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disabilities

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Disabilities

Characters with special abilities should also have disabilities to counterbalance them. Special abilities often come with obvious or literary-based disabilities, such as vampires and their weaknesses to sunlight and aversion to garlic, werewolves and their forced change at full moons and their weakness to silver, etc.

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 1).

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.

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.

Sensory Disabilities

Sight

For the sense of sight, this could include absolute blindness, colorblindness, poor vision, or poor night vision. Considering how important the sense of sight is to human-type characters, absolute blindness is considered severe and playing a blind character should be counterbalanced with whatever is required that would allow them to function as an adventurer. This could include some form of mental abilities or it could just include other heightened senses to compensate. (Look to the animal world for examples.)

Hearing

For the sense of hearing, this could include absolute deafness or poor hearing. The sense of hearing is not as important to human-type characters as the sense of sight, but it is still very important. Playing an absolutely deaf characters should also be counterbalanced (see sense of sight above).

Taste and Smell

Lack of taste or smell is generally not considered much of a weakness in human-type characters and generally wouldn't allot any compensating advantages. Heightened taste or smell, on the other hand, can be a distinct advantage.

Touch

Lack of the sense of touch, such as what might happen from neuropathy or other illnesses, can make it more difficult to sense damage to the body, such as from heat or disease. It can also make it more difficult to hold tools and wield weapons.

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

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

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

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.

Damage

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't outright annihilate them). Depending on the severity of the sensitivity, varying amounts of damaging could be caused, but normally this is either two dice (strong sensitivity) or four dice (severe sensitivity). This is considered akin to acid or poisonous plants effects on a human body.

Un-Healable

This doesn't cause extra damage over and above what would normally be caused by the force of the attack, but the damage itself is not regenerated by normal means or through special abilities. It must be healed through other means, as determined by the GM. Just because some substance can be un-healable doesn't necessarily mean it can't also cause damage. (Silver, for example, might cause a werewolf damage AND be un-healable.)

Anaphylactic Shock

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, 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.

1)
generally two per weakness, although severe ones should be worth four
disabilities.1597807842.txt.gz · Last modified: by dungeonmaster