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disabilities [2020/04/19 18:04] – [Qualms] dungeonmasterdisabilities [2020/08/19 03:32] (current) – [Incompatibility] dungeonmaster
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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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 ===== Sensitivity or Aversion ===== ===== 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 generally fall under seven effects:+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 ==== ==== Qualms ====
  
-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, reject, or avoid it. This could be akin to a religious person not wanting to disobey commandments or a child not wanting to eat green vegetables. In any real sense, this isn't considered a weakness that would give additional special abilities or skill points unless it is something that would often prevent an adventurer from doing their duty to their party.+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, reject, or avoid it. This could be akin to a religious person not wanting to disobey commandments or a child not wanting to eat green vegetables. This is only considered a disability that would give additional special abilities or skill points if it is something that would often prevent an adventurer from doing their duty to their party. Overcoming qualms requires two mana per attempt and requires a successful save vs Personal.
  
 ==== Aversion/Phobia ==== ==== Aversion/Phobia ====
  
-The creature will not approach whatever causes this aversion. It doesn't cause any physical damage, but emotional and mental anguish can cause effects just as detrimental. In mythology, this is garlic for a vampire. In real life, many of the phobias would fall under this category. This is a much stronger compulsion than a qualm.+The creature will not approach whatever causes this aversion. It doesn't cause any physical damage, but emotional and mental anguish can cause effects just as detrimental. In mythology, this is garlic for a vampire. In real life, many of the phobias would fall under this category. This is a much stronger compulsion than a qualm. Overcoming aversions and phobias requires half a creature's total mana per attempt and requires a successful save vs Personal.
  
 ==== Hinderance ==== ==== Hinderance ====
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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. 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 ==== ==== Annihilation ====
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 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. 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, some incompatibilities include left-handedness or the size or the shape of the creature in question.
  
 +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.1587319492.txt.gz · Last modified: by dungeonmaster