06-26-2020, 12:33 PM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Lethal disadvantage Combos
What would you do to this character?
Weirdness Magnet [-15] + Cursed [-75] And what other bad combos can you imagine?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
06-26-2020, 12:58 PM | #2 |
Join Date: Sep 2016
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Re: Lethal disadvantage Combos
Cursed is the lethal part of that, weirdness magnet just means the doom will be notably strange.
A combo that will inevitably end with character death or prison is Bad Temper and Berserk. Berserk alone will usually kill a character via no active defenses and I do everything I can to discourage it. Combined with bad temper it means that any insult can turn into a fight to the death. |
06-26-2020, 01:17 PM | #3 |
Join Date: Oct 2010
Location: earth....I think.
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Re: Lethal disadvantage Combos
Impulsiveness and curious. You hate standing around waiting and if anything catches your eye you go for it immediately.
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06-26-2020, 01:23 PM | #4 | |
Join Date: Jun 2013
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Re: Lethal disadvantage Combos
Quote:
If for some reason I did allow such a character, he or she would likely suffer Death by Anvil in fairly short order.
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GURPS Overhaul |
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06-28-2020, 10:02 AM | #5 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Lethal disadvantage Combos
Impulsiveness, Overconfidence and Dabbler (Explosives (Demolition)).
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
06-28-2020, 10:41 AM | #6 | |
Join Date: Oct 2007
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Re: Lethal disadvantage Combos
Quote:
A demolisher in my GURPS Dungeon Fantasy game has these. He also took Luck and several levels of Hard to Kill, which has paid off. |
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06-28-2020, 10:56 AM | #7 |
Join Date: Aug 2007
Location: Denver, CO
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Re: Lethal disadvantage Combos
I have a current character with Impulsive and Overconfident. He is also using ritual magic which means he knows a bunch of spells at under a 10. So far, his luck has held, but it's a matter of time.
I have points saved up to buy off Overconfident. What about: On the Edge and Low Pain Threshold? or On the Edge and Easy to Subdue? or just On the Edge? |
06-28-2020, 10:57 AM | #8 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Lethal disadvantage Combos
Honesty and/or Truthfulness with Uncontrollable Appetite (Murder), or whatever the 4e version of "Murder Addiction" is. XP
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
06-28-2020, 11:30 AM | #9 |
Join Date: Sep 2007
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Re: Lethal disadvantage Combos
In most of the games I'm in, Weirdness Magnet seems like a built-in campaign disadvantage (probably balancing out the players' built-in Overconfidence).
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06-28-2020, 11:40 AM | #10 |
Join Date: Nov 2004
Location: Moscow, Russia
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Re: Lethal disadvantage Combos
The most basic question in those types of combos: if the character in question had those disadvantages for a long time how come he's still alive, free and functional at the start of campaign? You need a really good explanation for that.
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Tags |
cursed, disadvantages, weirdness magnet |
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