Project V17/Drawbacks/Trouble Magnet: Difference between revisions

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Gain: 10 SP (Standard)</div>
Gain: 10 SP (Standard)
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Gain: 10 CP (Standard)</div>
Gain: 10 CP (Standard)
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Gain: 15 SP (Easy)</div>
Gain: 15 SP (Easy)
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Gain: 15 CP (Easy)</div>
Gain: 15 CP (Easy)
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Gain: 5 SP (Hard)</div>
Gain: 5 SP (Hard)
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Gain: 5 CP (Hard)</div>
Gain: 5 CP (Hard)
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Incompatible: May you live in Interesting Times  
Incompatible: May you live in Interesting Times  
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Revision as of 22:38, 5 December 2023

Trouble Magnet

Gain: 10 SP (Standard)

Gain: 10 CP (Standard)

Gain: 15 SP (Easy)

Gain: 15 CP (Easy)

Gain: 5 SP (Hard)

Gain: 5 CP (Hard)

Incompatible: May you live in Interesting Times

You tend to attract trouble. Or maybe trouble is attracted to you.

Even if you live a normal life you will tend to be involved in some troubles. They rarely, if ever, completely disturb your life and your role in them will match your alignment (or perceived alignment).

For example, the local police could ask you to assist with a mysterious murder, your neighbors want help investigating the strange happenings around the block. You might also uncover conspiracies or cabals by accident, like the school principal committing fraud or local Thinkers manipulating property prices.