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Notes on the Weirdness Magnet Advantage

A very interesting post appeared on the GURPS newsgroup, and an even more interesting answer was given by "the Rev. Mr. JOEL, Esq.". I'm giving both posts fully; the first will greatly amuse you, while the second gives some interesting points.
Subject: Weirdness Magnet - any ideas?
From: Robert Kelk [kelkr@piper.pwgsc.gc.ca]
Date: Mon, 31 Mar 1997 12:21:37 -0500

Hello, all.

I recently convinced a friend to join my GURPS Trek game, and he created a Chief of Security with the Weirdness Magnet disadvantage. I'm at a loss for ideas on what's "weird" compared to what the other PCs (who aren't Weirdness Magnets) go through:

Compared to all that, what's weird? Any ideas would be appreciated.

Robert Kelk

From: "the Rev. Mr. JOEL, Esq." [JOEL@CLARK.NET]
Date: Sun, 06 Apr 1997 12:51:40 -0500

Someone called Travis originally wrote:
I think that you are being a little too narrow in you definition of weird; it can be a lot of little stuff. The food replicators decide that she really likes spam in almost everything she orders. Occasionally, she recieves odd comm messages or messages meant for someone else that aren't clues/significant [like a call from a mother to her youngest daughter who is studying the genetic engineering of tribbles in order to make the perfect houseshoe]. Events/encounters that are strange but aren't plot devices: she eventually notices that her uniforms all have a small smiley face in some hard to spot place.

Here are some ideas I came up with for a Weirdness Magnet in a fantasy campaign. Perhaps they will inspire similar ideas applicable to Trek, or bring out people's ideas on what is appropriate for the WM disad.

-- Joel

General Procedures

Some incidents in the life of a Weirdness Magnet: And for major weirdness...