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weaknesses [2020/10/07 14:39] kyle |
weaknesses [2021/07/06 16:39] (current) kyle |
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====== Weaknesses ====== | ====== Weaknesses ====== | ||
- | Having a weakness | + | Weaknesses are powerful, ongoing drawbacks that make life harder for both adventurers and the foes they face. Having a weakness |
- | * You know an associated class for free. It does not count as one of your level-limited classes/ | + | |
- | * You learn additional abilities from the associated class at 10th, 15th, 20th, 25th and 30th levels. These don't count against | + | |
- | * You can benefit from a weakness even if its associated class is not unlocked for general use in your campaign. | + | |
- | Each weakness | + | * If you have one weakness, you gain +1 additional archetype/ |
+ | * If you have two weaknesses, you gain +1 additional archetype/ | ||
+ | * If you have three or more weaknesses, you gain +1 additional archetype/ | ||
- | ^# ^Weakness ^Explanation ^ | + | No matter what level you are, you always gain a minimum of +1 archetype/ |
- | | ^Anonymous |You' | + | If you somehow gain a new weakness, |
- | | ^Awkward |You' | + | Filling |
- | | ^Handless |You are incapable of fine manipulation. You can't do anything that requires hands (like using doorknobs, threading needles, or elegantly sipping tea). \\ **Suggested Classes:** [[Blade]], [[Basher]], [[Mariner]], [[Sprinter]], [[Trampler]] | | + | ^# ^Weakness ^Explanation ^ |
- | + | |1-6/1 ^Anonymous |{{fa> | |
- | | ^Pacifist |You cannot bring yourself to deal direct harm. You cannot ever learn, either permanently | + | |1-6/2 ^Awkward |{{fa> |
+ | |1-6/3 ^Blind |{{fa> | ||
+ | |1-6/4 ^Dilettante |{{fa> | ||
+ | |1-6/5 ^Distracted |{{fa> | ||
+ | |1-6/6 ^Drudge |{{fa> | ||
+ | |1-6/7 ^Frail |{{fa> | ||
+ | |1-6/8 ^Frenzied |{{fa> | ||
+ | |1-6/ | ||
+ | |1-6/10 ^Hemophilia |{{fa> | ||
+ | |1-6/11 ^Indecisive |{{fa> | ||
+ | |1-6/12 ^Nightbound |{{fa> | ||
+ | |7+/1 ^Pacifist |{{fa> | ||
+ | |7+/2 ^Panicky |{{fa> | ||
+ | |7+/3 ^Petite |{{fa> | ||
+ | |7+/4 ^Profligate |{{fa> | ||
+ | |7+/5 ^Quenchable |{{fa> | ||
+ | |7+/6 ^Ravenous |{{fa> | ||
+ | |7+/7 ^Sensitive |{{fa> | ||
+ | |7+/8 ^Simple |{{fa> | ||
+ | |7+/9 ^Slowpoke |{{fa> | ||
+ | |7+/10 ^Synthetic |{{fa> | ||
+ | |7+/11 ^Tethered |{{fa> | ||
+ | |7+/12 ^Volatile |{{fa> | ||
- | | ^Petite |You' | + | - accident-prone: |
+ | - compulsions: | ||
+ | - hoarder: result of 1, gain Stress when spending any resource | ||
+ | - gullible: automatically believe any lie | ||
+ | - irritating: cannot make friends, nobody wants to associate with you | ||
+ | - phobia: being around something relatively common inflicts Stress on you once per procedural turn | ||
+ | - damp: spending time outside water inflicts Stress, especially dry areas inflict it even faster | ||
+ | - flammable: automatically become Burning from any source of flame, lose Flesh from Burning condition on recovery result of 1-8 instead of 1-4 | ||
- | | ^Ravenous |You' | ||
- | | ^Simple |You do not possess a sapient mind. You cannot use or understand any form of language (other than perhaps being trained to follow simple commands from trusted allies) and are incapable of abstract thought or complex tool use. You don't know how to open doors. \\ **Suggested Classes:** [[Ranger]], [[Steadfast]], | ||
- | | ^Slowpoke |You move slowly and awkwardly. You have a permanent impairment to all movement taken. \\ **Suggested Classes:** [[Bristler]], | ||
- | | ^Synthetic |You are not organic life. You cannot benefit from or be affected by the [[Healer]] or [[Chef]] classes in any way, nor can you benefit from Energy restoration from the Sanctuary ability in the [[Smoker]] class. \\ **Suggested Classes:** [[Adamant]], | ||
- | | ^Tethered |You cannot ever leave a certain area (such as a certain building, a geographical location like a pond, or similar). In a dungeon, you are bound to a certain node and can enter neighboring nodes, but cannot travel any further. \\ **Suggested Classes:** [[Spectre]], | ||
- | ---- | ||
- | Important: weaknesses should be a problem for both players and foes. a weakness that only really affects one or the other is no weakness, hence Horrible doesn' | ||
- | Also important: current vague idea is to allow players to mix+match any weakness with any class. Is this workable long-term? While it's true that certain classes can counteract certain weaknesses, that was always going to be a thing since players can take levels in those counteraction classes the normal way. Maybe special knock-on weaknesses if you know classes from a shortlist of negaters | ||
- | Also: multiple weaknesses probably need a nerf given how exploitable they can be. 1 weakness: +1/5 level. 2 weaknesses: +1/4 level. 3 OR MORE weaknesses: +1/3 level. new abilities when you have multiple weaknesses must be associated with at least one weakness, but don't need to be associated with all weaknesses simultaneously. This also means that weaknesses and associated classes are no longer a 1:1 thing; a single weakness can give abilities from multiple different classes so long as they' | ||
- | | ^Horrible |While not necessarily dangerous, you're absolutely disgusting and nobody wants to be around you. All reaction attitudes towards you and anybody that willingly associates with you are -3 steps worse than normal (Welcoming -> Polite -> Curious -> Neutral -> Suspicious -> Confrontational -> Hostile). \\ **Suggested Classes:** [[Abomination]], | ||
- | * Blind | ||
- | * Volatile (tend to explode when struck) | ||
- | * Distracted (always fail initiative, all incoming attacks are backstabs on 10+) | ||
- | * Water-Weak (fire elementals, gingerbread men, etc. gain Dissolving whenever wet) | ||
- | * Fragility (take +2 damage from all sources) | ||
- | * Nightbound (sunlight adds Burning condition) | ||