Normal Topic Weakness Ideas (Read 862 times)
polarboy
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Weakness Ideas
Dec 27th, 2009 at 3:32am
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Here's an idea for Low Self-Control adapted from early D&D rules for magic weapons with an ego/will score.

Weakness Description:
One or more of the character's devices has a technological glitch (or secret stubborn streak) that prevents it from working 3d6 percent of the time.

Whenever the character spends one action trying to use an affected device, the GM rolls 1d100. If the number is above the device's "unreliability" score of 3-18, the device works as planned.

If the 1d100 roll is equal to or below the unreliability score, the device does not operate. The character still looses one action in this case, but no charges or power points are lost. The character can make another attempt to use the device on a later action.

With ongoing powers, such as flight or adaption, the GM rolls vs. "unreliability" when the device is first activated, then checks again between each turn to see if the device randomly shuts off.
« Last Edit: Dec 27th, 2009 at 3:40am by polarboy »  
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polarboy
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Re: Weakness Ideas
Reply #1 - Dec 27th, 2009 at 4:51am
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The weakness Mute often means that a character cannot speak. Here's a variation that allows the character to talk--but not too much.

Weakness Description:
Characters with this weakness pledged never to reveal important aspects of their powers or past. Maybe they were trained by an enemy organization. Or perhaps their powers derive from an extra-dimensional source that wants to remain unknown.

Whatever the case may be, the vow of silence must be significant enough to interfere with a character's personal life or interactions with others beyond the usual limitations of a secret identity.

Breaking the vow of silence (even due to mind control or torture) will make the character distrusted or demoralized, possibly changing this weakness to Prejudice or Reduced Charisma (GM's discretion).

Depending on the circumstances, the character may be prosecuted by authorities or hunted down by someone from their past if they reveal their secret to anyone--even in private.
« Last Edit: Dec 27th, 2009 at 4:55am by polarboy »  
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dsumner
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Re: Weakness Ideas
Reply #2 - Dec 29th, 2009 at 11:33pm
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polarboy wrote on Dec 27th, 2009 at 3:32am:
Here's an idea for Low Self-Control adapted from early D&D rules for magic weapons with an ego/will score.

Weakness Description:
One or more of the character's devices has a technological glitch (or secret stubborn streak) that prevents it from working 3d6 percent of the time.

Whenever the character spends one action trying to use an affected device, the GM rolls 1d100. If the number is above the device's "unreliability" score of 3-18, the device works as planned.

If the 1d100 roll is equal to or below the unreliability score, the device does not operate. The character still looses one action in this case, but no charges or power points are lost. The character can make another attempt to use the device on a later action.

With ongoing powers, such as flight or adaption, the GM rolls vs. "unreliability" when the device is first activated, then checks again between each turn to see if the device randomly shuts off.


This sort of reminds me of "Ziggy" from the Quantum Leap TV show. While it worked most of the time, it would conk out, and they'd give it a slap, and shake it to get it working properly.
  

"There is no such things as a dangerous weapon, only dangerous men."

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Re: Weakness Ideas
Reply #3 - Dec 30th, 2009 at 3:42pm
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I really like both of these, especially the Mute one.  Makes me think it might be nice to compile a list of "alternate uses" of some of the powers we tend to allow in our campaign.
  
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