01-29-2005, 12:42 AM | #1 |
Join Date: Dec 2004
Location: Australia
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Weirdness Magnet
How do you justify the disadvantageous nature of this? -15 points is a whopper; what have you got to do??
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01-29-2005, 12:53 AM | #2 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Weirdness Magnet
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01-29-2005, 04:56 AM | #3 |
Join Date: Oct 2004
Location: Daytona Beach area
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Re: Weirdness Magnet
I don't know if it's a really bad thing, unless you're in a campaign that calls for weirdness, and then, how do you tell if the weirdness is your fault or that of the campaign? Had something like this; one of our players took that disadvantage, and so we saw all kinds of weirdness, and thought it was just his fault and mostly ignored it. But most of those things were happening anyway.
Weirdness magnet is often more of a private thing, and it is usually harmless to your physical well-being. If you see a group of people that looks a lot like you, in line at the same restaurant, and YOU don't have weirdness magnet, then it's probably some one mucking about with alternate timelines or messing with your head, and potentially a threat. But if you notice the guy who HAS the ability seems to talk to all kinds of critters - most of them not your everyday critter - and occasionally hear those critters talk back, but only because they weren't aware you were there, that's probably the Magnet. If Cthulu stops by to kill you, that's not the Magnet. If he stops to ask directions, THAT'S the Magnet. When in doubt, reread the description.
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01-29-2005, 07:06 AM | #4 |
Join Date: Dec 2004
Location: Helsinki, Finland
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Re: Weirdness Magnet
The point value comes from inconvenience. Weird stuff happening in itself is just funny or odd, but not really harmful. It's the constant attention from the media and fans and weirdos and new-age fanatics and alien hunters and whatnot that make your life difficult. Some may think you're a powerful wizard since demons always seem to follow you; some may think you're a prophet or a saint because of the supernatural events surrounding you; some may think you're worshiping evil; some may think you're a liaison for aliens on earth.
Plus, the GM is free to make all kinds of weird things happen to ruin your plans. For example, just as you're sneaking past the sleeping cyclops guard, your sword starts singing, in a loud voice, the best of Sinatra. That sort of thing. Doesn't really fit in any of my campaigns.
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01-29-2005, 07:17 AM | #5 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Weirdness Magnet
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01-29-2005, 09:19 AM | #6 |
Join Date: Oct 2004
Location: Texas
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Re: Weirdness Magnet
It is also supposed to impose a reaction penalty on people who "understand" what is happening to you. They don't want to be around you and thus it could be troublesome when trying to hire mercs, courting the princess, or even joining any sort of club where you'll be around people allot.
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01-29-2005, 09:28 AM | #7 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Weirdness Magnet
Probibly the Perfect example of a Wiredness Magnet would be Auther Dent 8) the poor mundane.
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01-29-2005, 09:47 AM | #8 |
Join Date: Aug 2004
Location: Pflugerville, Texas
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Re: Weirdness Magnet
.. or the other guy in the Hitchhiker's novels, the trucker who was (unbeknownst to him) a rain god, and who was always complaining about the gosh-dern rain that followed him around.
It's just one event, not many, but that "GM" is taking the wierdness to the extreme. |
01-29-2005, 01:11 PM | #9 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Weirdness Magnet
-15 points is significant. You have to make it a disadvantage for the PC. The way I do so is to tell the player, "Weirdness Magnet is actually a lot like Cursed, except that I get to inconvenience the hell out of you instead of trying to actually kill you. Think of it as a more severe Unluckiness, with flavor." And then I follow through.
Obviously WM is only appropriate in a game where weirdness occurs -- for example, in a perfectly straightforward, mundane "soldiers at war" game, I wouldn't allow it, but if I planned to have some odd themes in the game, it'd be okay. Then, for example, I could do things like have anonymous letters show up during mail call with disturbing arcane symbols in them (stylized swastikas in a WWII game, for example) that cause a bad reaction from the rest of the team ("What kind of crazy **** are you involved in, Johnson?") I might then decide (without telling the player) that those symbols were intended for an undead Nazi general, and he's been stigmatized by them -- for an undetermined length of time, all animals are going to react to him as though he were a corpse... horses buck and run, vultures swoop down and try pecking at him because he's food, etc. This can be very distracting in a war zone, and will earn him major negative reactions from everyone he has to work with. You get the idea. I've had many players think, "Wow, that's just a fun trait -- it won't be a disadvantage at all!" and I always make sure to let them know that while it's one of the more colorful disadvantages, if they take it, I will ensure that it disadvantages them. Most still take it anyways, which ends up being fun for me and (usually, eventually) fun for the player, if not for his or her character... :)
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01-29-2005, 02:32 PM | #10 |
Join Date: Sep 2004
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Re: Weirdness Magnet
I treat is as the "life less ordinary" disad. If it almost never happens, when it does it happens to you.
In a normal world you you'll never have a normal day. Errors both for and against you will occur - regularly. You receive mail that's not yours - often something that you wouldn't want to be involved in. You make a run to the supermarket and it gets robbed. You're standing around (outside) talking and a crow lands on your shoulder, looks you in the eye, then flies away. (This freaks players out even if it's just a lark - no pun intended ;) In a supernatural world you can more fun... |
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