When a character is forced to take a Path of Affliction ability, they cannot spend their Path Point on any other Heroic Path or skill improvement. This represents the world involuntarily remapping their psyche, where trauma becomes a fundamental force of change.
- Paranoid: You gain Advantage on checks to detect ambushes, traps, and hidden enemies. However, you cannot trust anyone and must make a Parley check before being healed by another PC or NPC.
- Obsessed: You become fixated on a single goal, creature, or object. You gain Advantage on all rolls related to achieving that goal, but take Disadvantage on all rolls not related to it.
- Haunted: You are plagued by visions of a past failure. Once per scene, when you face a challenge that reminds you of your failure, you gain Advantage on that roll. If you fail the roll, you are stunned for one round.
- Compulsion: You develop a strange habit or ritual that must be performed after every fight. If you do not perform this ritual, you gain a Wound (Exhausted: -2 to physical rolls until you take a Full Rest).