07-08-2014, 04:07 AM | #11 |
Join Date: Jul 2007
Location: One Mile Up
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Re: Minor Wierdness Magnet
IMHO it's a Feature. Cool stuff happens, sure. Also uncool stuff (covered by the Unluckiness), tedious stuff, distracting stuff, and stuff that makes you look bad in a very minor way that might incur an additional -1 Reaction from a small group like a Quirk would occasionally.
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07-08-2014, 06:06 AM | #12 |
Join Date: Dec 2008
Location: Behind You
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Re: Minor Wierdness Magnet
I like the idea the GM can pick when the oddity is going to happen. Sometimes nothing happens, sometimes tons of things happen.
"As long as we huddle around this heater we'll be fi--- Crap..." |
07-09-2014, 01:29 AM | #13 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Minor Wierdness Magnet
Quote:
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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07-09-2014, 02:14 AM | #14 |
Join Date: Mar 2014
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Re: Minor Wierdness Magnet
Thanks Otaku, Enemy (Weirdness) seemed the best way to handle it imho. Breaking it up this way lets you go from "annoying weirdness" to "nearly fatal weirdness" and determine frequently you have to deal with it. The Reputation can also be increased or decreased as needed. I always thought of the -2 Reputation as either people who were adversely affected by your weirdness or people who you tried to explain it to and thought you were crazy or lying. For example; you get invited to tea by beings from another dimension, this causes you to miss work and when you get back your boss doesn't want to hear your crazy story about "aliens" or whatever again and you lose your job. (Weirdness Magnets have a very hard time holding down a regular nine-to-five job.) So, even though the "weirdness" wasn't fatal, losing your job (probably again) qualifies as "terrible inconvenient."
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