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Cost: Variable

Weakness is an exotic physical Disadvantage where you suffer injury merely by being in the presence of a particular substance or condition[1]. In Classic, a more intense aspect was part of the Vulnerability disadvantage.

Frequency and Rarity Table[]

Frequency of Damage Rarity of Attack
Rare
1/2
Occasional
Default
Common
x2
Very Common
x3
1d per second -22 points -44 points -88 points -132 points
1d per minute -10 points -20 points -40 points -60 points
1d per 5 minutes -5 points -10 points -20 points -30 points
1d per 30 minutes -2.5 points * -5 points -10 points -15 points

* round up.

Special Limitations[]

  • Fatigue Only (-50%), Variable (-40%)

Weakness (Affliction); Houserule variant[]

From davidtmoore's post in "Default Vulnerability (Symptoms) and Weakness (Side Effect)"

Cost:Variable

Rather than taking damage from a particular substance or circumstances, you suffer some form of affliction or other inconvenience. The effects occur when you are exposed to the item or circumstances, and wear off over time: stunning wears off normally, while other effects last (20 - HT) minutes, minimum 1 minute. If Incapacitation is combined with other effects, the other effects last for another (20 - HT) minutes after the Incapacitation wears off. The base value of this disadvantage is -1 points for a Rare item or condition, -2 for an Occasional item, -4 for a Common item and -6 for a Very Common item. Use the categories under Weakness (p. B161) to assess rarity. The GM has final say on the rarity of an item or circumstances. Modify the base value for the severity of the effect, using the Side Effect attack enhancement (p. B109).

Example: Pwca become nauseated in the presence of Christian religious symbols or objects. These are Common objects, worth a base -4 points. Nausea is worth +80% as a Side Effect enhancement. In total, this disadvantage is worth -7 points.

Additional material[]

from Kromm[]

November 2005 http://forums.sjgames.com/showpost.php?p=149688&postcount=7

This kind of thing is just a Weakness. If you really want to suffer direct HP loss at 1d/second, apply Reduced Time 6, +120% to the cost for 1d/minute, for a base cost of -44 points. Holy items and such are "Rare" (-22 points) or at best "Occasional" (-44 points). Just be warned that this is rather . . . lethal, and more likely to kill you than Terminally Ill. Even a tough vampire with 20 HP will be taken out in about 30 seconds this way and crisped beyond even supernatural recovery in just over a minute. It isn't likely to happen in combat, but all it takes is a small, blessed cross on a bullet that you can't dig out . .

June 2014 re Reload this Page Can you have Weakness (Partial, Limb)?:

I'd price things like this using Modifying Beings With One or Two Arms (p. B53): Point cost is equal to 1/10 of the percentile modifier per affected arm. In this case, the percentile modifier is -x% for Temporary Disadvantage (Weakness [-x]), so simply divide the value of Weakness by 10. This is essentially the model recommended in Cybernetics (p. B46) applied to the implicit advantage Arm [10]. You might also find some of the ideas under Undead Arm (Pyramid #3/1: Tools of the Trade – Wizards, p. 14) inspiring.

26 May 2017 Bruno said that Kromm suggested Reduced Time for both Weakness and Regeneration:

"Kromm has suggested that if you want levels past 10/second. Also for if you want a Weakness worse than 1d/minute."

References[]

  1. B161
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