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weaknesses

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Weaknesses

Having a weakness is optional. In exchange for suffering the drawbacks of the weakness:

  • 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 choice. You must be able to explain how the weakness and the associated class are connected. Some easily-justified examples are given for each weakness below, but 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.

# Weakness Explanation
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 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+.
Suggested Classes: Charlatan, Darkseeker, Faceless, Shadow, Spirit, Wrestler
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.
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
Pacifist You cannot bring yourself to deal direct harm. You cannot ever learn, either permanently or temporarily, any weapon-using class.
Suggested Classes: Charlatan, Fool, Healer, Luminary, Martyr, Negotiator, Seducer
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 a creature one size smaller than your true size.
Suggested Classes: Acrobat, Elusive, Flyer
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