Deficiencies are a special type of temporary attribute, imposed on characters when they are harmed or affected by detrimental conditions such as wounds, poison, or charm. Unlike standard attributes that are determined at character creation or through level-ups, deficiencies are gained in response to negative effects during gameplay. These conditions hinder characters temporarily, adding penalties or restrictions until the deficiency is resolved.
Deficiencies are temporary and are either removed after a set time or by reducing their point value. Point-based deficiencies are mitigated during rest periods, where characters roll their Mental Strength die to reduce deficiency points. Once the point value reaches zero, the deficiency is eliminated. This mechanic allows characters to recover gradually from conditions like wounds, reflecting the natural consequences of ongoing harm.
Deficiencies can represent a variety of conditions. For example, a character might have a wounded leg, imposing penalties on movement or agility rolls, or be poisoned, which could weaken their Physical Strength until cured. These temporary setbacks provide ongoing challenges beyond immediate damage, adding depth to the game’s mechanics and encouraging strategic play as characters work to recover.
Players can also voluntarily take on deficiencies to reduce damage, often haggling with the GM to find a suitable trade. For example, instead of suffering critical damage, a player might choose a deficiency that temporarily impacts their performance, keeping them in the action longer. This flexibility allows for creative solutions when dealing with damage, while the GM ensures balance and fairness.
Example of a Deficiency
GM: “As you lift the lid on the chest, you hear a faint click. Suddenly, a cloud of poisonous gas starts filling the chamber. You feel lightheaded almost immediately. Roll a Physical Agility check to see if you can avoid the worst of it.”
Player: [rolls d20 + PA] “I got a 12.”
GM: “Not enough. The gas overwhelms you, and you’re feeling severely disoriented. For the next hour, you’ll have disadvantage on all Mental Agility rolls. We’ll call this deficiency ‘disorientation.’ You’ll need to find a way out quickly before things get worse.”
Player: “Alright, I’ll make a plan, but with this foggy head, it’s going to be tricky.”