Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 08-30-2010, 06:25 PM   #1
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Reverse of Weirdness Magnet

Dr. Who's time machine, the Tardis, is incapable of reaching uninteresting times.

Any random spot in time and space it shows up at is just about to be invaded from another world at the very least.

Is this just another way of playing out Weirdness Magnet for a jumper?
__________________
-HJC
hcobb is offline   Reply With Quote
Old 08-30-2010, 06:39 PM   #2
Stone Dog
 
Join Date: Feb 2008
Default Re: Reverse of Weirdness Magnet

Adventuring PCs find adventure isn't Weirdness Magnet. Adventures are nasty and disturbing things that make you late for dinner. Weirdness Magnet just involves odd things happening on the way. Things that are a bit irritating, but not usually very dangerous.
Stone Dog is offline   Reply With Quote
Old 08-30-2010, 06:45 PM   #3
Ejidoth
 
Join Date: Jul 2009
Default Re: Reverse of Weirdness Magnet

I tend to read players taking Weirdness Magnet as 'I promise not to complain when really improbable things happen to move the plot along or improbable new subplots pop up or whatever, if you'll give me fifteen more points.'
Ejidoth is offline   Reply With Quote
Old 08-30-2010, 06:57 PM   #4
David Johnston2
 
Join Date: Dec 2007
Default Re: Reverse of Weirdness Magnet

Quote:
Originally Posted by hcobb View Post
Dr. Who's time machine, the Tardis, is incapable of reaching uninteresting times.

Any random spot in time and space it shows up at is just about to be invaded from another world at the very least.

Is this just another way of playing out Weirdness Magnet for a jumper?
It's called "Being a PC".
David Johnston2 is offline   Reply With Quote
Old 08-30-2010, 08:59 PM   #5
malloyd
 
Join Date: Jun 2006
Default Re: Reverse of Weirdness Magnet

Quote:
Originally Posted by Stone Dog View Post
Adventuring PCs find adventure isn't Weirdness Magnet. Adventures are nasty and disturbing things that make you late for dinner. Weirdness Magnet just involves odd things happening on the way. Things that are a bit irritating, but not usually very dangerous.
Actually it's probably supposed to be considerably worse than that, it *is* a -15 point disadvantage that draws stuff to which people react quite negatively to you for.

But no, the Tardis always materializes somewhere interesting stuff is happening isn't Weirdness Magnet - the events are usually not particularly weird (by the standards of Timelords anyway) nor would they often be particularly inconviencing to the Doctor if he just ignored them rather than jumping in and getting involved. I think this is the 0 point Feature "Is a Main Character", combined with some sort of Sense of Duty from the Doctor.

Incidentally I've found that ruling that WM includes Unluckiness, that is explicitly stating that it will result in you being automatically screwed over once a session, but in a weird way, as per the Unluckiness disadvantage, has pretty firmly moved it back into the serious disadvantage category and not the free points I have to ban to discourage everybody from taking it that it used to be. It probably should always have been played like that, but adding the slightly harder rule of Unluckiness to the description clarifies it a lot.
__________________
--
MA Lloyd
malloyd is offline   Reply With Quote
Old 08-30-2010, 09:07 PM   #6
fschiff
 
Join Date: Dec 2008
Default Re: Reverse of Weirdness Magnet

Isn't there a disadvantage called 'Mundanity.'
fschiff is offline   Reply With Quote
Old 08-30-2010, 09:36 PM   #7
Wraithe
 
Wraithe's Avatar
 
Join Date: Apr 2009
Location: South Shore-ish, MA
Default Re: Reverse of Weirdness Magnet

Quote:
Originally Posted by fschiff View Post
Isn't there a disadvantage called 'Mundanity.'
Well, the question is whether it's a disadvantage:

Normalcy magnet [15 points]

Nothing weird tends to happen around you, or if it does, not for very long. Invading aliens will realize they've left their toothbrushes at home, and leave to go get them. Demons will appear and decide to go somewhere else. Mystic maps will turn out to be complete gibberish, leading nowhere interesting, unless occasionally, to a good restaurant. Intradimensional gates cannot open to strange new universes in your presence.

"Normal" people who realize you are a Normalcy Magnet will react to you at a +1 (+2 during a crisis), while thrill seekers, paranormal investigators and adventurers will react to you at -4, once they realize you are a Normalcy Magnet.
Wraithe is offline   Reply With Quote
Old 08-30-2010, 09:37 PM   #8
Stone Dog
 
Join Date: Feb 2008
Default Re: Reverse of Weirdness Magnet

Quote:
Originally Posted by malloyd View Post
Actually it's probably supposed to be considerably worse than that, it *is* a -15 point disadvantage that draws stuff to which people react quite negatively to you for.
It is only a -2. You get the same modifier for looking like Shane Macgowan.

It can easily be a low grade sort of Serendipity effect. Always on, but most of the time it doesn't actually DO anything but get in the way and bring attention to you.

I'd make it less like Unluck and more like Cursed (-90% Mostly Harmless, +10% -2 Reputation) or something close to it. Where if you were Cursed then the demon lord would change plans on seeing you to include something personally unpleasant, but since you are just a Weirdness Magnet you remind him of an old minion and it amuses him before the encounter goes on like normal.
Stone Dog is offline   Reply With Quote
Old 08-30-2010, 09:39 PM   #9
moldymaltquaffer
 
moldymaltquaffer's Avatar
 
Join Date: Feb 2008
Location: Idaho
Default Re: Reverse of Weirdness Magnet

If you come home from work to find your mailbox (briefly) crammed full of live frogs.
If you turn on your television only to see real-time video of yourself, but can't find the camera.
If you go to the fridge, and find that everything in it has been transformed into rutabagas.
If you're walking your dog, and a catholic schoolgirl with glowing red eyes greets you in a language you don't understand.
If your head hardly hits the pillow before your sleep is interrupted by an alien abduction.
And this is an unremarkable evening for you, then you have the Weirdness Magnet disad.

It's 15 points of distilled Masochism.
(And lots of fun!)
moldymaltquaffer is offline   Reply With Quote
Old 08-30-2010, 09:42 PM   #10
Stone Dog
 
Join Date: Feb 2008
Default Re: Reverse of Weirdness Magnet

Quote:
Originally Posted by fschiff View Post
Isn't there a disadvantage called 'Mundanity.'
Mundane Background. You are so normal that you can't even learn about the supernatural or use equipment based on it until you come to grips with the fact that it is real.
Stone Dog is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:08 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.