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Old 01-24-2023, 05:57 AM   #1
Strabo
 
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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?
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Old 01-24-2023, 06:38 AM   #2
Pursuivant
 
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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.
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Old 01-24-2023, 08:09 AM   #3
ericthered
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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!
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Old 01-24-2023, 05:51 PM   #4
Strabo
 
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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.
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Old 01-24-2023, 06:34 PM   #5
David Johnston2
 
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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.
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Old 01-24-2023, 07:37 PM   #6
hal
 
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Default Re: Holy Water and Divine Curse from Dungeon Fantasy 5: Demons

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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.
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