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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.
Normal Debilities
Against Players
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 |
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 a debility unique to Kamisekai. It is an expression of a player's capacity for sexual desire. It is a hold (sometimes called a stack or a counter) that is held against an enemy or player, and if permitted to become too extreme, causes their downfall.
When a player exceeds 5 lust (6 or higher), they are defeated, incapacitated by their desires.
A player in this state may be either completely lost to the enemy's control, or perhaps until the condition is relieved by another player at the GM's discretion.
Longing
Similar to Lust, Longing is an expression of a player or NPC's desire for a specific creature or act.
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 | All moves are rolled at disadvantage. |
3 | All moves are rolled -2 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 overtaken by their desire and cannot recover, but will still be able to act. |
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.
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 |
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!
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. |