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:
Ľ
·
Attribute Adjustment:
+1 Mind & Intu, +2 Agil, Attractiveness & Spirit, -2 Int, Obs, Body,
Coord & Spd, -3 Str & Pres, -4
·
Skillpoints:
25% (round down) -2 to Career Skill starting rank
Adolescent (With
Narrator’s approval)
·
Disadvantageous Quirk Limit:
˝
·
Attribute Adjustment:
+1 Agil, Attractiveness & Spirit, -1 Int,
·
Skillpoints:
75% (round down) -1 to Career Skill starting rank
·
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
·
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) ľ 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:
§
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 |
|
100 |
Common,
poor, used |
|
200 |
Common,
poor, used |
|
400 |
Common,
poor, used |
|
600 |
Common,
fair, used |
-1 |
800 |
Common,
fair, used |
Ř |
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 |
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.