Here are a few more weaknesses that I like for creativity and game-dynamic workability.
In HONOR, the villain Komodo Dragon has halved detection rolls with sight/hearing as part of his Diminished Senses under Reptile Powers. His additional, customized weakness is Reduced Speed: Komodo Dragon has a slow movement rate, as does the real lizard. He is given half of his normal movement rate and agility.
In T.O.T.E.M., the hero Tomahawk has Special Requirement: Must be within 92 inches of ancient tomahawk or loses his powers until he possesses the artifact again.
The artifact itself is not a special weapon, it's simply the source of the hero's powers.
In Great Iridium Con, the mystical villain Devilspawn has Special Requirement: Devilspawn's spells can only be cast at night, and most effects (except damage, devitalization, and death) will be undone at sunrise.
In Alone into the Night, the Garrote's weakness of Psychosis compels him to be a serial killer. But the psychosis also limits his Telekinesis, giving him only one-quarter TK capacity.
Since villains do villainous deeds (with or without a weakness), I like how this weakness significantly limits one of Garrote's powers.
Of all the characters battle-crazed weaknesses, you have to appreciate how From the Deeps of Space turns an advantage into a disadvantage.
The Psy extraterrestrials have this Weakness: Berserking: If hurt by an opponent in HTH, or when a fellow warrior goes down, or if insulted, Psy tend to go berserk and charge into HTH recklessly. This gives them a +1 to hit, +2 damage bonus, but attackers are also +2 to hit them. Battle-crazed Psy are not very selective about what they attack while under 'the spell' (tanks, already-dead enemies, etc.)
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