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Old 09-18-2020, 03:10 PM   #1
Michael Thayne
 
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Join Date: May 2010
Default Life of a Weirdness Magnet

I like DFRPG's re-write of the Weirdness Magnet disadvantage, since by making spellcasters able to sense weirdness magnets, it removes any question that it is a significant disadvantage. But it raises some questions about what the life-history of a weirdness magnet is going to be like—particularly a spell-casting weirdness magnet, since having every spellcaster react to you at -2 might be a barrier to getting trained as a caster in the first place. One option is the one taken by the "Uncle Seamus" pregen, where is Weirdness Magnet status is implied to be "lifetime of thaumatological misfortunes". But this seems less natural for, say, a cleric weirdness magnet. What ways are there to turn someone into a Weirdness Magnet? Or are there reasons a Weirdness Magnet might get trained as a spellcaster in spite of a reaction penalty?
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