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DFRPG / Affliction (Status Effects in DFRPG)
« on: November 22, 2013, 11:24:41 PM »
Hello! I was running into trouble creating some characters for the Worm campaign I've been running, mainly due to the lack of status afflictions in the Dresden Files RPG. To fix this, I wanted to create a sister power to Incite Effect that focused more on getting specific advantages from invoking aspects. While this can theoretically be done in the system already, I wanted a way to do it reliably and at Refresh cost that makes sense. If this system works, I'm sure we can apply it to Spells eventually as well.
Affliction [-Varies]
Description: With your powers you can inflict a particular negative status effect on an opponent. This may manifest in a variety of ways.
Skills Affected: Any.
Effects:
Affliction. Pick a type of effect and a skill that's related to that type of effect. You can use that skill to perform maneuvers related to that type of effect against anything you can touch. As soon as you perform the maneuver, you may tag it immediately for an invoke that inflicts a specific status effect on the target (see below). The target is afflicted by the status effect as long as the aspect remains. If the target wants to remove the aspect, they must make a successful counter-maneuever against your initial maneuver roll (see pg. 207-208 of Your Story). Unlike most maneuevers, you do not need to keep your attention on the afflicted target to maintain it.
(Rules Balance - Maybe there should be a cumulative bonus for people trying to overcome a maneuver, like +1 for each roll after the first?)
Inconvenience [-1]: At the cost of 1 Refresh you can inflict statuses that inconvenience your opponent.
Nausea: The target of this Affliction has to concentrate to do anything. They cannot take supplemental or free actions.
Examples: Brain Freeze, Distraction, Headaches, Sickness.
Paralyze Limb: This power affects the opponent's anatomy. The target of this Affliction takes a -2 penalty whenever they try to do anything with the targeted body part. If the hands/arms are chosen, they receive a -2 penalty to Might/Weapons, if Legs are chosen they receive a -2 penalty to Athletics, if the head is chosen they receive -2 to Scholarship and Lore rolls, etc...
Examples: Brain Drain, Paralyze Limb.
Impair [-2]: At the cost of 2 Refresh you can inflict statuses that impair your opponent.
Immobilization: Choose a set of limited set of actions that are blocked for your opponent. They can't do your choice of Movement, Attacks, or Cast Spells/Use Abilities. In essence this is a limited, persistent Block.
Examples: Power Sealed, Snare, Legs Frozen
Slow: Your opponents actions are slowed. They receive a -2 to All Physical actions, their Alertness is considered 2 less (changing their intiative order).
Examples: Paralytic Poison, Time Distortion.
Sensory Loss: Your opponent loses a sense (Sight, Hearing, Smell/Taste, or Touch). They cannot succeed Alertness checks with that sense and may have difficulties keeping track of others and their surroundings. (Needs more mechanical weight)
Examples: Blind, Deafen.
Debilitate [-3]: At the cost of 3 Refresh you can inflict statuses that debilitate your opponent.
Fear: The target must run away at the best of their ability, sprinting if possible. After each move they may make a counter-maneuever once an exchange (usually Discipline) as a free action to regain control of themselves.
Examples: Shock and Awe, Terrify
Stunned: The target cannot take actions until the aspect is removed. (Should they be allowed a supplemental move?)
Examples: Hypnosis Paralyzation, Trapped by a Barrier. (This defense vs. this power is usually tied to Discipline for mental effects or Endurance for physical ones)
Venomous: After this round, the target suffer damage every round with a number of shifts equal to the initial maneuver.
Examples: Poisoned, Set Afire
Safely Take Out [-4]: At the cost of 4 Refresh you can inflict statuses that take out your opponent at no risk to them.
Stasis: Your opponent is taken out but can’t be hurt or influenced in any way. Those affected may make a counter-maneuever once an exchange (usually Discipline) as a free action to regain control of themselves.
Examples: Dimension Shift Away, Frozen in Time.
Shunt: Your opponent is teleported a long distance away (equal to a number zones up to 10 x your successful shifts). Unlike other aspects, this one ends as soon as it is tagged.
Examples: Gust of Wind, Teleported Away
Dangerously Take Out [-6]: At the cost of 6 refresh you can take out an opponent in a way that makes them dangerous to other enemies.
Dominate: Your opponent must follow commands you make to the best of their ability. You do not gain any special way of communicating with your target. Those affected may make a counter-maneuever once an exchange (usually Discipline) as a free action to regain control of themselves.
Examples: Charmed, Possessed by a Spirit.
Petrify: Your opponent is unable to do anything, including perform a maneuver to free themselves (though others might be able to). They may concede otherwise any action done against them while they are afflicted can take them out. (Serious balance issue)
Examples: Force Choke, Petrification, Stroke.
Upgrades: This ability has most of the upgrades that Incite Effect does (Potent gives an additional +2 bonus to performing the Maneuever, for instance). There are also lots of potential Limitations. Affliction (Hyposis) might be Stun [-3] with a Limitation: This aspect ends if the target is attacked [+1/2 Refresh].
Comments/criticism/suggestions and any other help is welcome!
Affliction [-Varies]
Description: With your powers you can inflict a particular negative status effect on an opponent. This may manifest in a variety of ways.
Skills Affected: Any.
Effects:
Affliction. Pick a type of effect and a skill that's related to that type of effect. You can use that skill to perform maneuvers related to that type of effect against anything you can touch. As soon as you perform the maneuver, you may tag it immediately for an invoke that inflicts a specific status effect on the target (see below). The target is afflicted by the status effect as long as the aspect remains. If the target wants to remove the aspect, they must make a successful counter-maneuever against your initial maneuver roll (see pg. 207-208 of Your Story). Unlike most maneuevers, you do not need to keep your attention on the afflicted target to maintain it.
(Rules Balance - Maybe there should be a cumulative bonus for people trying to overcome a maneuver, like +1 for each roll after the first?)
Inconvenience [-1]: At the cost of 1 Refresh you can inflict statuses that inconvenience your opponent.
Nausea: The target of this Affliction has to concentrate to do anything. They cannot take supplemental or free actions.
Examples: Brain Freeze, Distraction, Headaches, Sickness.
Paralyze Limb: This power affects the opponent's anatomy. The target of this Affliction takes a -2 penalty whenever they try to do anything with the targeted body part. If the hands/arms are chosen, they receive a -2 penalty to Might/Weapons, if Legs are chosen they receive a -2 penalty to Athletics, if the head is chosen they receive -2 to Scholarship and Lore rolls, etc...
Examples: Brain Drain, Paralyze Limb.
Impair [-2]: At the cost of 2 Refresh you can inflict statuses that impair your opponent.
Immobilization: Choose a set of limited set of actions that are blocked for your opponent. They can't do your choice of Movement, Attacks, or Cast Spells/Use Abilities. In essence this is a limited, persistent Block.
Examples: Power Sealed, Snare, Legs Frozen
Slow: Your opponents actions are slowed. They receive a -2 to All Physical actions, their Alertness is considered 2 less (changing their intiative order).
Examples: Paralytic Poison, Time Distortion.
Sensory Loss: Your opponent loses a sense (Sight, Hearing, Smell/Taste, or Touch). They cannot succeed Alertness checks with that sense and may have difficulties keeping track of others and their surroundings. (Needs more mechanical weight)
Examples: Blind, Deafen.
Debilitate [-3]: At the cost of 3 Refresh you can inflict statuses that debilitate your opponent.
Fear: The target must run away at the best of their ability, sprinting if possible. After each move they may make a counter-maneuever once an exchange (usually Discipline) as a free action to regain control of themselves.
Examples: Shock and Awe, Terrify
Stunned: The target cannot take actions until the aspect is removed. (Should they be allowed a supplemental move?)
Examples: Hypnosis Paralyzation, Trapped by a Barrier. (This defense vs. this power is usually tied to Discipline for mental effects or Endurance for physical ones)
Venomous: After this round, the target suffer damage every round with a number of shifts equal to the initial maneuver.
Examples: Poisoned, Set Afire
Safely Take Out [-4]: At the cost of 4 Refresh you can inflict statuses that take out your opponent at no risk to them.
Stasis: Your opponent is taken out but can’t be hurt or influenced in any way. Those affected may make a counter-maneuever once an exchange (usually Discipline) as a free action to regain control of themselves.
Examples: Dimension Shift Away, Frozen in Time.
Shunt: Your opponent is teleported a long distance away (equal to a number zones up to 10 x your successful shifts). Unlike other aspects, this one ends as soon as it is tagged.
Examples: Gust of Wind, Teleported Away
Dangerously Take Out [-6]: At the cost of 6 refresh you can take out an opponent in a way that makes them dangerous to other enemies.
Dominate: Your opponent must follow commands you make to the best of their ability. You do not gain any special way of communicating with your target. Those affected may make a counter-maneuever once an exchange (usually Discipline) as a free action to regain control of themselves.
Examples: Charmed, Possessed by a Spirit.
Petrify: Your opponent is unable to do anything, including perform a maneuver to free themselves (though others might be able to). They may concede otherwise any action done against them while they are afflicted can take them out. (Serious balance issue)
Examples: Force Choke, Petrification, Stroke.
Upgrades: This ability has most of the upgrades that Incite Effect does (Potent gives an additional +2 bonus to performing the Maneuever, for instance). There are also lots of potential Limitations. Affliction (Hyposis) might be Stun [-3] with a Limitation: This aspect ends if the target is attacked [+1/2 Refresh].
Comments/criticism/suggestions and any other help is welcome!