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#1 |
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Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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I have a (hopefully) quick question about Vulnerability and Weakness.
Is it a disadvantage to be Vulnerable or Weak to a weapon or substance which has to be manufactured specifically to cause Vulnerability or Weakness? For example, "evil" magic creatures vulnerable to "holy" weapons, if the weapons are made holy for no reason except to hurt "evil" magic creatures. Fairy creatures Vulnerable to "cold iron" or silver weapons, which nobody actually makes at all except when they want to hurt Fairies. Is this a Vulnerability disadvantage of said creature, or just a special trait of the weapon itself? Likewise, Weakness. If a species is harmed by some substance, say a chemical, designed solely to hurt that species, is that Weakness (rare chemical) or is it a property of the chemiacal? For simplicity let's say this species doesn't have Unusual Biochemistry. I ask because in the case of Social Stigma vs. Intolerance, who gets the disadvantage seems to be a question of whether most people stigmatizes somebody, or just some or a few people. This seems to be an analogous situation.
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
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#2 | |||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#3 |
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Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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That's exactly what I meant about Social Stigma: if all or most people are intolerant, then you have a Social Stigma. If a small proportion are intolerant, they're the ones with a disadvantage.
Anyway. Thanks for the advice. Would you say that these are features regardless of how common or rare the specially-created weapons/chemicals are?
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
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#4 | ||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#5 | |
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Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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But seriously, what I gather is that it's a feature if being specially-made for the task makes the dangerous thing rarer than Rare?
__________________
I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
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#6 |
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Join Date: Dec 2006
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I interpret it a bit differently.
A poison is a poison is a poison (for the most part)- baring advantage or disadvantage or a blanket 'unusual biochemistry with the following noted changes' any PC is vulnerable/weak to everything that a normal human is vulnerable/weak to. When you are starting to become weak/vulnerable to things that would not effect a human (or not effect a human this badly) AND there is no compensating advantage, then it is a vulnerability/weakness. Example: I recall some sort of D&D shapeshifter being vulnerable to salt. A regular human can be killed by salt overdose, or being tossed into a pit of the stuff, but the shapeshifter reacts to it like acid. The shapeshifter has weakness- salt (possibly with reduced time to make it burn like acid, instead of slowly eat away at them for 1d6/minute) In my own fantasy game dragonsbane is a toxic herb which can be used as a poison. It is vaguely effective against anyone (1d6 toxic damage, immediately). Dragon's however are vulnerable to the poison (suffer 4x damage) AND weak to the poison (suffer 1d6/minute of exposure). If a dragon is struck by a weapon coated in dragonsbane they suffer 4d6 damage, AND 4d6 damage per minute of exposure (say because it was a poisoned bolt lodged into them and it is now still stuck in there scales.). Further because of the way a weakness works even if a dragonsbane coated weapon fails to penetrate there scales they still suffer 4d6 damage per minute due to proximity. |
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#7 | ||
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Join Date: Dec 2007
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#8 | |
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Join Date: Mar 2010
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Whether something can be purchased as gear or as a trait is a campaign-level decision. |
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#9 | |
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Join Date: Jun 2010
Location: Dreamland
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You can buy an IA and say it's made of Cold Iron if the gm allows it (maybe with a UB). And you might make it only affect things that are weak to Cold Iron. Of course, now you have to come up with a reasonable explanation as to why this all works... |
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#10 |
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Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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I don't see why a weakness to holy water (or holy weapons, or weapons of foo-ness) should not be a disadvantage. If my character is a tiefling with Feature:weakness to holy water, and the other characters are humans with no such feature, and somebody dumps a shower of holy water on us and I take 5d corrosion while the humans shrug it off, how is that balanced? Why didn't I get points for that weakness?
If it were something (a vat of acid, or an unholy weapon, or a sphere of hepatitis) that does damage to most or all characters, then being weak to that isn't a Weakness, it's average-osity. If my tiefling is Resistant to Unholy Weapons while every other character suffers full effects from them, that's an advantage -- just as if I was Resistant to Hepatitis. But if my aasimar buddy is extra vulnerable to unholy, shouldn't he get a disadvantage for that? Likewise, if somebody paid points to have an Innate Attack (5d corrosion, only against tieflings) then that isn't a disadvantage for me, that's an advantage for them. Yes, averageosity is a word now.
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) Last edited by Vaevictis Asmadi; 05-03-2013 at 09:58 AM. |
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| vulnerability, weakness |
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