Affliction.

A failed attempt means your healer must find better gear, safer ground, or a wiser hand before trying again.

If time runs out before help arrives? Then you’re dead, or you’re never the same again. Time to roll a new soul.

Healing Afflictions
You can heal your mates’ Afflictions, but never your own, with time, rest, and care.
To soothe Mental Afflictions, use Spin Yarn.
To mend Physical Afflictions, use Stitch & Salve.

In both cases:
You must spend a full day with your patient.
You must be in a safe haven, a hidden cove, a friendly port, a still glade.
There must be food, drink, warmth, and peace.
And your patient must trust you enough to open up (if Mental Affliction).

A success heals 3 Afflictions, split as the players choose. Each extra success heals 3 more. Broken can be healed the same way.

A failed test? The day’s wasted. Worse, your enemies may gain ground while you sit still.