Nosferatu (1922) |
One of the ideals of Fourthcore is to provide dangerous,
exciting, and rewarding adventures. Challenges are designed to benefit those
whom are creative and quick-witted, and to punish those who are lazy and
disinterested. You can't sit at the table on coast by on auto-pilot while
playing a Fourthcore adventure. One tool with which we can use to help create
this scenario is Weaknesses.
Weaknesses are a purely detrimental Trait applied to a villain,
usually a high-level and/or Solo creature. Weaknesses represent the frailties,
flaws, and cracks of humanity that break through a villain's hard exterior.
Creatures may only have one Focus per type of Weakness (see below), and a
Dungeon Master must foster a means for the dungeoneers to be able to research
and discover these Weaknesses.
The mechanics presented here are written specifically for Dungeons & Dragons 4th Edition, however the basic framework can be easily applied to any roleplaying game with a high degree of combat.
Creatures with Weaknesses are easier to defeat than
creatures without Weaknesses. When calculating your experience point budget for
an encounter; a creature with a mild Weakness is considered to be 1/2 level
lower than normal, a creature with a moderate Weakness is considered to be one
level lower than normal, and a creature with a severe Weakness is considered to
be two levels lower than normal. To put it another way, a creature in a typical
encounter can safely have its level raised above the usual accepted limits by
applying a Weakness to it.
When these level adjustments are applied to the experience
point budget of high level (N+3) encounters, the results can appear unbalanced
or unfair to the casual observer. However, this system provides a solid
mechanical means of introducing a narrative of the dungeoneers' initial defeat
or frustration with a villain, subsequent research into the villain's
weaknesses, and then a triumphant return wherein they achieve total victory with
the creative use of their newfound knowledge.
A Weakness can take the form of one of four different types:
Vulnerability, Phobia, Allergy, or Addiction. Although some of these terms have
real-world, clinical definitions which differ from the descriptions here, we
will use these guidelines for our purposes.
All Weaknesses have an associated Focus which triggers their
activation. The Focus can be a physical substance, a sound, a sight, or even a
particular color. The exact details of the Focus are designed by the Dungeon
Master and should relate to the implied story behind the villain. For some mild
Weaknesses, the afflicted creature must be in direct contact with their Focus to
have any negative effect. In this regard, direct contact implies some form of ingestion
or contact with the skin, such as through an attack.
Example
A Dungeon Master wants to represent the myriad of vampire
Weaknesses as expressed through literature and Hollywood to a major villain in
her campaign. This can be done simply applying a variety of Weakness types that
seem most appropriate. The Dungeon Master decides that her vampire villain
should be Vulnerable (moderate) to radiant damage, Allergic (severe) to direct
sunlight, have a Phobia (moderate) to crucifixes (or holy symbol as appropriate
to the campaign), and has an Addiction (mild) to bloodied humanoids.
The
villain is being designed as a Solo creature for an end encounter (N+3) against
10th Level dungoneers and with a handful of Minions to support the villain.
Normally, this might lead to the vampire villain being 12th Level with 500 XP
worth of Minions. However, with all of the applied Weaknesses, this deadly
villain can be enhanced 4 and one-half level. The vampire is advanced to a
brutal 16th Level, and the remaining one-half level is used to create an
additional 250 XP worth of Minions (one half the XP value of progressing from
12th level to 13th level Solo).
Looking back, the Dungeon Master gasps at the
disparity and brutality in a group of 10th level dungeoneers confronting a 16th
level Solo creature. No matter how the dice fall, the dungeoneers seem doomed.
However, if the players of the dungeoneers are smart and do the leg work in
researching their enemy's Weaknesses and manipulate the conditions of their
confrontation to their favor (giving out crucifixes, acquiring magic weapons
with radiant damage, fighting at daybreak, etc.), the dungoneers will have the
advantage and proceed to hard-fought and well-earned victory.
Curses
Stay tuned for later in the week when I follow up with an
optional element to Weaknesses that represent the dangers of delving into the
dark and seedy world of madness and addiction: Curses.
Vulnerabilities
A Vulnerability is a
generalized pain or defenselessness against a particular Focus, usually
supernatural in origin.
Vulnerability
(mild) Weakness
The afflicted creature takes an additional 5 damage per Tier
whenever it is hit by an attack while in direct contact with the Focus.
Vulnerability
(moderate) Weakness
The afflicted creature takes an additional 10 damage per
Tier whenever it is hit by an attack while adjacent to the Focus.
Vulnerability
(severe) Weakness
The afflicted creature takes an additional 15 damage per
Tier whenever it is hit by an attack while it has line of sight to the Focus.
Phobias
A phobia is an
irrational, uncontrollable fear of a certain Focus that would not normally be frightening.
Phobia (mild) Weakness
While adjacent to the Focus, the afflicted creature is
weakened.
Phobia (moderate) Weakness
The afflicted creature takes 5 psychic damage per Tier for
each square it moves closer to the Focus. While adjacent to the Focus, the
afflicted creature is weakened and cannot make opportunity attacks.
Phobia (severe) Weakness
The afflicted creature takes 10 psychic damage per Tier for
each square it moves closer to the Focus. While adjacent to the Focus, the
afflicted creature is dazed and weakened.
Allergies
An allergy is an
extreme, hypersensitive reaction to a Focus that is not normally harmful.
Allergy (mild) Weakness
If the afflicted creature starts its turn in direct contact
with the Focus, it grants combat advantage to all attackers (save ends).
Allergy
(moderate) Weakness
If the afflicted creature starts its turn adjacent to the
Focus, it is slowed and grants combat advantage to all attackers (save ends
both).
Allergy (severe) Weakness
If the afflicted creature starts its turn within 3 squares
of the Focus, it is dazed (save ends).
An addiction is an
uncontrollable and overwhelming urge to possess a particular Focus that does
not normally warrant such a desire.
Addiction (mild) Weakness
While the afflicted creature has line of sight to the Focus
but does not possess it, the creature takes a -2 penalty to all attack rolls
against enemies that do not possess the Focus.
Addiction
(moderate) Weakness
As addiction (mild) and while the afflicted creature has
line of sight to the Focus but does not possess it, the creature cannot
willingly end its movement further away from the Focus.
Addiction
(severe) Weakness
As addiction (moderate) and while the afflicted creature has
line of sight to the Focus, the creature takes 5 psychic damage per Tier if it
ends its turn and does not have the Focus in its possession.
Example Focuses
alcohol
amber
animated cartoons
archways
bells
books
bunnies
cancerous organs
carbonated soft drinks
cats
chrome
classical music
clocks
clowns
cocaine
country music
crosses/crucifix
crows
dogs
Elvis Presley
fast cars
fast food
fluorescent lights
games of chance
gold
grave dirt
heavy metal
hieroglyphics
holy symbols
holy water
hospitals
ice cream
insecticide
jack o'lanterns
keys
laughter
laundry detergent
lavender
lilac-scented candles
mathematical equations
morphine
nerve gas
nitrous oxide
Novocain
number 8
pearls
penicillin
photoflashes
plastic/vinyl
played violin or
guitar
playgrounds
plutonium
poppies
pulsing strobe lights
radiation
radio waves
rubber
running water
silver
sodium benzoate (food
preservative)
salt
specific phrase or
word or song
spoken Latin
stuffed animals
sunlight
the bible
tinfoil
toxic waste
triangles
television
infomercials
television static
white rice
x-rays
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