07-07-2014, 01:08 AM | #1 |
Join Date: Dec 2008
Location: Behind You
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Minor Wierdness Magnet
I was considering Weirdness Magnet and how it's a -15 with outright bizarre occurrences. But what would you make for a creepy weirdness magnet with about -5 where the off thing happens to you.
This often fits the unnatural theme of Horror. Light bulbs dim and flicker around you, sometimes even breaking. Things that are nearing the end of their life might just suddenly stop ("Well, that wheel was worn out pretty bad, guess I shoulda replaced it yesterday."). Objects sometimes break or malfunction leaving people going "Huh, that's odd". Creepy things still seek you out, but not as often. Just odd things and dark omens. Probably a -1 reaction instead of -2 from Weirdness Magnet. What do people think? |
07-07-2014, 01:53 AM | #2 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: Minor Wierdness Magnet
Those things about light bulbs and worn tires looks more like some sort of Lifebane to me.
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07-07-2014, 06:34 AM | #3 |
Join Date: Dec 2010
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Re: Minor Wierdness Magnet
Lifebane (mechanical, +0%)? Kills off devices instead of houseplants? Cool. New houserule addition for my sci-fi campaign.
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07-07-2014, 07:22 AM | #4 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Minor Wierdness Magnet
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07-07-2014, 07:52 AM | #5 | |
Join Date: Oct 2007
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Re: Minor Wierdness Magnet
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Guns and personal equipment would also be affected over time, especially something with lots of electronics in it. The character should expect to go through several guns and communication devices over time and his allies will probably have to repair their own stuff fairly frequently. Another feature of that would be complete incompatibility with any kind of cybernetics and possibly an immunity to nanomachines (both beneficial and hostile). And romancing a cyborg is not advisable for either of them. Some types of field medicine (including generic First Aid kits) may be useless to such a character depending on TL. It could push the vaule to -15 or possibly even -20 if the campaign setting is focused on electronics and bio-tech is rare/unreliable/has a social stigma attached. |
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07-07-2014, 08:19 AM | #6 | |
Join Date: Jan 2006
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Re: Minor Wierdness Magnet
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It's a bundled advantage for historical reasons, but break it up as you see fit. What you described seems to be "genre ambiance" (which is a setting rule, not a character thing), plus minor unluckiness/inconvenience, so -5 seems ok. If the light bulbs breaking/tires going out etc. regularly lead to life threatening situations however, consider -10. |
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07-07-2014, 08:39 AM | #7 |
Join Date: Aug 2004
Location: MO, U.S.A.
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Re: Minor Wierdness Magnet
My Mother has this, with an added affect to toasters.
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07-07-2014, 11:57 AM | #8 | |
Join Date: Dec 2010
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Re: Minor Wierdness Magnet
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I'd say that Electronic and Mechanical are two different versions of the disad, too - so take your pick between laser pistols and slugthrowers. I'd definitely apply either to beneficial cybernetics, and one or the other (depending on setting) to nanomachines. Cybernetics implanted on hostiles are probably not affected, by dint of not being in contact with the Bane character for long enough to rack up enough minor issues. Yeah, it would definitely be a pretty big disad in some settings... I don't suppose +0% is anything like balanced, but it's a fun concept. It's a racial feature for Gremlins, obviously. |
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07-07-2014, 06:59 PM | #9 | |
Join Date: Aug 2004
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Re: Minor Wierdness Magnet
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07-08-2014, 02:19 AM | #10 |
Join Date: Mar 2014
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Re: Minor Wierdness Magnet
Weirdness Magnet really should be a leveled disadvantage like Delusion or Vulnerability. Personally, I've always thought of Weirdness Magnet as Enemy (Powerful Weird Force (-20); Rival (1/2) (since it's in between a minor inconvenience and someone wanting to kill you); Frequency of Appearance (9 or less) (x1)) (-10), plus Reputation -2 (-10) (Large class of people (1/2); All the time (x1)) (-5) for (-15) points total. The large class of people is anyone who has been adversely affected by your weirdness. You can adjust the overall cost based on how dangerous the weirdness is and how frequently you have to deal with it. Having "cool" weird things happen is a perk.
What you want sounds like Enemy (Creepy Weird Force (-20), Watcher (x1/4); Frequency of Appearance (9 or less) (x1)) (-5). I used Watcher since it sounds like you want creepy and minor inconveniences instead of something instantly fatal. The -1 Reputation would be another -2 points for -7 total. You could also use Unluckiness (-10) and limit it to creepy/strange things since the text says you can choose a "theme" for your unluckiness. Or you could add an enhancement; maybe Cosmic (Not arbitrary or malicious events-only minor inconveniences) +50%, for (-5). I like the Lifebane (Mechanical/Electronic +0%) (-10) idea. It would be a great way to justify an alien species with high biotech and no electronics. |
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