I came up with a few more weaknesses for the Mutants and Masterminds system I intend to use, so I figured I'd post them here, see what people think, and whether people think the disadvantages are big enough to be worth the ten points a weakness gives.
Just so you know, all these weaknesses as well as disturbing and naive are meant to go on the same character, constructed on a base of only 60 points. I'm pretty sure no GM would ever let me play such a character, but oh, well. razz
Quirk: Obsessed with a specific set of ten magic weapons. Once it becomes aware of the location of one, it will stop at nothing to obtain it, even attacking its closest loved ones if they stand in the way.
Quirk: Different standards. The world its from exists by dramatically different rules from this one, making social interaction exceedingly difficult. It greatly desires to be loved, but is much more likely to scare off any potential friends, or even traumatize them to the point where they need weeks of therapy.
Absent-minded: It cannot necissarily even hold a thought in its mind long enough to remember how a sentance began by the time it finishes it. -5 to sense motive to interpret an innuendo, and concentration.
Wrong world: There are some things that everyone is expected to know. However, its world is so dramatically different from ours, one can't safely assume it knows even the most obvious things. -5 to all knowledge skills.
Limited perception: Though its senses are exceedingly strong, its mental capacity to interpret them is surprisingly low. -5 to listen and spot. (This one actually seems to have a bigger impact than many of the weaknesses in M&M, such as naive, on which absent-minded is based.)
Fragile-minded: It is very easily influenced by the world around it. Someone can have a powerful effect on it without even intending to. It constantly teeters on the brink of greater insanity than that which it already suffers from. -5 to all will saves. (Also possibly much greater than a normal weakness.)
Irrational: It never thinks things through, and will be surprised by the most obvious of consiquences. It rarely takes the most advisable course of action to achieve its goals, often forgetting to use its powers, even when they are despirately needed. Or is there really some genious behind it all that's too alien for us to understand?
Also, a trait that seems appropriate to the character: it never suffers from physical fatigue, no matter how hard it works. Instead, if it pushes itself too hard, it suffers from mental fatigue, then mental exhuastion: first a -2 to int, wis, and cha, then a -6.
Another idea, kind of an edge/flaw combination: Most of its stranger powers allow for no saving throw, as they involve an alteration of the way the laws of physics say the world ought to be. However, it requires such a specific touch for a length of time that unless the target allows it or is helpless, it will not work at all. This automatically comes with the touch flaw, and I believe the specific touch balances out the disallowing of the saving throw, so it costs 1 point per rank less than powers without the touch flaw.
One last possible trait: What it percieves has more bearing on it than what is actually going on. This leaves it less vulnerable to sneak attacks and subtle effects, but makes it possible for it to take damage from illusions, and might even cause it to be effected by things that aren't happening if the other person can make a good enough bluff check. Exactly how this could be handled in game terms... I haven't worked this out yet. >.>;
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