disabilities
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| disabilities [2020/04/19 17:21] – created dungeonmaster | disabilities [2020/08/19 03:32] (current) – [Incompatibility] dungeonmaster | ||
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| ====== Disabilities ====== | ====== Disabilities ====== | ||
| - | Characters with special abilities should also have disabilities to counterbalance them. Special abilities often come with obvious or literary-based disabilities, | + | Characters with special abilities should also have disabilities to counterbalance them. Special abilities often come with obvious or literary-based disabilities, |
| - | Players can also add disabilities to characters that aren't dictated by a race or culture. Additional disabilities that aren't counterbalanced by corresponding special abilities would add additional skill points instead ((generally two per weakness)). | + | Players can also add disabilities to characters that aren't dictated by a race or culture. Additional disabilities that aren't counterbalanced by corresponding special abilities would add additional skill points instead ((generally two per weakness, although severe ones should be worth four)). |
| But be warned. Almost any weakness, even the most benign ones, can often be exploited by a savvy GM, so players should think twice about taking on too many weaknesses, even if they think they might be getting away with something for nothing. Either way, though, a character should never be allowed more than three weaknesses. | But be warned. Almost any weakness, even the most benign ones, can often be exploited by a savvy GM, so players should think twice about taking on too many weaknesses, even if they think they might be getting away with something for nothing. Either way, though, a character should never be allowed more than three weaknesses. | ||
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| And for the purposes of Dice Mob, weaknesses can never be overcome. A character has it for life, so hopefully they can learn to live with it. | And for the purposes of Dice Mob, weaknesses can never be overcome. A character has it for life, so hopefully they can learn to live with it. | ||
| - | ===== Reduced or Missing Senses | + | ===== Sensory Disabilities |
| ==== Sight ==== | ==== Sight ==== | ||
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| ==== Touch ==== | ==== Touch ==== | ||
| - | Lack of the sense of touch, such as what might happen from neuropathy, | + | Lack of the sense of touch, such as what might happen from neuropathy |
| + | |||
| + | ===== Sensitivity or Aversion ===== | ||
| + | |||
| + | As far as Dice Mob is concerned, sensitivity and aversion includes chemicals, but it also includes sunlight, crowds, religious symbols, or other effects which in general could have effects akin to chemicals of our real world. These aren't necessarily mutually exclusive. Some substance could cause multiple effects. These generally fall under seven effects: | ||
| + | |||
| + | ==== Qualms ==== | ||
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| + | The creature has a moral or ethical reason to avoid something that would trigger this disability. If they absolutely have to, they can face it, but they will try everything in their means to procrastinate, | ||
| + | |||
| + | ==== Aversion/ | ||
| + | |||
| + | The creature will not approach whatever causes this aversion. It doesn' | ||
| + | |||
| + | ==== Hinderance ==== | ||
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| + | The creature has reduced actions (losing one or all non-passive actions) or they received penalties to their defenses or attacks when the condition exists that would trigger this disability. | ||
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| + | ==== Damage ==== | ||
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| + | This causes damage over and above what one might expect from whatever weapon is made from this substance. This could be sunlight to some forms of undead (if it doesn' | ||
| + | |||
| + | ==== Un-Healable ==== | ||
| + | |||
| + | This doesn' | ||
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| + | ==== Anaphylactic Shock ==== | ||
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| + | In the real world, peanut allergies and bee stings can be severe enough to cause death if not treated. The stung region swells more greatly than normal and when the swelling begins to constrict the ability to breathe in oxygen, the effects can be fatal. | ||
| + | |||
| + | ==== Petrification ==== | ||
| + | |||
| + | In mythology, this is sunlight to a troll. Generally this happens in seconds, rather than minutes, but the GM (and the player, if this is a character) should decide how much of the substance is too much before the creature is turned to stone. | ||
| + | |||
| + | ==== Annihilation ==== | ||
| + | |||
| + | In mythology, this is sunlight to the vampire or water to the Wicked Witch of the West. Generally this happens in seconds, rather than minutes, but the GM (and the player, if this is a character) should decide how much of the substance is too much before the creature is turned to dust or whatever the prescribed result is. | ||
| + | |||
| + | ===== Incompatibility ===== | ||
| + | |||
| + | Sometimes there isn't anything particularly wrong with a creature so much as that items, weapons, armor, and other things they may come in contact with are rarely made with that creature in mind. Although we won't go into these specifically, | ||
| + | |||
| + | As an example, ogres are too large to wield small weapons effectively and discovered magical armors are rarely of a size that would fit an ogre, unless the slain enemy happens to be an ogre. The same would apply to very small or tiny creatures like pixies or fairies. | ||
disabilities.1587316902.txt.gz · Last modified: by dungeonmaster
