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.
Common game terms, as a reminder:
The way debilities affect players is fairly straightforward.
Name | Affects | Lv. 0 | Lv. 1 |
---|---|---|---|
Weak | Might | -1 | -2 |
Slow | Speed | -1 | -2 |
Dumb | Wits | -1 | -2 |
Ugly | Charm | -1 | -2 |
Exposed | Armor | -1 | -2 |
Feeble | Attack | -1 | -2 |
Frail | Max HP | -3 | -6 |
How these same debilities affect non-players is decided by the GM. For some examples;
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.
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.
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.
These conditions are standard for this system. Moves often reference them, so you're likely to see them.
Ailment | Effects | Moves | Magic | Movement |
---|---|---|---|---|
Silence | Prevents casting magic except by weapons. | Yes | Weapons | Yes |
Mute | Prevents casting magic entirely. | Yes | No | Yes |
Amnesia | Prevents using non-basic moves other than magic. | Basic | Yes | Yes |
Restricted | Prevents using a specific move for a time. | Some | Some | Yes |
Stun | Prevented from acting for a turn, but still able to move. | No | No | Yes |
Down | Knocked onto the ground, similar to stun but not able to move. | Yes | Yes | No |
Pinned | Held actively until you escape who or what is pinning you. | Melee/Escape | Yes | No |
Bound | Held with an object until you escape the bounds. | Escape | Yes | No |
Encased | Severely trapped. Someone else must free you. | No | No | No |
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!
Name | Effect | Suggested Implementation |
---|---|---|
Blind | Prevents 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. |
Paralyzed | Occasionally prevents taking action. | Roll when player uses moves/magic. 6-: Turn wasted, no other consequence. 7-10: Allow the roll. |
Slow | All attacks are slow. | Treat weapons as slow for ordering damage dealt/taken and move use. |
Poison | Constant damage. | Deal 1d2-1 damage every turn. Stop at 5 HP. |
Venom | Constant severe damage. | Deal 1d3 damage every turn. Stop at 1 HP. |
Pissed | Damage Tilt | Incoming and outgoing damage +2 |
Enraged | Damage tilt and loss of defense. | Incoming/outgoing damage +4, player cannot use moves which mitigate damage. |
Charmed | Fall under enemy control. | The player cannot act, and can be forced to use basic moves against other players. |
Brainwashed | Fall totally under enemy control. | The player cannot act, and can be forced to use their moves against other players or themselves. |
Crush | Weak 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. |
Lovesick | Complacent 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. |