Holy Water and Divine Curse from Dungeon Fantasy 5: Demons
GURPS Dungeon Fantasy Monsters 5: Demons describes two variants of the Divine Curse disadvantage on page 17 - Divine Curse (Holy water counts as acid) and Divine Curse (Reversed Healing). Unfortunately, no point costs are given. I am not sure how to estimate such costs properly, but I would love to use these traits in racial templates. What would be an appropriate cost for these?
|
Re: Holy Water and Divine Curse from Dungeon Fantasy 5: Demons
It should be based on the Weakness disadvantage (p. B161) rather than being a Divine Curse variant.
Weakness (Holy Water (Occasional, x1 multiplier), 1d HP/minute (-20 points base). Limitation: Variable (damage reduced by waterproof barriers, increased based on body surface area exposed), -40%.) [-12]. Several templates from GURPS 4E Horror just list Weakness (Holy Water) as having a -20 point value without the Variable limitation. Going by the point costs for Weakness (Holy Water), I'd call Weakness (Healing Spells/Potions) a Rare threat (0.5x base cost), applying the Variable limitation if you can make a Resistance Roll to avoid damage. So, -10 points for the irresistible version, -6 points otherwise. |
Re: Holy Water and Divine Curse from Dungeon Fantasy 5: Demons
Quote:
Which is to say that looking up the costs for weakness is the right thing to do! EDIT: it appears you know this, just making it explicit! |
Re: Holy Water and Divine Curse from Dungeon Fantasy 5: Demons
Quote:
|
Re: Holy Water and Divine Curse from Dungeon Fantasy 5: Demons
Quote:
|
Re: Holy Water and Divine Curse from Dungeon Fantasy 5: Demons
Quote:
|
| All times are GMT -6. The time now is 08:22 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.