Defiling Addiction Disease Scale

Post/Author/DateTimePost
#1

claytoniantomb

Aug 16, 2010 19:17:45
A while back I made a disease progression chart to immitate the addiction and consequences that defiling represents. This is an updated and simplified version using what little I know about defiling in 4e rules (I don't have the books yet).

Contracting:
A save should be made at the end of any encounter in which the PC defiled to see if the PC contracts Defiling Addiction. While Defiling Addiction progresses like a disease, it is not one in the standard sense. Instead of endurance checks, the PC uses wisdom checks to see if the disease worsens or gets better. In addition, most powers that help with diseases will be of no use.

I think I might be a defiloholic:
Give a bonus or penalty to the PC's check based on their actions since their last check. If they've been good, give a plus 1 to 2 bonus to the check. If they've been bad, give a penalty. The disease temps one to be bad at the beginning of each encounter, but a player can always elect to forgo using daily arcane powers for an encounter in an effort to be good.

Kalak, this is an intervention:
The PC's party may try a skill check to help their companion over addiction. Scale the difficulty in line with the disease's progression. Failure will result in a penalty to the PC's next progression check.


Progression chart:

The target is absolved and loses the taint of defilement, though the chance of relapse is strong as any addiction. Future saves to see if Defiling Addiction has been contracted will be at a -2 penalty.

Initial Effect: The target becomes addicted to defiling. At the beginning of each encounter, the target must make a save or be forced to make each daily arcane power that they use in that encounter augmented by defiling.
↓ ↑
The target gains an additional +2 bonus to attack rolls on with any powers augmented by defiling.
The target gets a -2 penalty to diplomacy checks.
At the beginning of each encounter, the target must make a save or be forced to make each daily arcane power that they use in that encounter augmented by defiling.
↓ ↑
Final stage:
The target maintains the previous +2 bonus to attack rolls on with any powers augmented by defiling.
The target now has a -4 penalty to diplomacy checks.
The target is corrupted and considered a so-called "true defiler". The innocent and animals alike can sense the taint of defilement and are disturbed in its presence, imposing a further -2 to diplomacy checks when dealing with such creatures.
The target's alignment changes to chaotic evil and becomes antagonistic towards the party. The DM may and should elect to make the character into an NPC at this time.
At the beginning of each encounter, the target must make a save or be forced to make each daily arcane power that they use in that encounter augmented by defiling.
#2

Pennarin

Aug 17, 2010 0:20:17
I'd say one could devise a mechanic - a disease is a good one - that says the more you defile the more chance you got of this corruption, the end result being upon death in combat you turn into an Ashen on you next turn, and the other PCs got to destroy you before they can raise your body.
#3

claytoniantomb

Aug 17, 2010 4:23:25
I'd say one could devise a mechanic - a disease is a good one - that says the more you defile the more chance you got of this corruption, the end result being upon death in combat you turn into an Ashen on you next turn, and the other PCs got to destroy you before they can raise your body.

"we had to kill you again before we could resurrect you."
#4

seker

Aug 20, 2010 5:39:43

I was looking at this and would suggest the following for a "disease" version of defiler addiction.


 


Defiler Addiction:

Treat as disease save uses Nature skill for checks on status vs. Endurance.  (Also most powers that effect disease will not affect this roll.)
Checks are made when the caster uses the first arcane power after an extended rest.
Note: caster gets a +2 bonus/week they have not used any arcane powers prior, on the Nature skill checks to resist. 


Attack:  level of spell vs. Will  (Occurs when a character uses Arcane Defiling feature)
Nature improve DC 20 + one-half casters level, maintain DC 16 + one-half casters level, worsen DC 15 + one-half casters level or lower.

Cured  <  Initial Effect daily arcane powers defile <> Daily/encounter arcane powers defile <> Daily/encounter/utility arcane powers defile > Final State target is now a defiler and all arcane powers defile.

Once a character has completed the Defiler Addiction chart and become a defiler, it requires a powerful ritual cast by preservers to even return the character to the stage just before the final stage in the Defiler Addiction chart.  (At which point they must make the Nature checks to redeem.)


In my personal campaign, arcane powers from the Templar theme cannot defile as the power comes directly from the SK. 

Let me know what you think.

#5

claytoniantomb

Aug 20, 2010 9:25:05
I like the simplicity of the disease steps. I'm not sure if the rules/system will be accommodating to all types of powers besides dailies defiling, but I'm for it if possible!

I also feel like their should be consequences to balance it, besides the usual defiling downsides to your allies, which is why I suggest losing your character to NPC status
#6

seker

Aug 20, 2010 12:33:15
Actually on page 80, first sentence under "Defiling and Preserving" section says you can choose to defile with any arcane power.

The main disadvantage of defiling is there is no way that you can hide it.  With preserving you can at least try a bluff check, but when you defile... everyone knows you are doing it.  And people will react.
#7

claytoniantomb

Aug 20, 2010 18:33:53
If you re-roll every attack roll, you'll kill them all no sweat!
#8

big_goon

Aug 20, 2010 18:53:42
I'd say one could devise a mechanic - a disease is a good one - that says the more you defile the more chance you got of this corruption, the end result being upon death in combat you turn into an Ashen on you next turn, and the other PCs got to destroy you before they can raise your body.


Ooooh... purrrfect. I hadn't though of the consequences, but rising as an Ashen on the next turn will fit perfectly. Thanks for the last piece of the puzzle Penn.

Here's my idea: I was planning on keeping a running total (in secret, behind my DM screen) of the number of times each player defiles. Then, if the defiler is dying, Athas makes an attack vs the characters Fortitude as such:

Trigger: The start of the arcane caster's turn that has negative hit points.
Attack: +x vs Fortitude
Special: x is the number of times the character has defiled since the last time it was raised as an Ashen.
Hit: The character rises as an Ashen and cannot be healed (the character still rolls Death saves as normal and can die permenantly). The Ashen gains temporary hit points equal to the character's healing surge value. During each of its turns, it attacks any living creatures (does not distinguish between allies or enemies) using the caster's Arcane at-will attacks, moving and using minor actions as necessary. For all of these attacks, roll two attack dice and choose the highest roll: the attack is consdered to be arcane defiling. Once the Ashen has lost all of its temporary hit points, the character falls prone and can be healed again as normal.