Weirdness Magnet
Weirdness Magnet by Shadowknight
For some reason unknown to you, descendant of a God, being born when all the planets in the Solar System aligned, being a 7th son of a 7th son, you were saved 10 seconds before being sacrificed to an Elder God. DM will know why but you won't, weird things happen to you. The only talking dog on Earth will 1 day walk up to you and explain his problems, Ghost and Spirits sometimes show up and tell you to tell their love ones were they hid their will, treasure, family heirloom or who killed them. Once a month perfect strangers will come up on the street saying they don't know why but they give you anywhere from $10-$100. Your car just happens to have a flat tire or breaks down 100 ft from where the local Vampire, Serial Killer or Evil Cult leader lives. These are just examples it's not an inclusive list of all that can happen, DM use your imagination. The only limitation is it can't be something that cause the hero to lose his Secret Identity unless he does something stupid to cause it, it can't be something that cause immediate danger, while it can be dangerous but it must be something that involves more role playing than fighting. It might be funny, embarrassing, strange and weird, the character might just assume he has bad luck, or good luck. Because of his strange luck he seems to have built up a tolerance to certain things, +2 to sv vs magic, + 2 sv vs Psionics, +1 sv vs poison, + 3 to Awe Factor or HF, OR + 1d6 to PPE, if Magic Class +3D6 to PPE, +1D4 to ISP and gain 1 minor Psionic ability, if already a Lesser or Master Psionic gain 4D4 ISP & 2 additional minor Psionic ability.
- Cost: 2 feat
- Prerequisite: P.P.E of 20 or Higher or ISP of 50 or Higher. This only cost 1 feat to any Magical or Psionic Class
- Limitation: This feat can't be taken by any Class that stress Science like Hardware, Cyborg or Robotics. Also this feat is extremely rare no more than 1 person in the party or 10 people through the whole world can have this feat.