by Cinder » Sun May 29, 2011 11:24 am
AFFLICTION
Type: Alteration, Attack
Action: Standard
Range: Touch
Duration: Instant
Saving Throw: Fort or Will (staged)
Cost: 1 point per rank
Note: This power supersedes/removes the powers Dazzle, Fatigue, Mind Control, Nauseate, Paralyze, and Stun, and the feat Fearsome Presence.
You can impose some debilitating condition or conditions on a target by making a melee attack. You set the conditions that your Affliction causes at each stagewhen you acquire it and they may not be changed.
See the possible conditions below for each stage under the Affliction Resistance Check table. The target resists with Fortitude or Will save (chosen when you take the effect):
AFFLICTION RESISTANCE CHECK
FORTITUDE OR WILL VS. DC [AFFLICTION RANK + 10]
Success: No effect.
Failure: The target is dazed, fascinated, fatigued, impaired*, hampered*, shaken, sickened (choose one).
Potential descriptors include coughing or sneezing, creeping mental influence, drowsiness, euphoria, fear, itchiness, lethargy, nausea, pain, or tipsiness.
Failure of five or more: The target is compelled*, disabled*, exhausted, frightened, flat-footed, nauseated, prone, slowed, stunned (choose one).
Potential descriptors include agonizing pain, confusion, ecstasy, momentary emotional or mental influence, paralysis, seizure, terror, or vomiting.
Failure of ten or more: The target is controlled*, helpless, panicked, paralyzed, transformed*, unaware*, unconscious, (choose one).
*New Condition
The target of an Affliction makes a resistance check at the end of each turn to remove first and second stage conditions. Third stage conditions require a minute of recovery time or outside aid, such as the Medicine skill or Healing effect (DC 10 + rank).
The exact nature and descriptors of the Affliction are up to you, chosen when you acquire the effect, with the GM’s approval; some examples are provided in this section, but feel free to make up your own.
EXTRAS:
Alternate Save: Some Afflictions may be initially resisted by Reflex, representing the need for quick reaction time to avoid the effect. In this case, the later resistance checks to remove the Affliction’s conditions are typically still based on Fortitude or Will. For example, a target might make a Reflex to avoid a blinding light or spray of liquid, but a Fortitude check to eliminate the effect if the initial Reflex fails. +0 cost per rank
Duration: Once you have hit with an Affliction with duration concentration, so long as you continue to take a standard action each turn to maintain the effect, the target must make a new resistance check against it on your turn, with no attack check required. +1 cost per rank
Cumulative: Normally, an Affliction does not have a cumulative effect on the same target, so getting two results of one stage, one after the other, has no more or less effect than that stage's result; you have to get a higher stage with a later attack, which replaces the initial result. A Cumulative Affliction adds any further stages to the existing stages on the target. For example, your Affliction might have the three stages of dazed, stunned, and unconscious. A hit with a first stage of failure imposes a dazed condition. An additional attack that results in another dazed condition instead imposes the Affliction’s second stage condition, in this case, stunned. +1 cost per rank
Extra Condition: Your Affliction imposes an additional condition per stage. So with one application of this extra, your Affliction imposes two conditions—such as dazed and hampered, or impaired and shaken—rather than just one. With two applications, it imposes three conditions, and so forth. Since mutually incompatible conditions are largely wasted, Afflictions with this extra often have the Limited Stage flaw as well. +1 cost per rank
Progressive: This modifier causes an Affliction to increase incrementally without any effort from you. If the target fails a resistance check to end the Affliction, it not only persists, but increases in effect by one stage! So a target affected by the first stage of a Progressive Affliction who fails to resist, progresses to the second stage of the effect at the start of his next round. A successful resistance check still ends the Affliction, as usual. +2 cost per rank
FLAWS:
Instant Recovery: Similar to the Reversible extra (see page 132), the target of an Affliction effect with this modifier recovers automatically, no check required, at the end of the round in which the duration ends. So, for example, an instant duration Affliction only lasts one round, while a sustained duration Affliction lasts until no longer sustained. –1 cost per rank
Limited Stage: Your Affliction is limited to no more than two stages of effect. With two applications of this modifier, it is limited to no more than one stage of effect. –1 cost per rank
Last edited by
Cinder on Sat Jul 16, 2011 7:50 pm, edited 3 times in total.