![]() ![]() The character might also come to accept or even enjoy their new life and actively seek to regain the Clingy MacGuffin. He might even succeed a couple of times but circumstances will always manage to bring the two of them back together because otherwise, there wouldn't be a show. If a Clingy MacGuffin appears in an ongoing series, expect several episodes about the character's attempts to get rid of it so that he can lead a normal life. If you're unlucky, it'll be an Artifact of Doom that will make your life a living hell until you fulfill The Quest to destroy it or seal it away for the next hapless victim. If you're lucky, it will just make you a Weirdness Magnet. From the moment it crosses your path, no matter what you do to get rid of it, it will always be there. The evil version is more like an implacable stalker. In this case, the only chance they have of getting it is killing you. Also, if a villain is after it, you can't easily comply with a demand to hand it over to save a friend. ![]() It's not necessarily something you would want to get rid of, but it can sure make maintaining the Masquerade much harder if your Glowy Sword of Doom simply will not let you leave it at home. The most benign form is an Empathic Weapon that's a little too empathic. This can be found in Fairy Tales, particularly those where Self-Fulfilling Prophecies are not to be thwarted by a condition such as "You have to get this ring back to marry my daughter." It's usually not intelligent or sentient, but is nonetheless bound to you, for better or worse, till death do you part, or otherwise. It cannot be removed, lost, given away, buried, thrown in the ocean, blown up, or separated from the owner in any way. ![]() Applied Phlebotinum with one specific quirk: you cannot get rid of it. ![]()
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