Rule: Quirks

Your Quirk is a unique or peculiar aspect of your character. Will you have a robotic arm, be unusually resilient to magic, or have great fashion sense?   Your Quirk is a unique mental or physical feature that alters your character in some way, usually providing you with a distinct set of Positive and Negative effect.  
Your Quirk is what makes you different from characters of a similar Class and Species.
It is an eccentricity that grants you a small advantage, often accompanied by a minor catch.
 

Quirks list :

 

Spirit Quirks :

  1. Boring
    You’re difficult to notice and easy to forget, and while you may not be recognized for your successes, at least you avoid being defined by your failures.  
    Positive effect :
    • An Insight Check is required when someone is trying to recall if you were present at an event or situation… unless you were the only one there!
    Negative effect :
    • Any positive or heroic deeds you performed will be attributed to another.

     
  2. Clear Intent
    Despite attempts to hide it, your true intentions are always apparent because of your revealing body language and tone of voice. This is great when getting your point across, but it makes you a terrible liar.  
    Positive effect :
    • You can communicate simple, one sentence ideas or commands without the need to speak.
      This is helpful when you need to keep silent or are interacting with someone who doesn’t speak your language.
    Negative effect :   You are betrayed by your gestures and expressions.

     
  3. Curious
    The world is a dangerous yet wondrous place and you want to see it all. Unless restrained or strenuously cautioned, you will inadvertently explore your surroundings, haphazardly poking around.  
    • This Quirk require that you take an Action to use it.
    Positive effect :
    • Whenever entering a new room or small area, you can opt to use this Quirk to immediately discover a single hidden thing, if it exists.
      For example, a secret door or treasure.
    Negative effect :
    • Using this Quirk while exploring a room with a trap, or other triggered event, means you set it off without a chance to avoid or stop it.

     
  4. Erudite
    You are well read, and you make sure everyone knows it. While your extensive knowledge and attention to detail comes in handy, it can be irritating for those around you. Anyone who fails to heed your advice may get a dose of ‘I told you so’.  
    Positive effect :
    Negative effect :

     
  5. Hoarder
    The draw of material wealth is almost overwhelming for you. Precious metals, gems, works of art, and even fine clothes; you love it all. Find it, grab it, horde it.  
    Positive effect :
    • You are instinctively aware of any concentration of valuables. Temptations range from a stockpile of gold to a walk-in closet filled with exquisite garments.
    • The more valuables it is, the more easy it is for you to instinctively detect their presence.
    • On a successful Insight Check, you are able to sense the direction in which the valuables are located.
    Negative effect :
    • If you are close enough to a qualifying treasure, you must make an Aura Check to resist the urge to find and plunder from it.

     
  6. Jumpy
    You are jittery, skittish or paranoid. This means that while you spot potential dangers sooner than most, your nervous outbursts can telegraph your approach to enemies.  
    Positive effect :
    Negative effect :

     
  7. Linguist
    You've got an ear for languages, allowing you to intuitively grasp the general meaning of an unknown tongue. However, a single misinterpreted word could completely alter the message's meaning.  
    Positive effect :
    • You may try to decipher some words or general meanings of a sentence written or spoken in a language you don't understand on a successful Insight Check.
    Negative effect :
    • If you fail the Insight Check of this Quirk, you may have translated some term wrong or got the wrong general meaning, without knowing it.
      Your GM may decide to give you mostly accurate information, or completely erroneous information, at his discretion.

     
  8. Soul Link
    You are able to connect your heart and mind with another. However, any negative emotions it feels may impact you.  
    Positive effect :
    • You may choose a single, willing person you have a Social bond with to Link with.
    • You must be close enough to touch someone in order to establish a Link with them.
    • Once Linked, you can share thoughts and feelings with each other no matter how much distance comes between you.
    • You may terminate, or switch, who you are Linked to at any time as an Action.
    Negative effect :

     
  9. Stylish
    Your innate sense of style and panache means you are always on the cutting edge of fashion. Whether your attire is practical or for a special occasion, you always dress to impress.  
    Positive effect :
    Negative effect :   You always buy the best.
    • Warning : If you want to wear something you’ve been given, or found, you’ll still need to spend the additional money to get it adorned, gilded, or modified to suit your demanding aesthetic requirements.

     
  10. Unhinged
    Inflicting grievous harm on others doesn’t seem to bother you. In fact, you quite enjoy it. Perhaps it was your unaffectionate mother or a traumatic past event that is to blame for this unrelenting bloodlust.  
    Positive effect :   You are vigorously violent.
    Negative effect :   Your enthusiastic commitment to causing harm leaves you vulnerable to attack.

     
 

Physiology Quirks :

(Unavailable for Specie: Mechanoid)
  1. Adorable
    You are childlike, cute, or otherwise innocent looking. This makes you incredibly disarming and easy to agree with, but also considerably less threatening.  
    Positive effect :
    • You gain an Advantage on Aura rolls when attempting to charm, or convince others of your relative harmlessness.
    Negative effect :

     
  2. Angelic Countenance
    A guileless smile and soothing voice project an aura of heavenly innocence. Your saintly air persists even when you harbor ill intent.  
    Positive effect :
    • At first glance, benevolent individuals will assume you are trustworthy and pass you over for blame. They are also willing to accept your more believable lies.
    Negative effect :
    • Villainous types will assume you’re out to get them. Maybe they should get rid of you before you cause any trouble for them.
    • The effect is negated if you are witnessed acting contrary to your angelic appearance.

     
  3. Big Eater
    A fast metabolism, or a lifetime of plenty, has increased your appetite exponentially. While your grocery bill is high, your love of eating invigorates you.  
    Positive effect :   Only while not Starved.
    Negative effect :

     
  4. Clumsy
    You’re a bit uncoordinated, often bumping into things or fumbling.  
    Positive effect :   Your awkward movements make you unpredictable.
    Negative effect :

     
  5. Dark Demeanor
    You carry yourself in a way that suggests nefarious intent, even if you don’t harbor such thoughts. You have shifty looking eyes and probably dress in black.  
    Positive effect :
    • At first glance, wicked creatures will presume you are a potential ally.
    Negative effect :
    • Conversely, those favoring law and order will distrust you, and are quick to blame you for ill deeds.
    • The effect is negated if others witness you perform good deeds or others peoples provide substantial evidence of your true nature.

     
  6. Frail
    You are lean, scrawny, or otherwise lacking in substance. While this has made you extremely light on your feet it has, unfortunately, also made you prone to injury.  
    Positive effect :
    • Your Speed is increased by a single step.
    • You gain +1 Dexterity.
    Negative effect :

     
  7. Girthsome
    You’re a robust specimen: muscular, fat, or bulky in some way. Your ample body can soak up more punishment than most, but it also slows you down.  
    Positive effect :
    Negative effect :
    • Your Speed is reduced by a single step.

     
  8. Hard of Hearing
    Your hearing is weak, muffled, or damaged. While subtle sounds often escape you, the most aggressive noises barely faze you, leaving you far less affected by sonic assaults.  
    Positive effect :
    Negative effect :

     
  9. Magitech Graft
    Severe injury usually results in hardship for survivors, but you have been fitted with a Prosthetic Replacement.  
    • Choose a Mechanoid Quirks.
      • Utility Servo
      • Self-Repair Module (applyed only to one specific arms or legs).
      • Bioskin (applyed only to one specific arms or legs, and cannot disguises who you are).
      • Impulse Leg.
      • Translation Module.
      • Scanner.
      • Battle Scanner.
      • Buster Arm.
      • Nox-Vision.
      • Forcefield.
      * A full body transformation is not possible. Ask the GM in case of doubt.
    • You start with one Technologie (Solarite Crystal) or Technologie (Naethrite Crystal).
      Warning :

     
  10. Nearsighted
    Years of staring at old books in dim light has strained your eyes. As a result you are extremely well read but now you require pair of glasses to see properly.  
    Positive effect :
    • You gain +1 Insight.
    • You gain 2 additional Languages of your choice.
    Negative effect :
    • Without your glasses you suffer a Disadvantage on rolls that are dependent on sight.
    • Your glasses can be broken, if unlucky enought.

     
 

Fate Quirks :

(Unavailable for Specie: Mechanoid)
  1. Beast Tongue
    You’ve been able to speak with animals since you were small. Though wild creatures tend to be a bit simple minded, they can be a useful source of information.  
    Positive effect :
    • You can talk with one of the following creature categories :
      bird, mammal, reptile, insect, or aquatic.
    Negative effect :
    • You cannot be unduly cruel to animals, or eat animal flesh of any kind. Doing so will remove the Quirk.
      The Quirk could be regained by completing a task dedicated to protecting or helping the categorie of the offended animal.

     
  2. Destined
    You are the plaything of superior forces. Sometimes these forces intervene to help you, other times they seek to hinder.  
    Positive effect :
    • You can grant yourself an Advantage for any single roll once per Game Session.
    Negative effect :
    • Your GM can give you a Disadvantage for any single roll once per Game Session.

     
  3. Dread Orator
    You’re not sure exactly how you discovered this talent, but you have the ability to question the recently dead. Sometimes their spirits have something to say.  
    Positive effect :
    • Once per day, you can place your hand on a corpse that’s less than an hour old, and ask it two questions which it will answer truthfully.
    Negative effect :
    If you fail the Aura Check :
    • The spirit of the corpse haunt you for a week. During this period, it may speaks to you in your sleep.
    • You immediately suffer Ailment (Fatigued) and it's only removed when you stop being haunted.
    • However, the spirit may impart useful information to you during your sleep while it haunt you.
    • If you try to use this Quirk on a corpse that's more than an hour old, nothing happen (the usage is not expended).

     
  4. Guardian
    You are an overly protective type and must defend another. It could be someone you’ve grown up with or a random person you’ve latched on to. Regardless, your devotion is unequivocal.  
    • You must choose a member of your Team or a Companion to be your ward.
    Positive effect :
    • You can instinctively sense when your ward is in any kind of mortal peril.
    • You also instinctively know what direction to go in order to find them, regardless of how much distance separates you.
    Negative effect :
    • While your ward is alive and far away from you, you have 50% chance to not being able to sleep and suffer Ailment (Fatigued) every night.
    • If your ward is in desperate danger then you must seek them out, even if it mean risking your own life or loose this Quirk.
    • If your ward dies, your Quirk becomes inactive.
    • You may reactivate this Quirk by choosing another character with whom you have a Social Bond with to become your ward.
    • If you loose this Quirk by voluntarily not helping your ward while it's in danger, you can select another Quirk.

     
  5. Impervious to Psy
    Every fibre of your soul seems to lash out and reject the magical or supernatural. This is great when shielding you from curses, but less desirable when negating blessings.  
    Positive effect :   The reduction of the effect is determined by the GM, but often depending of how successful your roll was.
    Negative effect :
    • You might reduce all magic that targets you, even those intended to help you and your own Spells!
    • Artifacts effects you attempt to use might also be reduced.
    • Everytime you sleep, you also make a Constitution Check. On success, your Psy regain is reduced by 1.

     
  6. Lucky Star
    Fortune smiles on you in small ways — the right card, the lucky coin — but fate always demands balance.  
    Positive effect :
    • Pure luck events or effects are in Advantage.
      For exemple, if you toss a coin to predict tails or head, or if an effect is based on a % chance.
    Negative effect :
    • If this Quirk Advantage saved your roll, an ally will soon be striked by misfortune (determined by the GM).
      When your luck saved you, misfortune soon strikes elsewhere.

     
  7. Past Injury
    A traumatic incident has left you with a distinctive gash on your chest, a missing eye, or similar indelible scar. This nagging injury reminds you to be cautious.  
    • Select one wound of your choice.
    • If the wound is removed, so is this Quirk and you can select another one.
    Positive effect :   This benefit is lost if you aren’t aware of the Attack.
    Negative effect :
    • You suffer -1 in an Aptitude related to the wound of this Quirk.
      For example, a leg wound might reduce your Dexterity.

     
  8. Survivor
    You’ve suffered many trials and ordeals in the past and lived to tell the tale. You know the punishment your body can take and no longer fear physical injury as much as you should, knowing you’ll be able to bounce back in no time.  
    Positive effect :
    Negative effect :   Why get out of harm’s way when you mend so quickly?

     
  9. Weary
    You are much older than your peers, or simply worn down thanks to years of struggle or hardship. While no longer in your physical prime, your experience is useful.  
    Positive effect :
    Negative effect :
    • You suffer -1 Strength.
    • You suffer -1 Constitution.

     
  10. Young
    You are significantly younger than the average adventurer, barely in your teens. You’ve not had your growth spurt yet, but that’s not gonna stop you!  
      Should you survive to adulthood, the Quirk is removed and you can select another one.

     
 

Curse Quirks :

(Unavailable for Specie: Mechanoid)
  1. Cursed Lineage
    Your bloodline bears the weight of an old curse. You attract strange phenomena.  
    • You determine the Positive and Negative effects, but it's expected to be shared with other member of your family and lineage.
    • This can be another existing Quirk, but shared in your bloodline.
    Positive effect :
    • ?
    Negative effect :
    • ?

     
  2. Ferrous
    Your skin has an iron-like quality, weapons clang and spark when they strike you. Your heart is just as cold and hard. You are a physical and emotional fortress.  
    Positive effect :
    • Your naked Defense Rating is 14.
    • You gain an Advantage when attempting to do anything where excessive body mass is helpful.
    Negative effect :

     
  3. Figment Follower
    Sometimes, when you wake up, you are accompanied by your imaginary pet. Strangely, this pet seems just as real to others as it does to you.  
    • You can choose any Pet (Companion) to be your Figment Follower.
    • Your Figment Follower has an ethereal shimmer, it can physically interact and speak your languages, but cannot directly attack.
    • Every time you wake up you roll to see if your Figment Follower has manifested.
    • Your Figment Follower will vanish if you sleep, fall unconscious, or die.
    • Your Figment Follower has the current Psy you have when you roll to manifest it as Hearts Total and have 10 Defense Rating.
    Positive effect :
    • When you wake up, roll a d4 to see if your Figment Follower has manifested.
      Manifest on a 2+.
    Negative effect :
    • When your Figment Follower manifest, the GM roll a secret d4.
      On a 1, the Figment Follower is ill intent (this can range from mildly to wildly).

     
  4. Ghoul
    A cursed hunger defines your existence. Sustained only by blood, your body twists between frailty and terrifying metamorphosis. In darkness you become a predator of uncanny speed and strength, but the light of the sun and the touch of the radiant burn away your power.  
    Positive effect :
    • You only need to drink blood to sustain you, wich take 0.5 Inventory Slots (half a 'Water flask').
    • During a Fight, you can use your Action to drink a day’s worth of blood to restore 1 lost Heart.
    • During a Fight, you can use your Action to drink double a day's worth of blood to activate the Ghoul Metamorphosis on your next turn.
    Negative effect :
    Ghoul Metamorphosis :   Can be used once :
    • You regain the expended use when you sleep.

     
  5. Haunted Dreams
    Visions plague your sleep, filling your nights with whispers.  
    Positive effect :
    • When you sleep, you may ask the GM for a cryptic omen about the future.
    Negative effect :

     
  6. Infested
    You are crawling with insects or something equally terrible. The infestation has interest in your survival and employs strange methods to ensure it.  
    Positive effect :   Your ‘little friends’ can repair a single injury you’ve sustained.
    Negative effect :
    • You must consume an extra Ration (Consumables) everyday to satisfy the hunger of the infestation.
    • When Ailment (Starved), the infestation is visible beneath your skin which can be highly unsettling to those that notice.

     
  7. Kin to Elements
    The elemental spirits speak to you in whispers that no one else can hear. You can talk back, though this makes the other elemental spirits grow jealous and spiteful.  
    • The most common elemental are fire and water.
    Positive effect :
    • You can converse with burning flame and water puddles.
    • With a successful Aura Check you can prompt the elemental to perform simple favors.
      For example, fire elemental can reluctantly dim or set fire to something within reach, but they won’t do anything that risks them being extinguished.   Small elementals are not smart, but are observant.
    Negative effect :
    • When you speak to an elemental, for the rest of the day the other elementals will ignore you and you might struggle more than usual when interacting with other elements.
      For example, after talking with a fire elemental, swimming could suffer a Disadvantage.

     
  8. Masked
    You can change your physical appearance at will. Over the years you’ve taken many forms. If you ever had a ‘true’ face, you’ve long forgotten it.  
    Positive effect :
    • You can alter your facial features, skin, hair, build, and sex in a few seconds.
    • You must maintain something close to your current height and weight and cannot mimic other species.
    Negative effect :   Your malleable form is vulnerable to forced change.

     
  9. Peculiar Taste
    You have acquired, or were born with, an unusual source of nourishment. While you only need to consume a tiny portion of ‘food’ to survive, you’ll starve just the same if you don’t eat.  
    • You must choose an alternative source of nourishment. This could be a specific type of object, such as coins, or something organic but not normally eaten, like teeth.
    Positive effect :
    • You only need to eat a single piece of your peculiar food per day to sustain you, wich could take as little as 0.1 Inventory Slots.
    Negative effect :

     
  10. Shadow-Bound
    An unnatural shadow clings to you, moving just a heartbeat slower than your body. In darkness it empowers you, but under the light it weakens you.  
    Positive effect :
    Negative effect :
    • While in light, you suffer Disadvantage on rolls hindered by physical weakness.

     
  11. Sneezles
    You have a non-conventional allergy that never fails to cause a brief, but violent sneezing fit. It’s like a sort of early warning system.  
    • You can choose what causes your sneezing fits, it could be a type of creature or substance. Discuss and agree your allergen with your GM.
    Positive effect :
    • If you are within 150ft of your chosen allergen, you sneeze loudly a few times and then abruptly stop.
    Negative effect :
    • The sneezing fits are alarmingly loud and will alert anyone within earshot to your presence.

     

Mechanoid Quirks :

(Specie: Mechanoid Only)
  1. Industrial Frame
    Your mechanoid skeleton is made of a super dense alloy that increases your durability and strength without increasing your size. However, the extra weight does slow you.  
    Positive effect :
    Negative effect :
    • Your Speed is reduced by a single step.
    • You suffer a Disadvantage when attempting to do anything where excessive body mass is a limiting factor.

     
  2. Mascot Chassis
    You are small and aesthetically pleasing. You were created to stand out rather than to fulfil any practical objective.  

     
  3. Psy Condensator
    A crystalline module is built into your frame, allowing you to capture and circulate Psy energy. This gives you access to powers usualy beyond a Mechanoid’s reach, though the unstable flow strains your systems.  
    Positive effect :
    • You gain Psy Total equal to half your Class Psy (rounded down).
    • You are now able to regain Psy like any other creature.
    Negative effect :
    • You cannot expend Psy for 2 consecutive turns.
      Your crystalline module overheats, briefly shutting down and preventing Psy flow for a few seconds.

     
  4. Utility Servo
    Your left arm has been modified to accommodate an array of specialist tools. You’ve also been made to use them with aplomb.  
    Positive effect :
    The Utility Servo works the same as a manual Specialist Kit, except:
    Negative effect :

     
  5.   Drains Technologie (Solarite, Naethrite, Solnaeth) :
  6. Bioskin
    An organic shell surrounds and disguises your mechanical exoskeleton. You superficially appear like a living creature, but your inside is undeniably synthetic.  
    • You must choose which species your Bioskin replicates.
    • Social bonds & Reputations don’t carry over to a new skin unless you are recognized.
    Positive effect :
    • You pass for an organic creature, unless exposed to close scrutiny.
    • You can tear off your skin, and a new one will grow after 3 days.
    Negative effect :
    • Every time your Technologie recharges naturally, you recharge 1 less than your maximum.
    • You cannot choose precisely the appearance detail, so it is impossible to steal someone else's identity.
      Your organic skin and hair demand energy to sustain or regrow.

     
  7. Self-Repair Module
    Your frame is equipped with an energy conversion system that channels excess power into repairing your own body. While it allows you to recover from damage without aid, the energy demand leaves you drained afterward.  
    Positive effect :
    Negative effect :

     
  8.   Activated by Technologie (Solarite, Naethrite, Solnaeth) :
  9. Battle Scanner
    With a quick glance you can assess the potential threat of any opponent you engage with. However, the stream of data can overwelm you.  
    Requires Technologie to activate as an Action.
    • Use one charge.
    • Target must be within 30 feet.
    Activation :
    Target one creature, for the next minute :

     
  10. Buster Arm
    One of your arms is equipped with a powerful, long range energy weapon. It is fitted in such a way that it does not inhibit your hand dexterity.   When charging, glowing arcs of power run across the arm, making the buildup clearly visible before unleashing a devastating blast.  
    Requires Technologie to activate as an Action.
    • (Option 1) : Use one charge.
    • (Option 2) : Use two charges instead of one to activate it at full capacity.
    Activation :
    The cannon functions like a Weapon type (Large Mechanical), except :   (Optionnal) :
    You can hold your attack after the Activation.
    • For each turn, increase the Damage by 1 (maximum 2 additional Damages).
    • Releasing the Attack on another turn takes a Bonus Action.
    • After 2 turns of holding the Attack, you must do it on that turn or the Damage is dealt to you.
    • Cannot be canceled.
    • Those seeing the cannon being charged may be tempted to hide from you.

     
  11. Forcefield
    Your frame is fitted with an energy projector that creates a shimmering barrier of energy around you. It absorbs the impact from projectiles, but maintaining it requires a lot of power.  
    Requires Technologie to activate as an Bonus Action.
    Activation :
    Until your next turn :
    • Range : 5-foot radius that originates from you.
    • Block projectiles from Missile weapon types and some Spells and Abilities involving shooting projectiles (inward as well as outward).
    • When a projectile hits the Forcefield, you must make a Constitution Check or end the Forcefield, unless you expend another Technologie Charge to keep it activated.
    • When the Forcefield should end, you can expend another Technologie Charge to keep it activated (no roll or Bonus Action needed).

     
  12. Impulse Leg
    Your reinforced legs channel energy into sudden bursts of power. Each leap propels you forward with a crack of force, launching you higher and farther than any natural jump.  
    Requires Technologie to activate as a Bonus Action.
    • Use one charge.
    Activation :
    • (Option 1) : You can leap by 30 feet in any direction, including vertically.
    • (Option 2) : You can avoid Falling Injury when landing from great heights.
    • (Option 3) : Using you leg as a Weapon type (Unarmed) successfully :
      Both you and the target are pushed 15 feet apart.
      You may make a Strenght Check to resist; on a success, you remain in place and the target suffer Ailment (Prone).
      Leaping allows you to reach elevated locations beyond normal reach.
    For example, jumping up to strike an airborne foe or to gain access to a distant ledge. Your GM will decide what’s possible.

     
  13. Nox-Vision
    Your optics are fitted with energy filters that cut through darkness, casting the world in eerie hues. While shadows no longer hinder you, sudden brightness overloads your sensors.  
    Requires Technologie to activate as a Bonus Action.
    • Use one charge.
    Activation :
      Last for as long as you want, but desactivating Nox-Vision require a Bonus Action.

     
  14. Scanner
    With a quick glance you can discern the presence and general location of Psy and powered Technologie.  
    Requires Technologie to activate as an Action.
    • Use one charge.
    Activation :

     
  15. Translation Module
    Your vocal systems are equipped with an energy-driven translator, allowing you to understand and speak a wide range of tongues. While this makes you an invaluable communicator, the artificial voice it produces is uncanny and sometimes unsettling.  
    Requires Technologie to activate as a Bonus Action.
    • Use one charge.
    Activation :
    For a few seconds, you are able to :
    • Understand any audible language, including those used by beasts.
    • Speak in any language, including those used by beasts (you have Disadvantage on Aura rolls if required).
      Your robotic syntax can be difficult to follow for native speakers.

     
     
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