Re: Life of a Weirdness Magnet
Kromm's perspective widens the array of possible backstories for characters too. As a player wanting to take Weirdness Magnet, I have a lot of flexibility. I could make it a curse-from-birth type of thing and weave it into my story fully. Or it could have happened the moment before the first adventure starts and I get to role-play my character suddenly coming to grips with the negative reactions and bizarre happenings. Either could be a lot of fun!
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