Converting Weirdness Magnet , A GURPS flaw in Rules & Errata
derek_holland Feb 26 2017, 19:28 Group: Heroes, Master of Mutant Creation Quote Post
After reading this thread at Steve Jackson Games- http://forums.sjgames.com/showthread.php?t...eirdness+magnet I think that Weirdness Magnet would be a worthwhile addition to Alternity as a flaw. It allows the GM to have odd to mildly dangerous things happen to the hero at least once per scene. The character is unlucky, but not in a way that is mechanically represented (i.e. it does not affect skill checks, ability feat rolls, action checks, etc.).

Question is, how many points should it be worth?


Some other threads to consider:

http://forums.sjgames.com/showthread.php?t...eirdness+magnet

http://forums.sjgames.com/showthread.php?t...eirdness+magnet

http://forums.sjgames.com/showthread.php?t...eirdness+magnet
uncle_jimbo Feb 27 2017, 06:19 Group: Grid Cop, 5éme Corbin Quote Post
I did something like this, though with potentially more mechanical danger, from Conspiracy X. I counted it as either a fairly minor Flaw, a Perk and/or a skill purchase, depending whether the character had any ability to predict and target the effects.
derek_holland Feb 27 2017, 14:55 Group: Heroes, Master of Mutant Creation Quote Post
Interesting, but I would restrict it to the hero who has weirdness magnet. Flaws that impact other characters are usually grounds for throwing things at the player. biggrin.gif


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