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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 is optional. In exchange for suffering the drawbacks of the weakness:  +Weaknesses are powerful, ongoing drawbacks that make life harder for both adventurers and the foes they face. Having a weakness grants additional archetypes/abilities that don't count against the normal limit of one archetype/ability per level.
-  * You know an associated class for free. It does not count as one of your level-limited classes/abilities known.  +
-  * You learn additional abilities from the associated class at 10th, 15th, 20th, 25th and 30th levels. These don't count against your level-limited abilities known either. +
-  * You can benefit from a weakness even if its associated class is not unlocked for general use in your campaign.+
  
-Each weakness is associated with a single class of your choiceYou must be able to explain how the weakness and the associated class are connected. Some easily-justified examples are given for each weakness belowbut if you can come up with a convincing reason why having no hands should make you a naturally talented illusionist or whatever then go for it.+  * If you have one weakness, you gain +1 additional archetype/ability slot per 5 levels you have. 
 +  * If you have two weaknesses, you gain +1 additional archetype/ability slot per 4 levels you have. 
 +  * If you have three or more weaknesses, you gain +1 additional archetype/ability slot per 3 levels you have.
  
-^# ^Weakness ^Explanation ^+No matter what level you are, you always gain a minimum of +1 archetype/ability slot if you have one or more weaknesses.
  
-| ^Anonymous |You're weakened against those who know who you are or what you look like. While in the presence of somebody who has seen your true face or spoken your true name at any point during the current session (including allies), you get 1 action per round instead of the normal 2 and you cannot use any of the abilities from the associated class\\ \\ If you're wearing mask to keep yourself more anonymousothers can try to remove it against your will. A creature that has inflicted the Grabbed condition to you can attempt to tear your mask off as an action; this requires them to roll a trigger die and get a result of 7+\\ **Suggested Classes:** [[Charlatan]], [[Darkseeker]], [[Faceless]], [[Shadow]], [[Spirit]], [[Wrestler]] |+If you somehow gain a new weakness, you also retroactively gain any new ability slots that your level would normally entitle you to. If you somehow lose weaknessyou lose some of your abilities until you have the appropriate amount.
  
-| ^Awkward |You're just not all that agile, even if you're fast. You treat rough or uneven ground as difficult terrain, and can't use stairs (or anything else of equal roughness/slope) at all. Climbing is impossible for you. \\ \\ If you have one or more of the following classes (as an associated class with this weakness or via normal means), you're EXTRA FLOPPY: [[Flyer]], [[Mariner]], [[Spacer]], [[Teleporter]], [[Vehiclist]]. Being EXTRA FLOPPY makes gravity not your friend at all, giving you two impairments to movement and causing you to take +2 damage from all incoming attacks when you're on solid ground|+Filling an empty ability slot you got from having a weakness requires an appropriate keystone just like leveling up does.
  
-| ^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>minus-circle?24&align=left}}**DON'T LOOK AT ME:** You're weakened against those who know who you are or what you look like. While in the presence of somebody who has seen your true face or spoken your true name at any point during the current session (including allies), you get 1 action per round instead of the normal 2 and you reroll all trigger dice twice and take whichever result is lower. \\ \\ {{fa>minus-circle?24&align=left}}**Unmasking:** If you're wearing a mask to keep yourself more anonymous, others can try to remove it against your will. A creature that has inflicted the Grabbed condition to you can attempt to tear your mask off as an action; this requires them to roll a trigger die and get a result of 7+. | 
-| ^Pacifist |You cannot bring yourself to deal direct harm. You cannot ever learneither permanently or temporarily, any weapon-using class. \\ **Suggested Classes:** [[Charlatan]], [[Fool]], [[Healer]][[Luminary]][[Martyr]][[Negotiator]], [[Seducer]] |+|1-6/2 ^Awkward |{{fa>minus-circle?24&align=left}}**Wheeled:** You're just not all that agile. You treat rough or uneven ground as difficult terrain, and can't use stairs (or anything else of equal roughness/slope) at all. Climbing is impossible for you. \\ \\ {{fa>minus-circle?24&align=left}}**EXTRA FLOPPY:** If you have one or more of the following archetypes, you're EXTRA FLOPPY and suffer additional, much greater drawbacks from this weakness: \\ - [[Flyer]] \\ - [[Mariner]] \\ - [[Spacer]] \\ - [[Teleporter]] \\ - [[Vehiclist]] \\ \\ {{fa>minus-circle?24&align=left}}**It sucks to be EXTRA FLOPPY:** Being EXTRA FLOPPY makes gravity not your friend at all, giving you two impairments to default land-based movement and causing you to take +2 damage from all incoming attacks when you're on solid ground. | 
 +|1-6/3 ^Blind |{{fa>minus-circle?24&align=left}}**One Less Sense:** All spaces always have complete concealment for you. Any weapon capable of dealing additional damage on a backstab always does so against you regardless of where it comes from. You cannot visually distinguish the details of anything or read most text. It's strongly recommended for adventurers with this weakness to invest in abilities to partially negate it, such as the [[Striker]]'s Blind-Fight, the [[Ranger]]'s Scent, the [[Fool]]'s Oblivious, or the [[Burrower]]'s Tremorsense. | 
 +|1-6/4 ^Dilettante |{{fa>minus-circle?24&align=left}}**Shallow Learner:** You are incapable of sticking with anything long enough to get really good at it. You cannot ever learn an advanced ability from any archetype- every new level means a new archetype for you. \\ \\ {{fa>minus-circle?24&align=left}}**Flighty Forgetting:** If you somehow gain this weakness after having already learned some advanced abilities, you lose your capability to make any use of them. \\ \\ {{fa>plus-circle?24&align=left}}**Swapout:** You can consume a keystone of any archetype you don't have levels in to immediately trade one of your known advanced abilities for the new archetype. | 
 +|1-6/5 ^Distracted |{{fa>minus-circle?24&align=left}}**Not Ready For That:** Adventurers with this weakness always have 0 actions during initiative rounds. This overrides the effects of the [[Vigilant]] archetype. Non-adventurers with this weakness take just 1 action during their first turn instead of the normal 2. \\ \\ {{fa>minus-circle?24&align=left}}**Overlook:** Any ability that requires a trigger die check in order to fool or take advantage of  a subject (such as [[Charlatan]], [[Illusionist]], [[Shadow]], [[Thief]], etc) always succeeds against you automatically. | 
 +|1-6/6 ^Drudge |{{fa>minus-circle?24&align=left}}**Yes, Master:** You're either cursed or basically spineless, and are compelled to obey any order given to you by an authority figure (even enemy authority figures). If two such orders contradict each other, you follow the most recent one. | 
 +|1-6/7 ^Frail |{{fa>minus-circle?24&align=left}}**Hollow-Boned:** You take +2 damage from all attacks. | 
 +|1-6/8 ^Frenzied |{{fa>minus-circle?24&align=left}}**Blood for the Blood God:** Once battle has begun you must spend all actions either attacking or putting yourself into a position that makes attacking possible (even if this is obviously a bad idea). You cannot stop fighting for any reason until either all enemies are defeated or you are. | 
 +|1-6/^Handless |{{fa>minus-circle?24&align=left}}**Just Can't Get A Grip:** You are incapable of fine manipulation. You can't do anything that requires hands (like using doorknobs, threading needles, pushing buttons, handling money, or elegantly sipping tea). Note that this also precludes the use of any other appendages capable of fine manipulation other than hands such as tentacles, trunks, tails, or telekinesis. | 
 +|1-6/10 ^Hemophilia |{{fa>minus-circle?24&align=left}}**Here I Go Bleeding Again:** Whenever you are successfully attacked with any weapon, you immediately gain the Bleeding condition. \\ \\ {{fa>minus-circle?24&align=left}}**My Precious Oil:** If you have the [[Adamant]]'s Mechanical abilityit only protects you from the Choking condition and not the Bleeding one. | 
 +|1-6/11 ^Indecisive |{{fa>minus-circle?24&align=left}}**Oh GeeUmUh:** Whenever you're making an important decisionyou must make your choice randomly. \\ \\ {{fa>minus-circle?24&align=left}}**Have It Out:** You can avoid having to make decisions randomly by taking an entire procedure to agonize/argue with yourself. | 
 +|1-6/12 ^Nightbound |{{fa>minus-circle?24&align=left}}**The Day Star:** You immediately gain the Burning condition whenever you are exposed to direct sunlight (or other lights that mimic its properties), and cannot rid yourself of the Burning condition until you are hidden from it again. Wearing dark, heavy clothing is one workaround but anybody that inflicts the Grabbed condition to you can tear it off by spending an action and getting 7+ on a trigger die. \\ \\ {{fa>minus-circle?24&align=left}}**Always Flammable:** You cannot ever learn or benefit from the [[Firebug]]'s Fireproof ability. 
 +|7+/1 ^Pacifist |{{fa>minus-circle?24&align=left}}**Do No Harm:** You cannot bring yourself to hurt anybody or anything. You cannot ever make an attack or intentionally inflict any conditions. | 
 +|7+/2 ^Panicky |{{fa>minus-circle?24&align=left}}**OH SHIT:** At the beginning of each turn in combatyou must roll a trigger die. If the result is equal to or less than the current Escalationyou immediately gain +1 Stress. | 
 +|7+/3 ^Petite |{{fa>minus-circle?24&align=left}}**Tiny Frame:** You're just not very strong. Your inventory is limited to six slots instead of ten (carrying more than three pushes into heavy encumbrance). \\ \\ {{fa>minus-circle?24&align=left}}**Tough to be a Fireman:** You carry the weight of other creatures as a creature one size smaller than your true size. | 
 +|7+/4 ^Profligate |{{fa>minus-circle?24&align=left}}**Whoopsiedoodle:** Every time you expend a point of any resource (Provisions, Supplies, Mojo) for any reason, roll a trigger die. If the result is 1-3, then you immediately lose another point of the same type of resource (if possible). | 
 +|7+/5 ^Quenchable |{{fa>minus-circle?24&align=left}}**Water Bad:** You immediately gain the Dissolving condition whenever you get wet for any reason, and cannot rid yourself of the Dissolving condition until you are dry again. Might be a good idea to start packing a towel. \\ \\ {{fa>minus-circle?24&align=left}}**Always Soluble:** You cannot ever learn or benefit from the [[Mordant]]'s Insoluble ability. | 
 +|7+/6 ^Ravenous |{{fa>minus-circle?24&align=left}}**Bottomless Hunger:** You're so hungryall the time. You must feed yourself twice per day instead of only once (and you accrue Stress for every meal missed as normal). \\ \\ {{fa>minus-circle?24&align=left}}**Out of Control:** If you are presented with an opportunity to feed, you are incapable of turning it down or walking away even if you've already had your double ration for the day. You are physically incapable of feeling full, ever. | 
 +|7+/7 ^Sensitive |{{fa>minus-circle?24&align=left}}**Such Clangor:** You are highly sensitive to noise, and immediately gain the Migrained condition whenever a loud noise occurs in your vicinity. Loud noises like gunshots do this automatically; enemies who know your weakness can also invoke it by taking an action to scream, shout, bang pots together or otherwise make a racket. You can recover from the Migrained condition normally. \\ \\ {{fa>minus-circle?24&align=left}}**Always Shakable:** You cannot ever learn or benefit from the [[Thunderer]]'s Muffle ability. | 
 +|7+/8 ^Simple |{{fa>minus-circle?24&align=left}}**StimulusResponse:** 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. | 
 +|7+/9 ^Slowpoke |{{fa>minus-circle?24&align=left}}**What's the Hurry:** You have a permanent impairment to all movement taken via any means. This also applies to any vehicles you pilot. | 
 +|7+/10 ^Synthetic |{{fa>minus-circle?24&align=left}}**Metal over Meat:** You are not organic life. You cannot restore Energy, restore Flesh, remove conditions, or reduce Stress via any ability from the following archetypes (all other ability features work as normal): \\ - [[Chef]] \\ - [[Doper]] \\ - [[Fecundite]] \\ - [[Healer]] \\ - [[Regenerator]] \\ - [[Ritualist]] \\ - [[Smoker]] \\ \\ {{fa>minus-circle?24&align=left}}**MechsNot Meds:** You cannot benefit from the [[Hospice]] establishment's Clinic facility. You can get the same benefits from the [[Workshop]] establishment's Repair Shop facility, however. | 
 +|7+/11 ^Tethered |{{fa>minus-circle?24&align=left}}**Homebound:** 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. | 
 +|7+/12 ^Volatile |{{fa>minus-circle?24&align=left}}**Contents Under Pressure:** Whenever you are critically hit by any attack, an explosion is triggered at your location that deals unreduceable damage equal to the current Escalation to you and everyone else within 5 meters of you (including both allies and enemies). \\ \\ {{fa>minus-circle?24&align=left}}**Final Burst:** You automatically explode when killed, even if it wasn't by a critical hit. |
  
-| ^Petite |You're just not very strong. Your inventory is limited to six slots instead of ten (carrying more than three pushes into heavy encumbrance). You carry the weight of other creatures as creature one size smaller than your true size. \\ **Suggested Classes:** [[Acrobat]][[Elusive]][[Flyer]] |+  - accident-prone: lose 1 Flesh when rolling 1 on any trigger die 
 +  - compulsions: 1-3 lose one procedural action, check each turn 
 +  - hoarderresult of 1gain Stress when spending any resource  
 +  - gullible: automatically believe any lie 
 +  - irritating: cannot make friendsnobody 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're so hungry, all the time. You must spend two Provisions to feed yourself for a day instead of only one, and failing to do so causes you to accumulate 2 points of Stress instead of 1. \\ **Suggested Classes:** [[Chef]], [[Devourer]], [[Fecundite]], [[Ghoul]], [[Regenerator]], [[Swarm]] | 
  
-| ^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]], [[Undead]] | 
  
-| ^Slowpoke |You move slowly and awkwardly. You have a permanent impairment to all movement taken. \\ **Suggested Classes:** [[Bristler]], [[Powerhouse]] | 
  
-| ^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]], [[Spectre]], [[Undead]] | 
  
-| ^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]], [[Spirit]], [[Verdant]] | 
  
----- 
  
-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't make the cut. 
  
-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're all conceptually linked. 
  
-| ^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]], [[Hivekeeper]], [[Miasmist]], [[Undead]] | 
  
-  * 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) 
  
weaknesses.1602103144.txt.gz · Last modified: 2020/10/07 14:39 by kyle