Laundry Knight Posted March 10, 2012 Report Share Posted March 10, 2012 I have a character that I am defining as an Everyman and Weirdness Magnet. I know that the Everyman concept is in how I portray him, but how would I make him a Weirdness Magnet. By Weirdness Magnet, I mean that things tend to wrong to and around him in annoying and silly but non-hazardous ways. Quote Link to comment Share on other sites More sharing options...
Christopher Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet How much of an anoance do you talk about? The washing machine not working in his downtime? (no game effect) Or the Key to the Batmobile falling into the sewer, just when they want to chase down the escaping mooks with the loot/clue? (at least additional work to do, or outright failing a non-critical scene) Quote Link to comment Share on other sites More sharing options...
Laundry Knight Posted March 10, 2012 Author Report Share Posted March 10, 2012 Re: Weirdness Magnet I think the Batmobile example is closer to what I am looking for. Quote Link to comment Share on other sites More sharing options...
Christopher Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet I think the Batmobile example is closer to what I am looking for. Then how about Unluck? Even 5D6 only has a 1:7,776 Chance to actually get that many levels of Unluck. But 1-2 levels are likely. The Batmobile example would be in the "affects the group" area. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet This is called Unluck; it's a complication / disadvantage. Quote Link to comment Share on other sites More sharing options...
Xavier Onassiss Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet I could be wrong, but isn't Unluck generally considered to be hazardous under the RAW? It causes problems which aren't just weird and annoying, but actually harmful or dangerous. I'm not 100% sure if that's what the OP is going for in this case. I think I'd look at other possibilities. Weirdness Magnet could be a Physical Complication (Frequently, Barely Impairing); or a Social Complication (Frequently, Minor). Quote Link to comment Share on other sites More sharing options...
Christopher Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet I could be wrong, but isn't Unluck generally considered to be hazardous under the RAW? It causes problems which aren't just weird and annoying, but actually harmful or dangerous. I'm not 100% sure if that's what the OP is going for in this case. I think I'd look at other possibilities. Weirdness Magnet could be a Physical Complication (Frequently, Barely Impairing); or a Social Complication (Frequently, Minor). If it is only annoying but not harmfull/hindering (making the adventure or combat more complciated), it's not worth any points. Of course the genre can have a big influence on that. In superheroic games, even level 3 Unluck will a tops mean your ego get's bruised and your team looses the fight. In gritty heroic games, even 1 Level could be a death sentence and thus seal the fate for your entire team. Quote Link to comment Share on other sites More sharing options...
Laundry Knight Posted March 10, 2012 Author Report Share Posted March 10, 2012 Re: Weirdness Magnet I intend it primarily for a comedic effect that will sometimes causes an extra obstacle or two. I think the Social Complication or the Physical Complication matches my concept the best. Quote Link to comment Share on other sites More sharing options...
Christopher Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet I intend it primarily for a comedic effect that will sometimes causes an extra obstacle or two. I think the Social Complication or the Physical Complication matches my concept the best. Then it should not be more than 5-10 points. Quote Link to comment Share on other sites More sharing options...
Zeropoint Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet I priced it by building it as a Hunted last time it came up for me, using the lower values because weirdness doesn't want to kill you, just mess with you. Quote Link to comment Share on other sites More sharing options...
Laundry Knight Posted March 10, 2012 Author Report Share Posted March 10, 2012 Re: Weirdness Magnet Thanks for the advice, guys. I am still trying to get hang of character creation, and I am starting by converting characters from a collection of short stories I've written and am hoping to novelize and publish someday. I don't know if I will ever get a chance to actually play the characters, but character creation tends to be fun in its own right. Quote Link to comment Share on other sites More sharing options...
Ragitsu Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet TALKING F****ING DOGS! How could someone pass that up? Sure, your family pet might let slip your character's panty size, but that's a small price to pay for the coolness. Aliens that ask for directions to Taco Bell? Now, I know that contract is around here somewhere... Quote Link to comment Share on other sites More sharing options...
Tasha Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet I have a character that I am defining as an Everyman and Weirdness Magnet. I know that the Everyman concept is in how I portray him' date=' but how would I make him a Weirdness Magnet. By Weirdness Magnet, I mean that things tend to wrong to and around him in annoying and silly but non-hazardous ways.[/quote'] Pretty much any PC is a Weirdness Magnet. They have odd stuff happening to them all of the time. Things going wrong around the person is most likely a die of two of Unluck. Quote Link to comment Share on other sites More sharing options...
Ragitsu Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet Pretty much any PC is a Weirdness Magnet. They have odd stuff happening to them all of the time. Things going wrong around the person is most likely a die of two of Unluck. WM elevates the oddness beyond the usual, though. Quote Link to comment Share on other sites More sharing options...
Tasha Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet I could be wrong, but isn't Unluck generally considered to be hazardous under the RAW? It causes problems which aren't just weird and annoying, but actually harmful or dangerous. I'm not 100% sure if that's what the OP is going for in this case. I think I'd look at other possibilities. Weirdness Magnet could be a Physical Complication (Frequently, Barely Impairing); or a Social Complication (Frequently, Minor). It depends on your GM and what you can negotiate. I would allow a couple of dice of Unluck to be called "weirdness Magnet". Having gadgets fail at unopportune moments is unlucky enough, having truly weird things happen can also be bad. BTW No matter how Gritty your game is 1d6 of Unluck should NEVER be lethal. Heck getting 5 pips of unluck in a gritty game shouldn't be lethal. It should be spectacularly unlucky, but not lethal. Quote Link to comment Share on other sites More sharing options...
Christopher Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet Thanks for the advice' date=' guys. I am still trying to get hang of character creation, and I am starting by converting characters from a collection of short stories I've written and am hoping to novelize and publish someday. I don't know if I will ever get a chance to actually play the characters, but character creation tends to be fun in its own right.[/quote'] It can be cool in your stories. But for Role Playings games usually have multiple storytellers: The GM and the Player(s). The character sheet is the "Lowest common denominator" between those two-three parties. A great part of the interaction will be based on this. But not every last flaw, ability or skill has to be written down on it. You only have to write things down as complciation, if you want the GM to make it part of the story. Complications and Limitations are a request to the GM, to make thsi part of the story. But you can just ask him normally for such small things. Having "wierd stuff" happening to him, could be the Special Effect of him going on adventures. It depends on your GM and what you can negotiate. I would allow a couple of dice of Unluck to be called "weirdness Magnet". Having gadgets fail at unopportune moments is unlucky enough, having truly weird things happen can also be bad. BTW No matter how Gritty your game is 1d6 of Unluck should NEVER be lethal. Heck getting 5 pips of unluck in a gritty game shouldn't be lethal. It should be spectacularly unlucky, but not lethal. When the lethality is high, even a small penalty to DCV can make the difference between life and death. And small penalties are what this level of Unluck can give you. Quote Link to comment Share on other sites More sharing options...
Clonus Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet I have a character that I am defining as an Everyman and Weirdness Magnet. I know that the Everyman concept is in how I portray him' date=' but how would I make him a Weirdness Magnet. By Weirdness Magnet, I mean that things tend to wrong to and around him in annoying and silly but non-hazardous ways.[/quote'] Hunted: Source of Weirdness. Quote Link to comment Share on other sites More sharing options...
Laundry Knight Posted March 10, 2012 Author Report Share Posted March 10, 2012 Re: Weirdness Magnet It can be cool in your stories. But for Role Playings games usually have multiple storytellers: The GM and the Player(s). The character sheet is the "Lowest common denominator" between those two-three parties. A great part of the interaction will be based on this. But not every last flaw, ability or skill has to be written down on it. You only have to write things down as complciation, if you want the GM to make it part of the story. Complications and Limitations are a request to the GM, to make thsi part of the story. But you can just ask him normally for such small things. Having "wierd stuff" happening to him, could be the Special Effect of him going on adventures. I recognize that neither real nor fictional characters do not cross media well and that it is impossible to make roleplaying character perfectly resemble one from another medium. My exercise is just to see how well I can create characters using Hero, and I am not trying to make RPG and literary versions of my characters be perfect clones of one another. Although, attempts to make some of my characters in Hero has given me ideas on closing story holes that have been troubling me; so, there has been crossover both ways and. Quote Link to comment Share on other sites More sharing options...
Ragitsu Posted March 10, 2012 Report Share Posted March 10, 2012 Re: Weirdness Magnet It is not impossible. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted March 11, 2012 Report Share Posted March 11, 2012 Re: Weirdness Magnet I could be wrong' date=' but isn't Unluck generally considered to be hazardous under the RAW? It causes problems which aren't just weird and annoying, but actually harmful or dangerous. [/quote'] Yes, you are wrong. Sorry to be the bearer of that bad news. :| At three levels and higher Unluck does start to get less inconvenient / troublesome and more dangerous, and at 4+ levels it becomes dangerous for others around the character with Unluck. But the chances of rolling three or more 6's on the maximum limit of 5d6 is statistically low and thus under most circumstances one or two levels will be rolled. Also, the player doesn't have to take any more than 2d6 Unluck if they don't want to risk truly dangerous situations for their character. Basic Rulebook: UNLUCK Improbable and unlucky things happen to a character who has Unluck. Unluck is worth 5 points per 1d6 and functions like the opposite of the Luck Power (BR 55). Whenever the GM thinks it’s appropriate, he has the character make an Unluck roll. Every “1” that comes up on the dice equals one level of Unluck. The more levels the character gets, the worse the fate that befalls him. 6e v1 Improbable and unlucky things happen to a character who has Unluck. The GM should require an Unluck Roll when the character’s winning easily in a fight, depending on a sure thing, succeeding easily, taking a simple task for granted, and so forth. Unluck is worth 5 Matching Complications points per 1d6. When determining whether Unluck affects him, a character rolls his Unluck dice; each “1” that appears on the dice counts as one level of Unluck. The more levels of Unluck, the more intense the effects should be. The accompanying table gives some suggested effects for Unluck. Unluck isn’t just a roll — it should affect the character in minor ways whenever he’s winning or on top of a situation. A character with Unluck may also buy Luck: he’s Lucky when losing and Unlucky when winning (resulting in a very confused character). The maximum amount of Unluck allowed is 5d6 (which is worth 25 Character Points as a Complication). Any more than this and the character would have great difficulty staying alive in a dangerous world. The GM should be careful not to overemphasize this Complication, since Unluck can be extremely frustrating and annoying. The GM might roll secretly for Unluck, and let the player worry about whether it’s working. Usually, the GM should only roll Unluck once during an encounter, to give himself a general idea of the outcome. UNLUCK Levels Possible Effects 1 The character slips and is put at a disadvantage in combat, the computer malfunctions, the character loses a vital clue or piece of equipment, or a complete stranger picks a fight. 2 Bystanders get between the character and his target, normally friendly people are unwilling or unable to help the character, the character’s bow breaks at an inopportune moment, a vacuum suit temporarily malfunctions, or an attack misses its target and injures a friend. 3 The character is suddenly Stunned in a fight by falling debris, another enemy shows up, a downed enemy is revived by a spectacular coincidence, the character’s jetpack shuts off in flight, or an airlock opens accidentally. Incredibly bad coincidence is possible. 4 or more Like three levels, only the bad luck starts to affect the character’s friends or comrades. An entire team’s spacesuits might fail, all ammunition might turn out to be duds, several Hunteds might show up simultaneously, and so forth. Quote Link to comment Share on other sites More sharing options...
Christopher Posted March 11, 2012 Report Share Posted March 11, 2012 Re: Weirdness Magnet UNLUCK Levels Possible Effects 1 The character slips and is put at a disadvantage in combat, the computer malfunctions, the character loses a vital clue or piece of equipment, or a complete stranger picks a fight. 2 Bystanders get between the character and his target, normally friendly people are unwilling or unable to help the character, the character’s bow breaks at an inopportune moment, a vacuum suit temporarily malfunctions, or an attack misses its target and injures a friend. 3 The character is suddenly Stunned in a fight by falling debris, another enemy shows up, a downed enemy is revived by a spectacular coincidence, the character’s jetpack shuts off in flight, or an airlock opens accidentally. Incredibly bad coincidence is possible. Each of the ones I bolded are very dangerous in a Heroic game. Vacuum Suites tend to be the only thing between you and a vacuum death, this bow might been your main weapon, with wich you held the enemy at bay, injuring a friend can be a lot of damage, and being stunned means 1 or more rounds at 1/2 DCV and halved called shot penalties. But you are right about the chances: 5d6 Unluck have a 5:6 chance to Roll one level, but more levels are still very unlikely. But if the GM rolls once per encounter, it will happen. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted March 11, 2012 Report Share Posted March 11, 2012 Re: Weirdness Magnet My interpretation is that 1 level is mild, 2 levels is moderate, 3 levels is serious, and 4 levels or more scales upwards. My interpretation is based upon: 1) The circumstances under which Unluck should be rolled are specifically "The GM should require an Unluck Roll when the character’s winning easily in a fight, depending on a sure thing, succeeding easily, taking a simple task for granted, and so forth."; this indicates that you don't roll for Unluck when a character is struggling, success is questionable, or their life is on the line. 2) The examples given support mild, moderate, serious, etc. 3) The limit to 5d6 considers 6 levels or more of Unluck to be dooming; thus less than 6d6 is not intended to be dooming. "The maximum amount of Unluck allowed is 5d6 (which is worth 25 Character Points as a Complication). Any more than this and the character would have great difficulty staying alive in a dangerous world." 4) It is a complication / disadvantage worth a certain number of points, and per the spirit of the HERO System's point basis, 5,10,15,20,or 25 points of Unluck should be comparatively as bad as other complication/disadvantages of the same points value. If 2d6 of Unluck, worth 10 points, is interpreted by a severe GM to mean 'you periodically shoot your buddies through the eye and kill them, suffer explosive decompression, break or lose the only thing standing between you and certain death, and will almost assuredly die by your 36th encounter', I think that clearly exceeds the intended scope. 5) A direct statement in the rules description indicates that it is not intended for the GM to over do or escalate Unluck; "The GM should be careful not to overemphasize this Complication, since Unluck can be extremely frustrating and annoying." 5b) and also, it says that "Unluck can be extremely frustrating and annoying", not "Unluck can be extremely lethal and suicidal". But, hey, it's interpretative and left to the GM's discretion so if you as the GM interpret it in an adversarial way to effectively be a death sentence for any character that takes even a little bit of it, then so be it. The players in your game would be foolish to take Unluck if your interpretation is that severe, and they'll learn that real quick, making it moot as eventually no one will have Unluck and it wont ever come up. Quote Link to comment Share on other sites More sharing options...
Christopher Posted March 11, 2012 Report Share Posted March 11, 2012 Re: Weirdness Magnet 4) It is a complication / disadvantage worth a certain number of points' date=' and per the spirit of the HERO System's point basis, 5,10,15,20,or 25 points of Unluck should be comparatively as bad as other complication/disadvantages of the same points value.[/quote'] 15 Points: Vulnerability (x1.5 Body) to All Iron and Lead Weapons; Very common Looks like 15 points of complication can be very dangerous. I wonder what 25 can cause.... Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted March 11, 2012 Report Share Posted March 11, 2012 Re: Weirdness Magnet 15 Points: Vulnerability (x1.5 Body) to All Iron and Lead Weapons; Very common Looks like 15 points of complication can be very dangerous. I wonder what 25 can cause.... So...you are arguing just to argue then? By very common I assume you are including steel weapons and other iron based alloys in that group, vs pure iron. A character taking such a complication in a standard Fantasy HERO campaign would surely be dead very quickly unless they had some very reliable way of avoiding being hit by such weapons. So sure, all things being equal, that is a 15 point complication that is deadly. However, all things are not equal, given that it subsumes several key assumptions that go against the stated intent of the complications in general and vulnerability in particular. 1) For starters, complications are intended to be a way to make a character more interesting and allow the player the opportunity to define the kinds of challenges they want their character to face and help shape their character's in-play experience in interesting ways. Complications are not intended to dominate play or to overshadow other aspects of the game. Complications are intended to enrich the game in a fun way, not to fulfill some kind of sadomasochistic purpose or to give adversarial GM's a license to screw over players. If a player wants to take a complication that the GM feels is going to lead to an un-fun, game-damaging outcome the GM should consult with the player to communicate their concerns, make sure the player understands the GM's interpretation and possible outcomes, and either settle on some less severe complication or reach an understanding that the player is accepting responsibility for the eventual outcome of the problematic complication they have chosen. 6ev1 pg 416 The GM should remember that Complications are there to be used — the player chose the Complication for his character because he wanted it to be part of the campaign. A Complication shouldn’t dominate play — not every opponent needs to have an attack that exploits the character’s Vulnerability, for example — but they should come into play often enough to keep the character on his toes. A GM shouldn’t feel bad if he uses a lightning bolt against a character who takes 2 x STUN from Electricity; that’s what the Complication is for, after all. Think of Complications (and Limitations) as a way for the player to express what he wants his character’s role in the game to be... and then honor his request in a fair, reasonable, and fun way! 2) Vulnerability is explicitly not recommended for Heroic campaigns, precisely because it is more dangerous within the context of a lower powered and lethal setting. Thus, if you chose to allow it, you are choosing to accept the fact that it goes against the received wisdom of the game designers intent, and accept responsibility for outcomes that are outside the intended range. You can't reasonably use an element beyond it's recommended tolerances, then treat the extreme results produces by such usage as normative, and attempt to use that as a basis of argument for using other elements beyond their intended ranges. That's obviously skewed. 6e v1 pg414 This section describes the various Complications a character can take. Not all Complications are appropriate for every character in every genre. For example, a knight wouldn’t normally take Accidental Change, and most normal humans have no reason to take Vulnerability. However, all the Complications are presented in a single place for ease of reference; the GM should make clear which, if any, aren’t allowed in his campaign. 6e v1 pg415 Another thing for the GM to keep in mind is that Heroic characters usually don’t have access to as many Complications as Superheroic characters do. Complications like Accidental Change, Enraged/Berserk, Susceptibility, and Vulnerability don’t occur nearly as often in Heroic games. 6e v1 pg432 VULNERABILITY Generally, Vulnerability is most appropriate for Superheroic campaigns. Players should consult with their GM before taking it for characters in Heroic games. Finally, I'm sorry but I don't have time to waste arguing about unimportant things, nor the patience. I've already spent more time on this than I care to. I enjoy reasonable conversation and collaboration, I do not enjoy argument for the sake of argument. You can do whatever you like in your games, and interpret the rules whatever way you like; I think your interpretation exceeds the stated intent of the rules as written, but I don't have a problem with that to the extent it does not affect me or my games. So, I disagree with you on this point, and you obviously disagree with me. So be it. Quote Link to comment Share on other sites More sharing options...
Christopher Posted March 11, 2012 Report Share Posted March 11, 2012 Re: Weirdness Magnet So...you are arguing just to argue then? I am simply pointing out that a compcliation that can put you at half DCV and unable to abort is indeed "dangerous", something you seem to disagree with. The lvl 3 Unluck clearearly lists half DCV situations (falling and being stunned). Loosing the keys to the Bat-mobile propably falls under 1 Level of Unluck (it has to be a vital clue or piece of equip. What is more vital in a car chase than your car?). I am not certain about the lvl 2 unluck. It think it does not mean the entire suite ruptures and you die on the spot. But you propably have a damage that needs to be fixed now - and can only be repaired inside a pressureized area. Quote Link to comment Share on other sites More sharing options...
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