Weaksauce Weakness: Difference between revisions

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** Not as good as it sounds: At the Demilich scale of power, Shatter deals very little damage. Besides, demiliches are both very powerful spellcasters and extremely intelligent, so it's very likely that it'll just whip up a spell that offers protection from sonic damage.
** Persistent Spell and Globe of Immunity (both easily learnable by anyone capable of becoming a demilich) renders this tactic completely impossible. It renders the caster completely immune to Shatter (along with any 4th rank or lower spell) for 24 hours per casting. Any caster is going to have numerous methods of defending against Dispel, so removing this spell might end up being more difficult than just directly killing him.
* In ''[[Heavy Gear]]'' the advanced ''Black Mamba'' Gear - one of the more powerful designs in either of the two superpowers' armies - had exceptionally weak rear armour. The result is that Black Mambas could be (and routinely were in gameplay) easily defeated by lightweight ''Cheetah'' scout Gears. While the fluff text initially ingoredignored this, the game's designers eventually acknowledged and lampshaded this weakness by having Mamba pilots clamouring for a solution to the "glassback" problem.
** Most [[Hover Tank|hovertanks]] have weak Underside facing, but it can be hit only when the vehicle moves over placed explosives or uses jump jets (to clear obstacles).
* Most of the monsters in [[Hero System|''Lucha Libre Hero'']] take extra damage from ''lucha'' combat maneuvers. And since the PCs are by default ''technico'' luchadors, there's a lot of these showing up in the fight scenes. But then, the sourcebook was inspired by Mexican ''lucha'' films, and "every problem can be solved with a good wrestling hold" was standard in those films.
* In [[GURPS]] the disadvantage Supersensitive makes having any other sort of sentient creature with 20 meters a serious weakness. With Combat Paralysis your greatest weakness is being put in any sort of danger. Naturally such disadvantages are not recommended for Player Characters.
* [[D20 Modern]] has a table of random weaknesses... including some really stupid ones, such as: Clowns, the number 8, math, and books written by willam blake.
* In the ''[[The Dresden Files (game)|The Dresden Files]] RPG'', all creatures who take some sort of supernatural toughness, regeneration, or physical immunity must take something called "The Catch", which, when used against them, will take out their ability to shrug off damage. The more common/easily accessible the ability to fulfil "The Catch" (so, something everyone knows about and can get easily), the more points you can get back. So, Catches like "Swords Of The Cross", "Wizards Born Under Special Circumstances", "Soulfire", and "Nuclear Detonations" don't really offset the power, while more common and known substances (like iron vs Fey, holy items vs Black Court Vampires, or physically attacking magically immune creatures with [[Discworld|a brick loaded sock]]) will give you more points to potentially work with.
* In ''[[Deadlands]]'', there are some creatures and villains who are immune to anything except one weakness. For example, a Hangin' Judge is vulnerable to a weapon held by a legitimate lawman on duty, a Tummy Twister to hot chili peppers, and Jasper Stone to suicide.
** That last one is technically correct, but it's so much more. The conditions are actually "Stone can only be killed by a gun fired by his own stone-cold hands", so suicide counts... but so would redirecting his shot before it hit it's target. {{spoiler|So would having Young Stone and Old Stone shoot each other.}}
* ''[[Changeling: The Lost]]'' has the concept of "frailties", little weaknesses that certain fae (and overly-powerful changelings) are prey to. Some of them are the classic faerie weaknesses, others can be as odd as "must drink alcohol instead of water" or "cannot cross lines of ants". The only universal weakness is iron, which isn't as dangerous as you think because pure iron is rare... and ''steel'' does nothing. It should also be noted that these weaknesses differ from subject to subject; the fiction for one book has a [[Genre Savvy]] mortal invoking every bane she knows from the old tales in an attempt to scare off one of the Gentry. None of them work.
** In fact, the good elves have noticed that iron makes their magic go haywire in extremely predictable and repeatable ways, so they have incorporated it into their defenses and can use it to, for example, negate their enemies' magic while delivering their own with deadly accuracy.
 
In fact, the good elves have noticed that iron makes their magic go haywire in extremely predictable and repeatable ways, so they have incorporated it into their defenses and can use it to, for example, negate their enemies' magic while delivering their own with deadly accuracy.
* ''[[Rifts]]'' has a little fun with the concept of fae weaknesses. Among the ways to protect yourself from Faerie Folk is to turn your clothes inside-out or backwards when traveling through their territory, or by tying colorful ribbons all over you and your gear. But this is less a matter of them being unable to approach you as it is them being too busy ''laughing'' to trouble you.
* It's possible to give a character in ''[[Champions]]'' such a weakness via the Susceptibility Disadvantage. Water, for example, could be worth quite a few points depending on how many dice the character takes from it since it's one of the most common substances in practically any game world. Of course, this would make it impossible for your character to do such simple things as bathe or shower, and any kid armed with a [[Weaponized Weakness|Super-Soaker and/or a bucket of water balloons]] would become a credible threat.
 
 
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