08-30-2010, 09:44 PM | #11 |
Join Date: Jan 2010
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Re: Reverse of Weirdness Magnet
Mundanity would not really make for a very good character advantage unless or idea of a good game session is your character showing up to work, have nothing out of the ordinary, go home, go to sleep and rinse and repeat.
If you pay close attention to Doctor Who you will occassionally catch referrences to the fact that a some period of time passes between each of there Adventure. Its implied that most of the time they show up some where, have a look around and leave with nothing untold happening. |
08-30-2010, 09:54 PM | #12 | ||||
Join Date: Feb 2008
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Re: Reverse of Weirdness Magnet
Wraithe, I'm not criticizing you. I'm just riffing off this paragraph to make Weirdness Magnet events.
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08-30-2010, 10:09 PM | #13 | |
Join Date: Apr 2009
Location: South Shore-ish, MA
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Re: Reverse of Weirdness Magnet
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SitCom Magnet: no plotlines can last longer than two gaming sessions around you and must be resolved completely in the last 10 minutes of play. Soap Opera Magnet: vanquished enemies will always be revived and arrive at the most dramatic moment. Any blow anyone receives to the head while in your presence will result in either amnesia, falling in love with next person they see, or delusion (true or not). And last, but certainly not least: Cole Porter Magnet: instead of monologues, villains will launch into up-tempo show tunes to explain their evil plans. No idea on costs. :) Nale: "if you see any of your allies, kill them and bring me their magic items" Belkar: "What? No way!" Nale: "Oh right, Charm can't make you act against your principles. If you see any of your allies , kill them and keep their magic items." Belkar: "You got it, boss!" Nale: "While singing the complete score to 'Meet Me In St. louis'." Belkar: "Meet me in St. Louis, meet me at the fair..." Nale: "I love being evil." Last edited by Wraithe; 08-30-2010 at 10:20 PM. |
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08-30-2010, 11:24 PM | #14 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Reverse of Weirdness Magnet
That sounds sort of like Jumper with Weirdness Magnet as a Temporary Disadvantage limitation.
Bill Stoddard |
08-31-2010, 01:26 AM | #15 |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: Reverse of Weirdness Magnet
WM is just played oddly:
"I'm a sm+2 alien that has been accepted at a Geisha, which happens to be a secret society of ninja assassins". "well you needed a job and due to current legsilation the profession is unable to discriminate". Other than that, things happen to WMs that allows things to escape from them. |
08-31-2010, 02:58 PM | #16 |
Join Date: Nov 2004
Location: Birmingham, Alabama
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Re: Reverse of Weirdness Magnet
Wasn't this in Gurps IOU? ISTR an advantage like that. At higher levels, the weird abilities of others ceased to operate. I remember that the text noted that people with flying carpets hung wires off of them so Mundanes (people with the Mundane advantage) would think they were a movie FX, and wouldn't negate their carpet.
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08-31-2010, 03:01 PM | #17 |
Join Date: Feb 2008
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Re: Reverse of Weirdness Magnet
It was in GURPS IOU, but a lesser form of it made it to Characters. It doesn't negate supernatural things, it just prevents a character from learning how to deal with it.
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08-31-2010, 04:37 PM | #18 | |
Join Date: Oct 2008
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Re: Reverse of Weirdness Magnet
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Mundanity also originally appeared in IOU, and someone with this Disadvantage is functionally the equivalent of a Sleeper in Mage: the Ascension except that it affects everything weird, not just mages. Another equivalent might be a Floating Vagabond character whose Schtick is the Newton Effect. |
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08-31-2010, 05:58 PM | #19 | |
Join Date: Apr 2009
Location: South Shore-ish, MA
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Re: Reverse of Weirdness Magnet
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Aiigh! Aigh! Up is down! Black is white! Aigh! |
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08-31-2010, 06:05 PM | #20 |
Join Date: Jun 2006
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Re: Reverse of Weirdness Magnet
Well sure, but there isn't an official disadvantageous form of Unusual Background, so it ends up with different names when it actually has enough drawbacks to count as a disadvantage.
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