AFFLICTION (ATTACK)
| Name | Type | Action | Range | Duration | Resistance | Base Cost |
|---|---|---|---|---|---|---|
| Affliction | Attack | Standard | Close | Instant | Fort or Will | 1 per rank |
You can impose a debilitating condition on a target by making a close attack. You set the conditions your Affliction causes at each degree when you acquire it and they may not be changed. Higher degree conditions replace lower degree conditions and do not stack with them. See the possible conditions for each degree under the Affliction Resistance Check table. The target resists with Fortitude or Will defense (chosen when you acquire the effect):
AFFLICTION RESISTANCE CHECK RESULTS
- Success: No effect.
- Failure (one degree): Imposes a Lesser Condition: one of dazed, prone, impaired, hindered, fatigued, held, entranced, figment, deaf, or shift attitude 1 step (choose one). Potential descriptors include coughing or sneezing, creeping mental influence, drowsiness, euphoria, fear, itchiness, lethargy, nausea, pain, or tipsiness.
- Failure (two degrees): The target is staggered, pinned, hobbled, immobile, exhausted, restrained, compelled, delusion, blind, frightened, confused, or shift attitude 2 steps (choose one). Potential descriptors include agonizing pain, confusion, ecstasy, momentary emotional or mental influence, paralysis, seizure, terror, or vomiting.
- Failure (three degrees): The target is incapacitated, persuaded, disabled, paralyzed, asleep, bound, controlled, immersion, unaware, transformed, or shift attitude 3 steps (choose one).
- Failure (four degrees): As three degrees, but recovery time is increased to needing a short rest.
- Failure (five degrees): As three degrees, but recovery time is increased to needing a long rest.
The target of an Affliction makes a resistance check at the end of each of his turns to remove first and second degree conditions. Third degree conditions require a minute of recovery time or outside aid, such as the Treatment skill or Healing effect (DC set by a Power Check) to make resistance checks. By default the same resistance used to initially resist the Affliction’s effects is also used to overcome it, but the resistance check to overcome can use a different resistance, chosen when you acquire the effect.
The exact nature and descriptors of the Affliction are up to you, chosen when you acquire the effect, with the GM’s approval. Also, you can choose to impose lower degree conditions at higher degrees, using the new degrees duration for resistance checks.
IMPOSED ATTITUDES
If an Affliction imposes an attitude on a character the characters acts in accordance with that attitude while the condition lasts. Once they overcome the Affliction, they are aware their attitude was altered and may react accordingly, usually by their attitude worsening at least one degree, if not simply shifting to Hostile. Similarly, if an Affliction imposes the Compelled or Controlled conditions, the subject is aware their actions were dictated to them, and may react accordingly once they overcome the condition. The Subtle extra makes it more difficult to determine where the outside influence comes from, while the Insidious extra means the subject is not aware they were influenced by an outside agency, and have no explanation for their changed behavior.
IMPOSED EFFECTS
The Transformed condition can be configured to impose a particular Personal Range effect on the target, such as Morphing them, Shrinking them, or having them gain extra limbs, for examples, chosen when the effect is configured. The imposed effect must have a Power Point cost equal to or less than the total cost of the Affliction
and require a standard action or less to activate. If the Affliction imposes the Transformed condition, then the imposed effect occurs as a part of it. The target’s resistance to the effect is part of their resistance checks against the Affliction. These effects lasts for as long as the Transformed condition does: One resistance check per minute to overcome it. Some Transform effects essentially leave the target both Incapacitated and Transformed, such as turning the target to stone. This doesn’t count as an extra or flaw, just a descriptor of the
power.
TRANFORMED CONDITION
You can change creatures into other creatures or objects, altering their shape, material composition, or some or all of their traits in the process as if using the Metamorph Extra of the Morph Effect. This may range from a change in the character’s appearance to a complete change in trait ranks, even the removal of some traits and the addition of others! The primary limit on the transformed condition is the character’s power point total cannot increase, although it can effectively decrease for the duration of the transformation, such as when a powerful hero is turned into an otherwise powerless mouse or frog (obviously based on considerably fewer power points).
What you can transform creatures into is determined by the rank of the Affliction effect used. You set the transformation when you take the effect or add an additional rank, but otherwise may not be changed:
1 rank: Transform a creature into single other creature or object such as a frog, an ugly version of themselves, or a statue. Chosen when the power is created
2 ranks: Transform a creature into any of a narrow group of creatures or objects such as birds, amphibians, or trees. Narrow group chosen when the power is leveled to rank 2, previous form must fit into the narrow group.
3 ranks: Transform a creature into any of a broad group of creatures or objects such as animals, fey creatures, or furniture. Broad group chosen when the power is leveled to rank 3, previous narrow group must fit into the broad group.
4 ranks: Transform a creature into any other creature or any object. Creatures or objects chosen when the power is leveled to rank 4, previous broad group must have also been creatures to select creatures, or objects to select objects.
5 ranks: Transform any creature into anything else.
EXTRAS
Concentration: The Affliction’s Duration parameter becomes Concentration. So long as you take a Concentrate action on your turn to maintain the effect, the target is subjected to a new Affliction effect, with no attack check required. If the target overcomes the Affliction, they are still subject to a new effect on your next turn so long as you continue to maintain the effect. +1 cost per rank
Cumulative: Each time a target fails to resist a new use of a Cumulative Affliction, it intensifies. Add up all the target’s degrees of failure against the Affliction to determine the effective degree. This does not include failures on resistance checks to overcome the Affliction, see Progressive, following. +1 cost per rank
Cursed: A Cursed Affliction is potentially devastating. If it imposes a third degree condition or higher make Restance checks as normal until target reaches a total of 3 degrees of success, target removes the Affliction, removing this condition. 3 or more total degrees of failure means target remains permanently affected by the Affliction. For every point above the fifth degree threshold add 1 point of Stress, if any points are left after all Stress slots are filled target fails a cursed save, if any are still left after 3 failed cursed saves target becomes permanently afflicted. +2 cost per rank
Extra Condition: The Affliction imposes a second condition at the first, second, and third degrees, chosen when the effect is configured. +1 cost per rank
Increasing Difficulty: Each successive resistance check to overcome the Affliction suffers -1 Disadvantage per check after the Effect’s first resistance check that encounter. This Disadvantage only increases once per round, but continues for the rest of the encounter unless the Disadvantage would exceed -5, at which point the Disadvantage stops increasing. +1 cost per rank
Progressive: If the target fails a resistance check to overcome the Affliction, it not only continues, but increases by one degree. A successful resistance check still ends the Affliction, as usual. +2 cost per rank
Prolonged: Additional resistance checks against the Affliction occur at the end of each encounter or rest, rather than per round or minute. Characters can still use a Surge for Resistance to gain a new immediate resistance check and the Affliction effect can still be countered. +2 cost per rank
Reversible: You can remove any conditions imposed by your Affliction automatically as a free actionor reaction, so long as the subject is within your effect’s Range. For 2 ranks of this extra, you can remove the Affliction’s conditions regardless of distance. Flat +1 or +2 points
Stacking: Higher degree conditions that are not progressions of lower degree conditions do not replace them and stack with them instead. For every lower degree condition that is replaced impose -1 disadvantage after the initial check to the effect’s resistance checks. +1 cost per rank
Sustained: The effect’s Duration parameter becomes Sustained. So long as you take a Sustain action on your turn to maintain the effect, the target is subjected to a new Affliction effect, with no attack check required. If the target overcomes the Affliction, they are still subject to a new effect on your next turn so long as you continue to maintain the effect. +2 cost per rank
Variable Conditions: An Affliction with this extra can vary the conditions it imposes. Choose the conditions imposed when the Affliction is used rather than when it is configured. The Affliction is still limited to the target’s degree of failure on the resistance check. A Variable Transformed condition lets the user choose the form the
target is transformed into when the Affliction is used. For 1 rank of this extra, only one degree of the Affliction (first, second, or third) is Variable, chosen when the effect is configured. For 2 ranks of this extra, all degrees are Variable. +1 or +2 cost per rank
FLAWS
Decreasing Difficulty: Each successive resistance check to overcome the Affliction gains +1 Advantage per check after the Effect’s first resistance check that encounter. This Advantage only increases once per round, but continues for the rest of the encounter unless the Advantage would exceed +5, at which point the Advantage stops increasing. -1 cost per rank
Instant Recovery: Targets of the Affliction automatically overcome it and remove its conditions at the end of the round when its duration expires. For Instant Afflictions that is when the target would normally get their first resistance check to overcome the Affliction. For Concentration and Sustained Afflictions, it is when the effect is no longer being maintained. For longer duration Afflictions, targets still get resistance checks to overcome the Affliction at its usual rate. –1 cost per rank
Limited Degree: A Limited Degree Affliction does not impose a condition for one of its degrees (first, second, or third). With two applications of this flaw, the Affliction does not impose a condition for two of its degrees. Those degrees don’t do anything other than
determining the Affliction’s total degree, including when resistance checks to overcome it occur. –1 cost per rank
Limited Transformation: If your Affliction includes the Transformed condition you are limited to a single form you can transform creatures into regardless of rank. –1 cost per rank
Onset: Although the target makes their resistance check against the Affliction immediately as usual, the effect does not impose its conditions right away. Instead, they occur after a specific onset time. The Affliction’s conditions are either imposed, at the end of the Target’s next turn for 1 rank of this extra, at the end of the encounter for 2 ranks, or at the end of the Target’s next rest for 3 ranks. Resistance against the ongoing effect then proceeds normally. This flaw is often combined with the Prolonged extra for slow, long-lasting Afflictions. -1, -2, or -3 cost per rank





