Re: New and Custom Quirks?
One quirk I recently came up with for a new PC; Sealed Juvie Record. The character was... not a good kid, and would definitely have Social Stigma (Criminal Record), except that he got his head straight before he hit the age of full legal responsibility. And fortunately, he was never mean, just irresponsible, and the local system keeps juvenile records adequately sealed.
So by and large, no one has cause to think the worst of him, unless they happened to know him back in the day (which mostly means his old partners in crime anyway), but a sufficiently annoyed cop, or a really nosy reporter, could find some juicy stuff on him, and anyone who somehow picked up hints might be more suspicious of him than his current basically legit activities justify. (He’s a monster hunter, so “basically legit” is modulo some big guns and a tendency to cut corners, of course.) |
Re: New and Custom Quirks?
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Re: New and Custom Quirks?
Corrected Eyesight: You were born with an eyesight defect, but laser surgery corrected it. If your eyes are ever destroyed, healing magic restoring them will restore them in their original condition, and you will need another laser surgery to correct your eyesight defect yet again, and healing magic that cures permanent injuries will "cure" your eyes back to their pre surgery state unless the healer makes a successful Physicial-6 or Surgery roll to leave them alone.
It's an edge case, but in a setting I created, healing magic worked by restoring the body using it's "memory" as a basis, so it can cure any damage if you're skilled enough, and since healing works by restoring the body using it's "memory", well surgery is considered damage even if the results are purely positive. |
Re: New and Custom Quirks?
Host Spirit [-1]:
Also known as Get Possessed! This is perk level Channeling, because this is a full possession. You must pay 5 FP to call out to spirits within 100 yards, and then wait for a response (Spoiler Alert: the spirit might just take you over without telling you first). The spirit may do much more than just speak through your body! You do not get a resistance roll to resist possession(!), but every time the spirit makes you do something against your nature (harm your family, steal (for good characters), etc), or inherently dangerous to you (eg. jump off a cliff), roll a Quick Contest of their possession skills vs your Will or your Exorcism, whichever is higher. If you win, you successfully fight them off. Hopefully you managed to get the information you wanted! Technical terms for this: Channeling [10], Increased Range (x50, to 100yds) [+50%], Accessibility (no roll to resist possession) [-50%], Accessibility (only in trance) [-30%], Pulse 2+2+2 (Spirits: 2 good (+10%), 2 neutral (-10%), 2 evil (-40%)) [-40%], Costs FP (5 FP) [-25%] |
Re: New and Custom Quirks?
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Anyway, how about Large Head Even "one-size" hats only fit about 1-5 of the time on a d6. Any helmet not made specifically for you is treated as Cheap (poor fit). |
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Interesting table at https://en.wikipedia.org/wiki/List_o...%20demographic. |
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Re: New and Custom Quirks?
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For ball caps with an adjustment at the back of the thing the failure rate is 6 out of 6. I'm not sure it's worth a whole -1 in the current day. |
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