Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 01-24-2023, 05:57 AM   #1
Strabo
 
Join Date: Jun 2012
Default 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?
Strabo is offline   Reply With Quote
Old 01-24-2023, 06:38 AM   #2
Pursuivant
 
Join Date: Apr 2005
Default 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.

Last edited by Pursuivant; 01-24-2023 at 06:42 AM.
Pursuivant is offline   Reply With Quote
Old 01-24-2023, 08:09 AM   #3
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: Holy Water and Divine Curse from Dungeon Fantasy 5: Demons

Quote:
Originally Posted by Pursuivant View Post
It should be based on the Weakness disadvantage (p. B161) rather than being a Divine Curse variant.
Note that divine curse is explicitly able to copy other disadvantages, with the divine curse additions.

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!
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is online now   Reply With Quote
Old 01-24-2023, 05:51 PM   #4
Strabo
 
Join Date: Jun 2012
Default Re: Holy Water and Divine Curse from Dungeon Fantasy 5: Demons

Quote:
Originally Posted by Pursuivant View Post
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].
Thanks, that makes sense. I'll just slap Reduced Time 6, +120% on it to make it deal 1d/second instead of 1d/minute. This will result in [-36], which seems way too much.
Strabo is offline   Reply With Quote
Old 01-24-2023, 06:34 PM   #5
David Johnston2
 
Join Date: Dec 2007
Default Re: Holy Water and Divine Curse from Dungeon Fantasy 5: Demons

Quote:
Originally Posted by Pursuivant View Post
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.
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.
David Johnston2 is offline   Reply With Quote
Old 01-24-2023, 07:37 PM   #6
hal
 
Join Date: Aug 2004
Default Re: Holy Water and Divine Curse from Dungeon Fantasy 5: Demons

Quote:
Originally Posted by David Johnston2 View Post
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.
Rarity is based on how often it appears for the afflicted, not on how often adventurers can get their hands on holy water.
hal is offline   Reply With Quote
Reply

Tags
disadvantage, dungeon fantasy, dungeon fantasy monsters, template

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:45 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.