Weaknesses
Every Horror has its Achilles heel, a chink in its supernatural armor that can be exploited by well-prepared Hunters. These vulnerabilities, known as weaknesses, are integral to the design and lore of a Horror. They provide opportunities for creative problem-solving, strategic combat, and rich storytelling.
Every Horror should have at least two weaknesses, though you're welcome to add more if it suits the Horror's lore and your game's balance. These weaknesses can be anything from traditional folklore vulnerabilities to unique quirks you devise yourself. They can influence a Horror's behavior, impose restrictions on its actions, or provide ways for Hunters to deal extra damage or gain the upper hand.
Here are some classic examples of weaknesses you might consider:
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Thresholds: The Horror cannot enter a home or other private property without an invitation from someone who lives there.
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Silver: The Horror takes double damage from weapons made of or coated with silver.
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Sound Sensitivity: The Horror is so sensitive to certain sounds, like the ringing of bells, that they cause it to flee or become incapacitated.
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Water Aversion: The Horror is unable to cross running water, such as a river or stream.
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Truth Binding: The Horror is incapable of telling a lie, making it potentially more predictable in negotiations or interrogations.
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Sunlight Vulnerability: Exposure to direct sunlight burns the Horror, turning it to ash or causing significant harm.
Remember that these are just examples. Feel free to get creative and invent your own unique weaknesses that fit your Horror's lore and your game's setting.
Overseer: "Hey Jason, I'm creating a Spectral Horror for my next session, and I want its weaknesses to really tie into its ghostly nature. Any ideas?"
Jason: "Sure! How about it can't interact with the physical world unless it's possessing an object or person? That could make for some interesting encounters."
Overseer: "That's a great idea! And maybe it's also vulnerable to a specific ancient chant that the Hunters can discover."
Jason: "Perfect! That gives your Hunters a chance to do some research and adds a nice puzzle element to the encounter."
Overseer: "Thanks, Jason! This encounter is writing itself!"
Incorporating weaknesses into your Horror's design makes encounters more dynamic and interesting, rewarding your Hunters for their strategic planning and knowledge of the Obscured world.