Trace: effects

Ailments and Debilities

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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.
  • 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 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.

GM Notes

GM Notes

While not necessary, consider using dice when afflicting players with Lust.

General probabilities of exceeding 5 are:

Dice One Roll Two Rolls Three Rolls Four Rolls
1d2 0 0 11 94
1d3 0 11 63 94
1d4 0 38 84 98
1d5 0 60 92 99
1d6 16 72 95 99
1d7 29 79 97 99
1d2+1 0 25 100 100

Consider doling out lust as a consequence of failure, a side-effect of an attack, or even as an observational increase from a player's comments or actions.


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.

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.1627653092.txt.gz · Last modified: 2021/07/30 13:51
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