Character Quirks! 

 

 


    The primary purpose of Character Quirks is to tailor your character. Quirks will either be advantageous or disadvantageous. Advantageous quirks (Good Stuff) provide for the betterment of the character, and cost Quirk Points (QP) to acquire. Disadvantageous quirks (Bad Stuff) represent negative aspects or limitations to the character, and provide QP. Any Quirk that has a + is bad stuff.

 

     Some basic things to remember when purchasing quirks are:

 

·          Do not take conflicting results, nor a quirk that would be impossible for your race. (No “Sexy” Mong-Haru please...)

·          The value of an attribute (Mind, Strength, etc.) may not exceed ±5 that attribute’s initial racial value, modified by age.  If another quirk (Height, Build, etc.) affects an attribute, this ±5 still applies.

·          QP with (+) add points to your quirk point total. (Disadvantageous)

·          All Bonuses/Penalties from quirks augment/stack on any racial bonuses/penalties. (i.e.  Racial bonus of +2 attractiveness will add to “attractiveness: comely +2”, giving a total bonus of +4).

·          A character will always be considered “normal” in any particular area, unless the specific quirk is bought. Example; don’t play your character as highly educated without taking the “Educated” quirk…

·          If you can’t play it, don’t take it! (Narrator will enforce quirks.)

 

Freebie Points

   Freebie points are listed on the individual racial generation sheets. These can be spent as quirk points as desired, or traded for skillpoints at a rate of 1 freebie point for 10 skillpoints.

 

Age

Any character with an age category other than "adult" is subject to Narrator's approval. A child or adolescent character will generally be at a disadvantage to the adult characters and NPC's they encounter. While more nimble and spirited than adults, they lack in development and training.

 

Middle aged and older characters will generally have more skill and maturity than adult aged characters, though the effects of aging will progressively take its toll.

 

The following is the adjustments and modifications you need to make for a character that is other than "adult" age category. Character's racial maximums and minimums are also affected by these changes. (Special: Certain races, as in the Dorogo do not follow the age modification rules as follows. See your individual race data sheet for more info.)

 

Note: Age is the only thing that can affect your character’s minimum and maximum attribute values, besides supernatural and cybernetic enhancement.

 


Child (With Narrator’s approval)

·          Disadvantageous Quirk Limit: ¼

·          Attribute Adjustment: +1 Mind & Intu, +2 Agil, Attractiveness & Spirit, -2 Int, Obs, Body, Coord & Spd, -3 Str & Pres, -4 Wis, Quicker, Smaller

·          Skillpoints: 25% (round down) -2 to Career Skill starting rank

 

Adolescent (With Narrator’s approval)

·          Disadvantageous Quirk Limit: ½

·          Attribute Adjustment: +1 Agil, Attractiveness & Spirit, -1 Int, Wis, Obs, Body, Str, Coord & Pres, Slightly Smaller, Quicker

·          Skillpoints: 75% (round down) -1 to Career Skill starting rank

 

Adult

·          Attribute Adjustment: None

·          Skillpoints: Full

 

Middle Aged (With Narrator’s approval)

·          Disadvantageous Quirk Limit: +50% (Round up)

·          Attribute Adjustment: +1 Wis & Coord, -1 Agil, Spd & Attractiveness

·          Skillpoints: 125%, +1 to Career Skill starting rank

 

Old (With Narrator’s approval)

·          Disadvantageous Quirk Limit: x2

·          Attribute Adjustment: +1 Mind, Obs & IQ, +2 Wis, -1 Body, Str & Spirit, Slower, more frail, Stronger Mentality & Spirituality

·          Skillpoints: 200% +2 to Career Skill starting rank

 

Ancient (With Narrator’s approval)

·          Disadvantageous Quirk Limit: No limit

·          Attribute Adjustment: +2Mind, IQ & Obs, +3 Wis, -1 Pres, Intu & Coord, -2 Body, Str & Spirit, -3 Agil & Att, Slower, More frail, Stronger Mentality & Spirituality

·          Skillpoints: 300% +3 to Career Skill starting rank



Build (Cannot be bought or amended with XP later)

 


Height (Pick only one, once.)

·          Dwarfish (+2 QP) -2 Reach, +1 Agility, -1 Strength & Presence, Smaller, Lighter

·          Short (+1 QP) -1 Reach, -1 Presence, Slightly smaller & lighter

·          Tall (1 QP) +1 Reach, +1 Presence, Slightly bigger & heavier

·          Giant (2 QP) +2 Reach, -1 Agility, +1 Strength & Presence, bigger & heavier

 

Weight (Pick only one, once.)

·          Thin: (+2 QP) -1 Body, +2 Agility, -1 Presence, much lighter

·          Light: (+1 QP) +1 Agility, lighter

·          Medium: (1 QP) -1 Agility, heavier

·          Heavy: (2 QP) +1 Body, -2 Agility, +1 Presence, much heavier

 

Frame (Pick only one, once.)

·          Small: (+2 QP) -2 Strength, -1 Presence, lighter

·          Slight: (+1 QP) -1 Strength

·          Medium: (1 QP) +1 Strength

·          Muscular: (2 QP) +2 Strength, +1 Presence, heavier

 

Attractiveness (Pick only one, once.)

·          Hideous: (+6 QP)

·          Ugly: (+3 QP)

·          Plain: (+1 QP)

·          Fair: (1 QP)

·          Striking: (3 QP)

·          Stunning: (6 QP)


 

Character Education:

Your character's background education will determine your starting skillpoints. If you don't take an education quirk, you get the standard number of skillpoints.

 

Background Education (Pick only one, once.)

·          Uneducated (+10 QP) Half standard Skillpoints (Calculate racial bonus first, Round down) -20% XP Progression

·          Undereducated (+5 QP) ¾ standard skillpoints (Calculate racial bonus first, Round down)-10% XP Progression

·          Well educated (5 QP) 1.5x Standard skillpoints (Calculate racial bonus first, Round up) +10% XP Progression

·          Highly educated (10 QP) 2x Standard skillpoints. (Calculate racial bonus first) +20% XP Progression

 

Martial Combat, Psionics, and Magick Disciplines

Unless you have one of the following relevant 'Training' quirks, you may not purchase skills (Called ‘Disciplines’) from the areas of Martial Combat, Psionics, or Magick. You may only take one quirk per area, but you may "upgrade" with experience over time.

 

Without these quirks, the character may still take the following three skills; Mentalist under Mental, HTH Combat under Physical, and Mystic under Spiritual, for basic ability.

 

Your character's age will ultimately determine the rating limit for these skills. eg: while 'Martial arts training: intensive' says 'No limit on ratings', an adolescent Human will still be limited to 'Proficient' for their career skill. The limits listed are only for a starting character. You may buy these up over time with experience.

 

When a race gets a Psionic, Martial Combat or Magick discipline as a freebie, this skill may be bought up normally without purchasing a training quirk, since the training is assumed to be part of the character’s past. A character who gets a discipline free does not get the other benefits listed on the quirk, but nor do they need the prerequisites listed.

 

Martial arts training: basic (3 QP)

May buy Brawling with no limit.

May buy Hard to Competent'

Psionics training: basic (4 QP)

May buy Clairsentience with no limit.

May buy Telepathy to 'Competent'

Magick training: basic (6 QP)

May buy Elemental with no limit.

May buy Gray to 'Competent'

Martial arts training: intermediate (5 QP)

May buy Brawling & Hard with no limit.

May buy Soft to 'Competent'

 

Psionics training: intermediate (8 QP)

May buy Clairsentience & Telepathy with no limit.

May buy Psychometabolics to 'Competent'

 

Magick training: intermediate (12 QP)

May buy Elemental & Gray with no limit.

May buy Balance to 'Competent'

 

Martial arts training: advanced  (8 points)

+1 advantage with all martial arts

May buy Brawling, Hard & Soft with no limit.

May buy Focus to 'Competent'

Psionics training: advanced  (12 QP)

+1 advantage with all psionics

May buy Clairsentience, Telepathy & Psychometabolics with no limit.

May buy Psychokinesis to 'Competent'

Magick training: advanced (15 QP)

+1 advantage with all magick

May buy Elemental, Gray & Balance with no limit.

May buy Divinity to 'Competent'

 

Martial arts training: intensive (12 points)

+2 advantage with all martial arts, +1 Tougher Physicality

No limit on discipline choices.

No limit on ratings.

Must take an MC discipline as your Career skill.

Psionics training: intensive (15 QP)

+2 advantage with all psionics, +1 Tougher Mentality

No limit on discipline choices.

No limit on ratings.

Must take a Psi discipline as your Career skill.

Magick training: intensive (20 QP)

+2 advantage with all magick, +1 Tougher Spirituality

No limit on discipline choices.

No limit on ratings.

Must take a Magick discipline as your Career skill

 

Note: the Magick training quirk is for evokers only. Invokers do not need this quirk, but follow their religious path.

 

Innate Magus: This is an alternate quirk for the purpose of obtaining Evocation Magick skill. You may take this only once, and may not take this and any other Magick Training quirk without Narrator approval. The character’s soul is infused with the raw energies of their discipline, to the exclusion of all others. (See magick section for more info)

 


Elemental (10 QP) Earth, Fire, Water or Wind
Gray (12 QP) Shadow, Radiance, Astral or Temporal
Balance (15 QP) Chaos or Law
Divinity (18 QP) Death or Life

§          Prerequisite: Normal Prerequisite for Discipline

§          Can only buy one Discipline, and must take this as Career skill.

§          Innates do not need to buy individual spells as an Evoker or Invoker do. She can attempt any spell listed for her Discipline that is not a combo spell. She gets all of the Discipline’s Abilities as normal.

§          Inherents still need a spell focus, but without it, the adverse effects are lessened

§          +3 innate bonus on all rolls involving your discipline

 


 Wild Psionic: This is an alternate quirk for obtaining psychic power. You have no choice on your disciplines or your techniques, however. These are rolled randomly by the Narrator when you generate the character. You must still buy the Discipline levels, but the actual Discipline is chosen randomly. You roll randomly to see which Discipline(s) you get, and if you roll the same one twice, you add +1 to that Discipline’s techniques. (You must pay double skillpoints for that one) For every Rank you buy in the discipline, you roll one random Technique. In game, the Narrator will roll per psionic technique the Wild Psionist uses to see what happens… 

Final Money

Modifier

Starting

Money

Starting Gear

Availability

-15 and Lower

None

Clothes on your back

-14 to -10

100

Common, poor, used

-9 to -7

200

Common, poor, used

-6 to -4

400

Common, poor, used

-3 to -2

600

Common, fair, used

-1

800

Common, fair, used

Ø

1000

Common, good, new

1

2500

Common, good, new

2 – 3

5000

Common, fine, new

4 – 6

7500

Common, Masterworked, new

7 – 9

10,000

Uncommon, Masterworked, new

10 – 11

25,000

Uncommon, Masterworked, new

12 – 13

50,000

Uncommon, Masterworked, new

14 – 15

100,000

Rare, Masterworked, new (With Narrator Approval)

16 – 17

250,000

Rare, Masterworked, new (With Narrator Approval)

18

500,000

Very Rare, Masterworked, new (With Narrator Approval)

19

750,000

Very Rare, Masterworked, new (With Narrator Approval)

20

1,000,000

Extremely Rare, Masterworked, new (With Narrator Approval)

21 and Higher

+500k per +1

Extremely Rare, Masterworked, new (With Narrator Approval)

 

Wild Psionics (7 QP)

 

 Affluence Four factors will determine your character's final starting money; Race, Family Wealth, Personal Career, and

 Connections. Pick only one from each. (Personal Career should be specified, and approved by the Narrator.) Add your total “Money Mod” from these four areas, and match the result to the table at right. Example: A Blachai (+3 racial Money Mod) takes 5 levels of “Rich Family”, 3 levels of “High Income” Personal Career, and 3 levels of “Well Connected”. Combined, the Money Mod result is +14, or 100,000UC. No more than 15 total Money mod may be purchased (excluding racial bonus) without Narrator approval.

 

Family Wealth (Pick only one, once.)

·          Poor Family (+1 QP per level) -1 Money Mod per level.

·          Rich Family (1 QP per level) +1 Money Mod per level.

 

Personal Career (Pick only one, once.)

·          Low Income (+1 QP per level) -1 Money Mod per level.

·          High Income (1 QP per level) +1 Money Mod per level.

 

Connections/Friends (Pick only one, once.) Character has a way of making friends. Add this level to your Personality on a situational basis as directed by the Narrator for purposes of finding an ally, informant, etc in a specific area. For every level in this, roll once on the Personality table for a more notable, known ally. (Narrator’s discretion)

·          Below Average (+1 QP per level) -1 Money Mod per level.

·          Well Connected (1 QP per level) +1 Money Mod per level.

 

Debt/ Theft

Risk

2500

Minimal

5000

Marginal

10,000

Moderate

25,000

Average

50,000

High

75,000

Very high

100,000

Great

250,000

Exceptional

500,000

And up…

You don't want
to know...

Adversaries (+1 QP per level) Character has a way of making enemies. Narrator will add this level to your Presence on a situational basis to see if someone in a specific area is an adversary. For every level in this, roll once on the Personality table for a more notable, known enemy. (Narrator’s discretion)


 

Debt/ Theft The second way to get money is by going into debt/stealing the money (or item) you want. You can specify whether the money is borrowed or stolen. There are specific game play hazards to both. If you are in debt, then obviously there is someone or some organization you must someday pay back... with interest. If the money is stolen, then some person or organization is probably hunting you... whether or not they know you did it... all the details on debt and ill gotten funds are at the Narrator's discretion. No quirk points are gained or lost taking this option.


 

Natural Gifts: These are innate abilities that can only be purchased at character creation. Character with any of these quirks must also possess at least one insanity, at any level. Maximum level is 5 at character creation.

 


Savant: Pick one skill that the character has a preternatural affinity for. When making rolls with this skill, you roll more than one d12 when making checks. (This effect stacks with similar effects. Example: when taking the 5 point “Savant” Quirk with a skill, and then spending a Luckpoint proactively, you’d roll three times for the check, choosing the best result.) You may not take this multiple times with the same skill, but you may buy it for as many separate skills as you’d like.

·          Roll twice for all checks with the chosen skill, taking the better result. (5 QP per skill, 10 QP per Discipline)

·          Roll three times for all checks with the chosen skill, taking the best result. (8 QP per skill, 15 QP per Discipline)

 

Admired/Liked/Paragon: (2 QP per level) (A measure of celebrity cannot be bought. How well known you are is based on many factors, good and bad.)

 

Ambidextrous

·          Write equally well with either hand. (2 QP)

·          Write equally well with either hand, and use a weapon in either or both hands at once with only a -2 penalty on the ‘off-hand’ rather than -2 / -4 (5 QP)

 

Eidetic Memory (8 QP) Character as the uncanny knack to recall very specific bits of information, especially when she’s given time to memorize.

 

Sixth Sense (5 QP) Acts like the Clairsentient ‘Danger Sense’ using character’s Intuition. Does not stack with similar abilities.

 

Speed reading (1 QP per level) Halve reading time per level.

 

Double Jointed (5 QP)

 

Fast Healer: (1 QP per level) Must be bought  specifically Mental, Physical or Spiritual.

 

Fast Reflexes: (2 QP per +1)

 

Sexy: (1 QP per level) Regardless of sexual proclivities or attributes, members of the opposite sex are drawn to you.

 

Need Less Food & Drink: (1 QP per level)

 

Heightened sense: (1 QP per level) +1 to +5 to checks with a natural sense. (Sight, hearing, etc. or special sense natural to your species.)

 

Light Sleeper: (1 QP per level)

Need Less Sleep: (3 QP) Character can function on half her race’s normal sleep time.

Sleepless: (8 QP) Character does not seem to sleep, maybe only napping an hour or so, and can still function.

 

Strong Willed: (3 QP per level)

Mental Damage Buffer: (5QP per level)

 

High Stamina: (3 QP per level)

Physical Damage Buffer: (5QP per level)

 

Spiritually Resolute: (3 QP per level)

Spiritual Damage Buffer: (5QP per level)

 

High Resistance to Something: (1 QP per level) Choose from the following list: Toxins, Magick, Psionics, Heat, Cold, Pain, Disease, or possible others of the Narrator’s approval.

 

Iron Stomach: (1 QP per level)

 

Empathy: (1 QP per level) character naturally gets along with something… (Animals, Computers, etc… Narrator’s approval)

 

Good Timing: (1 QP per level) Always know what time it is, Offset penalty for shooting at a moving target.

 

Direction Sense (1 QP per level)

 

Very Lucky: (5 QP)

Charmed Life (8 QP)


 

Hindrances: These are natural weaknesses that can only be purchased at character creation.

 


Reviled/Outcast/Pariah: (+2 QP per level) (A measure of infamy cannot be bought. How well known you are is based on many factors, good and bad.)
 

Forgetful (+1 QP) Roll twice for any attempt to remember something, taking the worse of the two rolls.

Amnesia; Short term: (+2 QP) Several weeks or months are gone.
Amnesia; Long term: (+3 QP) Years are a blank.
Amnesia; Complete: (+5 QP) Nothing specific is known of one’s past.

 

Slow Healer: (+1 QP per level) Must be bought  specifically Mental, Physical or Spiritual.

 

Slow Reflexes: (+2 QP per -1)

Creepy: (+1 QP per level) Members of the opposite sex tend to avoid you, regardless of attributes or inclination.

Need More Food & Drink: (+1 QP per level)

 

Reduced sense: (+1 QP per level) -1 to -5 to checks with a natural sense. (Sight, hearing, etc. or special sense natural to your species.)

Heavy Sleeper: (+1 QP per level)
Need More Sleep: (-3 QP) Character needs at least 50% more time to sleep if she’s expected to function.

 

Weak Willed: (+3 QP per level

 

Low Stamina: (+3 QP per level)

Spiritually unsteady: (+3 QP per level)

Low resistance to Something: (+1 QP per level) Choose from the following list: Toxins, Magick, Psionics, Heat, Cold, Pain, Disease, or possible others of the Narrator’s approval.

 

Weak Stomach: (+1 QP per level)

Antipathy: (+1 QP per level) something is adverse to the character… (Animals, Computers, etc… Narrator’s approval)

Bad Timing: (+1 QP per level) Add as a penalty for shooting a moving target.

Bad Direction Sense (+1 QP per level)

 

Hard Luck: (+5 QP)

Tough Luck: (+8 QP)


 

Physical Deformity (Do not take conflicting results.) No more than a +5 or less than a -5 rating in each, as applicable, at character creation.

 


Mute: (+4 QP) Can neither speak, nor cast magick.

 

Missing an Ear: (+3 QP) -5 to all Hearing checks.

Deaf: (+6 QP) Do not buy with "Reduced sense: Hearing" or “Missing an ear”.

 

Missing an Eye: (+3 QP) No depth perception. -5 to hit with all Ranged attacks.

Blind: (+6 QP) Do not buy with "Reduced sense: Sight" or “Missing an Eye”.

 

Missing an arm: (+3 QP)

 

Missing a leg: (+5 QP)

 

Paralysis from the waist down: (+7 QP) (Or missing both legs) You start the game with a free "grav-chair" of a quality depending on your final "Affluence" score.

 

Paralysis from the neck down: (+10 QP) You start the game with a free "grav-chair" and Sim interface of a quality depending on your final "Affluence" score.


 

Roleplay Aspects

 

Alignment (Pick only one) Any alignment other than "Neutral" gives you back points. The more points you get back, the harder the alignment is to adhere to, or the greater the ramifications are for taking the alignment. Keep in mind, certain events/ group memberships may be alignment inclusive. (I.e. must be “Ethical” to be a certain type of priest, or “Chaotic” to join a certain guild, etc.) Remember: Don’t take it, if you can’t play it.

 

“Good” Alignments: focus is on others before self. “Divine” or “universal” law equals true law.


 

   Virtued (+10 QP) “for the greatest good”
This character does not see any “gray areas” in a person’s actions. What others see as neutral, is perceived as an intertwining of good and evil. The result is a person with absolutely no ethical questions about her actions. (Requires Narrator approval.)

 

   Ethical (+6 QP) “For the greater good.”
This character will obey every law... unless it is absolutely evil, and then she will follow the greater good as she understands it. This person has a rigid code of morals and ethics, and will tend to see things in black and white. She can compromise, however.

 

   Moral (+5 QP) “Do what is right.”
This character will work within the law, as long as the law is fair; however, she will eventually act in accordance with her own conscience. She has a well developed sense of right and wrong.

 

   Conscientious (+4 QP) “The end justifies the means”
This character will do what is right no matter what it takes. Because of this, some conscientious characters may do some fairly “evil” things in order to accomplish her “good” goals.

 

“Neutral” Alignments: Actions are based on social norms. Law of the land equals true law.


 


   Lawful (+3 QP) “What is, is right”
To this character, the law of the land is the supreme authority. This is the ideal police officer or soldier, never questioning orders (unless the orders are against regulations) and a political or military leader’s dream.

 

   Neutral This is the default character alignment, if one is not bought. The character is either a typical product of society, or has compromised between her own sense of ethics and that of her society. The character may be known as a conformist, “going with the flow”. Neutral may also represent a character that doesn’t exactly fit any other alignment..

 

   Chaotic (+3 QP) “I do what I want, when I want!”
This character is the nonconformist and anarchist, shunning the law just because it’s the law. There is a method to her madness, however. She will do just about anything she feels like, but will typically abide by certain social “norms”, thus she does have subconscious limits to her behavior. Keep in mind: she is “neutral”, not “evil”.

 


“Evil” Alignments: Focus is on self. Others are only a concern if they can do something for you. Self equals true law.


 

   Deviate (+4 QP) “I am the law!”
This character follows a strict code: her own. She will uphold her own code of honor unfalteringly. She adheres to the social and ethical mores of her society, but she works for her own goals. The end, however, does not justify the means.

 

   Amoral (+5QP) “I did it my way.”
This character has her own way of doing things, and she doesn’t care what you think of her. Her guidelines may change over time, but she usually remains fairly predictable. This person will either be honest, or lie through her teeth... whichever is more advantageous.

 

   Depraved (+6 QP) “I do what I want, when I want, to whomever I want!”
This is the truly unbridled chaotic character, the one who will indulge in any whim, no matter what it involves or what the potential consequences may be.

 

   Fiendish (+10 QP) “Use a spoon... it’ll hurt more!!”
This character is evil incarnate. Like a Virtued character, this person has a true understanding of good and evil... she merely chooses evil. When given a choice, this person will always choose the greater of two evils, if she cannot choose both. (Requires Narrator approval.)

 


Insanity Mental disorders, phobias, etc. One last time, if you can’t play it, don’t take it! Insanities will be overpowering influences in how you play your character at times, and will be enforced. More will exist beyond what are listed here; if you want something not listed, just discuss it with your Narrator. There are 2 types; Neurosis & Psychosis. Neuroses are less severe than psychoses. Insanities could and perhaps should be linked to other quirks and racial idiosyncrasies.

 

·          “Weak” indicates the insanity is manageable, or does not occur regularly.

·          “Strong  indicates an occasionally overpowering disorder.

·          “Prevalent” is an intense, overwhelming and consuming madness that affects most of the character’s life.

 

Neurosis: +1 QP for taking one of the following neuroses at "Weak”, +3 QP for "Strong" and +5 QP for “Prevalent”.

Addiction/Obsession: May be obsessive-compulsive. Pick an item/subject of choice. For obsession, choose either love or hate the item of the obsession. May be very specific if desired.

Chronic depression: characterized by the continuous inability to concentrate, insomnia, and feelings of extreme sadness, dejection, and hopelessness.

Chronic hysteria: a continuing of excessive or uncontrollable emotion, such as fear or panic.

Inferiority complex: characterized by low self-esteem, a feeling that everyone/thing is better than you are.

Chronic mania: an excessively intense enthusiasm, interest, or desire: a craze: a mania for neatness.

Superiority complex: characterized by the feelings that you are better or superior to everyone/thing.

Dysphoria: an emotional state characterized by anxiety, depression, and restlessness, often with inappropriate displays.

Bipolar: an affective disorder marked by alternating episodes of mania and depression.

Phobia: a persistent, abnormal, or irrational fear of a specific thing that compels one to avoid the feared stimulus. (Must specify)

Kleptomania: an obsessive impulse to steal regardless of economic need, usually arising from an unconscious symbolic value associated with the stolen item.

Linguistic disorder of choice: choose from the following.

1.       Aphasia- partial or total loss of the ability to articulate ideas or comprehend spoken or written language.

2.       Cannot read

3.       Dysgraphia- impairment of the ability to write

4.       Dyslexia- learning disorder marked by impairment of the ability to recognize and comprehend written words. Can also be numbers.

5.       Stuttering

Perfectionist: a propensity for being displeased with anything that is not perfect or does not meet extremely high standards, especially with self.

Sexual affectations. (Mature situations only. discuss with Narrator)

Attention Deficit Disorder: characterized by impulsiveness, hyperactivity, and short attention span, which often leads to learning disabilities and various behavioral problems. Do not take if you are unable to understand/play this without problems.

Codependence: a relational pattern in which a person attempts to derive a sense of purpose through relationships with others.

Compulsive Liar: obsessive need to not tell the truth.

Compulsively truthful: obsessive need to tell the truth, often to the point of never lying.

Passive: the feeling that violence is unjustifiable.

1.       Prevalent: will not fight

2.       Strong: avoids violence if at all possible, will not kill.

3.       Weak: Will not strike first, will not kill if at all possible.

Pyromania: an uncontrollable impulse to start fires.

Sociopath: a personality disorder marked by degrees of aggressive, antisocial behavior. Ranges from slightly grumpy (weak) to more extreme antisocial behavior (predominant).

Hypochondria: chronic and abnormal anxiety about imaginary symptoms and ailments. “Now what have I caught?”

Hyperchondria: complete reversal of hypochondria, to the point of not getting help when needed. “It’s just a flesh wound...”

Post-Traumatic Stress: a psychological disorder affecting individuals who have experienced profound emotional trauma (i.e. serious accident/war, etc.), it is also known as “shell shock” and “battle fatigue”.

Self Destructive Behavior: continual impulses or tendencies to harm or kill oneself.

Squeamish: easily nauseated, shocked or sickened by visual/audio means.

Sleep Disorders: disturbances of usual sleep patterns. Choose from the following.

1.       Chronic Nightmares: continuously disturbed sleep by nightmares.

2.       Snoring: breathing during sleep with harsh, snorting noises. (Not really an “insanity”, but... whatever)

3.       Insomnia: Chronic inability to fall asleep or remain asleep for an adequate length of time.

4.       Somnolence: to be in a state of unnatural drowsiness constantly.

5.       Somnambulance: to walk or perform another act while asleep or in a sleeplike state.

6.       Narcolepsy: a disorder characterized by sudden and uncontrollable, though brief, attacks of deep sleep.


 


Psychosis: +2 QP for taking one of the following psychoses at "Weak”, +4 QP for "Strong" and +6 QP for “Prevalent”.


General Psychosis: characterized by derangement of personality and loss of contact with reality and causing deterioration of normal social functioning. Narrator may occasionally take control of the character.

Blood thirsty: you seem to like violence and bloodshed just a little too much.

Casual killer: no remorse for the taking of another’s life, and may do so with no apparent motive.

Delusions: a false belief strongly held in spite of invalidating evidence: “I am Napoleon!”

Hallucinations: false or distorted perception of objects or events with a compelling sense of their reality: “There’s Napoleon!”

Berserk aggression: hostile or destructive behavior caused by mental or emotional stress. May have specific “triggers” for the behavior.

Multiple personalities: self explanatory, Narrator’s option on the actual number of additional personalities. At least one should be of opposite attitude/alignment.

Schizophrenia: usually characterized by withdrawal from reality, illogical patterns of thinking, delusions, hallucinations, and accompanied in varying degrees by other emotional, behavioral, or intellectual disturbances. “The voices....”

Paranoia: psychotic disorder characterized by delusions of persecution or grandeur, often strenuously defended with apparent logic and reason. “They’re out to get me!!” Can be general or specific. “The Artek are out to get me!!”

Megalomania: psychopathological condition in which delusional fantasies of wealth, power, or omnipotence predominate.