Quote:
Originally Posted by Pursuivant
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.
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Hardly Rare. More than half of dungeoneering parties have someone with a healing power and the rest probably have a item or two. You also have to bear in mind the value of conventional healing not working the cursed party althought that may just a feature if they have something else that heals them.