Trace: effects

Ailments and Debilities

Action unknown: copypageplugin__copy

Ailments and Debilities

Players and enemies alike can be affected by a diverse range of Ailments and Debilities.

Debilities are common and simple. They are typically restrictions on things like your base stats, damage output, or armor. They are slightly more rigid in structure, and documented more thoroughly here.

Ailments are more complicated, and may or may not be tracked or utilized by a GM during a session. For this reason, they don't typically appear in moves, but are sometimes inflicted upon players by monsters. They tend to have complex effects on the player that will typically last the session. Some of the known ailments are documented here, but the list is not comprehensive (or limited to your imagination!)

It's best if the players help the GM by keeping track of their ailments and debilities throughout the session when possible.

Glossary

Common game terms, as a reminder:

  • Roll means roll 2d6 unless another die is specified.
  • Roll+Stat means roll a 2d6 and add the appropriate stat.
  • X/Session means something can be done X times in a single session.
  • X/Combat means something can be done X times in a single combat.
  • Hold X means you get a token toward using one of that move's features.
  • Take +/-X in a skill means you Roll +/- X when the conditions apply.
  • Take +/-X Forward means you Roll +/- X on the next applicable roll.
  • At Advantage (X) means roll twice (or X) number of times and take the better result.
  • At Disadvantage (X) means roll twice and take the worst result.
  • Stacking options can be taken multiple times, up to X if specified or as many times as you can.
  • 6-: in a move's description overrides the usual implications of failure.
  • Debilities, sexual debilities and Ailments refer to specific kinds of effects.
2019/06/20 06:23 · inari

Normal Debilities

Against Players

The way debilities affect players is fairly straightforward.

NameAffectsLv. 0Lv. 1
WeakMight-1-2
SlowSpeed-1-2
DumbWits-1-2
UglyCharm-1-2
ExposedArmor-1-2
FeebleAttack-1-2
FrailMax HP-3-6

Against Enemies

How these same debilities affect non-players is decided by the GM. For some examples;

  • A humanoid suffering from a case of ugly might have a harder time influencing his followers.
  • A monster affected by Slow might take an extra turn now and again.
  • A beast suffering from weakness might not be able to execute certain attacks anymore.
  • A ghost suffering from dumb might take extra damage when the player hurts them with magic.
  • A machine that's been broken or made frail might give the player character +1 forward when using a move to control it.

Sexual Debilities

Lust

Lust is an expression of a creature's imminent desire. It is a hold (sometimes called a stack or a counter) that is counted up against a creature. A creature will fall to lust when it exceeds half of their HP rounded up.

When defeated this way may a creature may lose their agency, becoming Charmed, Brainwashed, Longing, Unconscious or simply Defeated.

Lust can be built as a consequence of certain kinds of actions or damage. For instance; a creature might use an attack that causes both Lust and HP damage.

Players can recover from Lust damage during a rest between encounters, but doing so may prevent other actions during the same rest - such as watching a camp or preparing food or items.

GM Notes

GM Notes

You can either directly apply damage, or roll die to determine how much was done. Keep in mind that the maximum lust a player can take is only half their HP, but that it can also reset between fights.

It's also not necessary for a player defeated by lust to be completely defeated either. A full defeat can be applied in a more dire situation - say to a remaining party member when the rest of them are defeated - or by a particularly sadistic enemy. Other times, the enemy might lose interest once it's had it's way with them.

A smarter enemy may use their recently claimed thrall against the other players, and cause more chaos in the encounter.


Longing

Longing is an expression of a player or NPC's desire for a specific creature or act, as a more severe consequence of seduction.

The more severe Longing becomes, the more severe it's consequences for the player and the party are.

Holds Consequences
1 Attacks are rolled at disadvantage.
2 Moves are rolled at disadvantage.
3 Moves are rolled at disadvantage with -1 Forward.
4 The player cannot refuse a command from their assailant or source of desire.
5 The player will act in pursuit of their desire (via GM instructions) against themselves or others.
6+ The player is completely overtaken by their desire and cannot recover.

Longing may be cleared unless specified, but likely requires use of a sexual move or the defeat of a specific enemy, or other requirement laid out by the GM to resolve. It is not considered a normal status.

Ailments

Certain ailments have distinct names and cause specific things. The GM can of course define anything any way they want or make up their own, but these terms should be used for common understanding. AIlments can usually be removed by Service, Taking a Break, or other magical or practical means.

Common Restrictive Ailments

These conditions are standard for this system. Moves often reference them, so you're likely to see them.

AilmentEffectsMovesMagicMovement
SilencePrevents casting magic except by weapons. YesWeaponsYes
MutePrevents casting magic entirely.YesNoYes
AmnesiaPrevents using non-basic moves other than magic.BasicYesYes
RestrictedPrevents using a specific move for a time.SomeSomeYes
StunPrevented from acting for a turn, but still able to move.NoNoYes
DownKnocked onto the ground, similar to stun but not able to move.YesYesNo
PinnedHeld actively until you escape who or what is pinning you.Melee/EscapeYesNo
BoundHeld with an object until you escape the bounds.EscapeYesNo
EncasedSeverely trapped. Someone else must free you.NoNoNo

Uncommon Ailments

The effects below may (or may not) be used by a GM who wants to distribute extra punishment to players. Their effects are a little more complicated, so they aren't as likely to be seen during a session. No player moves produce these effects.

The suggested implementations are merely that, the GM may do something completely different or not even touch them!

NameEffectSuggested Implementation
BlindPrevents someone from seeing.If a move is used, make them roll to hit their intended target.
1-3: Something Unintended. 4-6: Miss
7-9: Reroll. 10+: Hit.
ParalyzedOccasionally prevents taking action.Roll when player uses moves/magic.
6-: Turn wasted, no other consequence.
7-10: Allow the roll.
SlowAll attacks are slow.Treat weapons as slow for ordering damage dealt/taken and move use.
PoisonConstant damage.Deal 1d2-1 damage every turn. Stop at 5 HP.
VenomConstant severe damage.Deal 1d3 damage every turn. Stop at 1 HP.
PissedDamage TiltIncoming and outgoing damage +2
EnragedDamage tilt and loss of defense.Incoming/outgoing damage +4, player cannot use moves which mitigate damage.
CharmedFall under enemy control.The player cannot act, and can be forced to use basic moves against other players.
BrainwashedFall totally under enemy control.The player cannot act, and can be forced to use their moves against other players or themselves.
CrushWeak against enemy sexual actions.The player takes -1 to any sexual actions against the oponent until they defeat the enemy or fail to resist once.
LovesickComplacent with enemy sexual actions.The player automatically fails a resistance roll against an enemy sexual action, until the enemy is defeated or they fail to resist once.


1e/effects.txt · Last modified: 2021/12/20 08:05
CC Attribution 4.0 International Except where otherwise noted, content on this wiki is licensed under the following license: CC Attribution 4.0 International