- Natural Gemologist: Persona knows the value, weight and origin of any gemstone found to within 100-1d6x10% accuracy.
- Ambidextrous: Persona may use both hands with equal facility, having no penalty for using the off hand. Has the Weapons, Special Skill (Florentine) sub area automatically
- Woodsman: +5 STEEP for related K/S areas.
- Quick Mind: +1 to Mental Reasoning Speed, so long as Mental Reasoning Capacity is not lower.
- Good judge of character: Check against SPPow at one DR easier when assessing another.
- Good with animals: +10 to Animal Handling etc.
- Mesomorph: +1 to Physical Trait.
- Keen Perception: +5 to both Mental and Physical perception.
- Mentally Healthy: Heal Mental damage at double rate.
- Healthy Body: Heal Physical damage at double rate
- Healthy Soul: Heal Spiritual damage at double rate
- Innate Sense of Direction: 1 BT to orient himself in any environment.
- Keen Senses, Physical: +10 to Physical Perception.
- Keen Senses, Mental: +10 to Mental Perception.
- Horseman: +10 to Riding (Horse).
- Linguist: 1 Additional language at 20 STEEP. All known langugaes progress at double rate
- Imitator: Persona may sound like any animal he has heard
- Good Eye: +10 to the Appraisal K/S Area.
- Psychic Awareness: Detect non-physical manifestations as per the Mysticism Vocation.
- Philosophic: +1 to Spiritual Trait and to Metraphysical Category underneath..
- Strong Swimmer: +10 to Swimming, or Swimming at a STEEP of 10 if not possessed.
- Good Actor: +10 to Persuasion, or Persuasion at a STEEP of 10.
- Imitate: Can sound like another person of the same gen
- Good Memory: Easily memorize spoken or written words. at one DR easier against MMPOw.
- Heka Reserve: Has an additional 50 points of heka which may be called upon when all other heka is used, or is about to be used. Said reserve is replenished after 24 hours of rest. (This is a contradiction of result 69-70, so if that quirk be held then the quirk below this one would be the quirk held by the HP. Note that having a Closed Psyche does not mean the persona in question cannot use castings in any DJRPG which allows castings.)
- Closed Psyche: Has no psychogenic skill, is immune to any such according to the trait they would have such a skill in. Negates any Quirk where a psychogenic ability would be granted, or any power gained through birthrank.
- Night Vision: Sees in light at one level better, so long as there is light to see by.
- Gamer: Has one game, team or solitary, at +20 STEEP. Or at 50 STEEP if that score would be greater than base STEEP plus bon
- Natural Lock Pick: +20 to STEEP. or STEEP at 20 if sub area not possessed.
- Marksman: +5 with missile weapons
- Green Thumb: +10 to Agriculture, or 10 STEEP in Agriculture if K/S not held.
- Fey: +1 to Spiritual Trait and Psychic Category underneath. (May indicate fey ancestry.)
- Mimic; May imitate any voice of any gender they have heard.
- Capable: Double STEEP in any one non-heka using K/S Area.
- Heka Reserve: 50 points usable in extremis, replenishes within 24 hours. (This is a duplicate of result 49-50 and performs much the same way. It is considered a contradiction of the first, so should the HP have the first version, then he would get the Quirk below this one.
- Natural Anti Heka: Persona has a shield giving a 20% resistance against magick or powers
- Flexible: +10 to Escape attempts etc.
- Charismatic: Has Charismaticism at a STEEP of 40, or a +10 to the K/S.
- Detect Lies: +10 to chance of detecting when using the appropriate Perception sub-area.
- Strong Constitution: Has a reserve of 2d6 points in Physical Trait, which come into effect when Wound Level (WL) is reached.
- Resists Poison: Toxins, venoms, and the like are at 75% of rated Strength
- Mechanically inclined: +10 to Handiworks. or a STEEP of 10 if not otherwise possessed.
- Disease Resistant: All ailments etc at 75% of normal Strength.
- Strong Will: Has a reserve of 2d6 in Spiritual Trait which comes into effect whenever Spiritual EL is exceeded, but not Spiritual Trait.
- Organized and Efficient: Take half the usual time (however determined) to find things. Always prepared regardless of circumstances.
- Extra Special Connection.
- Strong Personality: Has a reserve in Spiritual Trait of 2d6 applicable when Spiritual EL is exceeded. Incompatible with Strong Will.
- Hidden Appeal: +2 Attractiveness to those attracted to the HP’
- No Special Failures. Such things just do not happen to the persona.
- Natural Caster: If a dweomercraefter persona gains a STEEP bonus to Magick and Dweomercraefting of +2d10. Persona need not be a Full Practitioner (where applicable) to have this benefit
- Immune to Natural Surprise: Persona is just not taken unawares unless it is part of an ambush. Total Surprise is reduced to Natural.
- Illusion Immune: Sees through, or hears past, illusions and mirages.
- Has an innate Psychogenic Power of JM’s choice. May indicate fey heritage.
- Innate Armor or a physical or psychogenic nature: Persona has 5 points of protection total against attacks of all types, which protection regenerates each CT.
- Regenerates physical damage: If alive, and only if alive, the HP gains 1 point of PTrait each and every CT. Works with the Physical Reserve under standard Quirks.
- Very Healthy: Disease and Poisons at half Strength versus HP.
- Shapeshifter: May change form once a day. That’s one change, so if the persona turns into a wren for any reason he cannot become human again for twenty four hours.
- Natural Telepath: Persona may communicate telepathically with anyone within eyesight with whom he has some familiarity. Only communication, none of the other tricks usable with any Casting.
Extra Quirks: (GURPS, Shawn RPG)
Absolute Direction (Mental) (MRP DR Easy) Persona can determine what direction he is facing, so long as he is able to see directional clues, and/or intuit direction of travel
Absolute Timing (Mental) (MMP DR Routine) with a check against MMP (DR Routine) a persona may time the duration of an event.
Acute Hearing (Physical) Persona gains a +2 DR shift when the Perception check involves hearing
Acute Taste and Smell (Physical) Persona gains a +2 DR shift when the Perception check involves taste or smell
Acute Vision (Physical) Persona gains a +2 DR shift when the Perception check involves sight
Alcohol Tolerance (Physical) The Persona in question has a greater capacity for drink, and thus suffers from intoxication at one level less depending on the amount imbibed.
Alertness (Mental) All Perception, Mental checks made at one DR easier.
Altered Time Rate (Mental) Persona may plan actions as if the turn in question were one level higher. CT to BT, BT to AT. But only planning, not physical action. In addition all initiative checks are rolled on a D5
Animal Empathy (Spiritual) All animal handling K/S Areas (such as Riding) are performed at one DR easier
Animal Form (Physical) (SPP DR Routine) Unlike the Shape Shifter Supplemental Quirk this can be performed so long as the Persona can make the ACT check. In addition said Persona can only change into an animal his size or smaller.
Armor Plates (Physical) The Persona has locations on his body where the skin is so thick he gains up to 3 points of Physical Armor. Not effective against Impact damage.
Autotrance: (Spiritual) Persona gains a +2 on DR when using Mysticism and Yoga.
Awareness (Physical) Persona gains a +2 to DR on any Perception, Any (Notice) che
Beast-Kin (Spiritual) (SPP DR Routine) On a successful check the Persona may establish friendly contact with any beast, so long as his overtures are sincere and begin with an invitation for the animal to initiate contact.
Bioelectric Shock (Physical) (PNP DR Hard) On a successful check the Persona may deliver a shock of 1d6 points of Electrical Damage. No roll for Strike Location or Exposure. Will get most targets’ attention.
Bite (Physical) Persona has a bite harder than usual. On a successful attack his bite does 2d6 points of Physical Damage (Piercing)
Blessed (Spiritual) Persona has a +10 to any check against a Spiritual K/S Area. In addition, where Casting Grades and DRs in a Priestcraefting Ethos are concerned he is treated as a Full Practitioner. In the case of a Blessed Full Practitioner there is no additional benefit, Full Practitioners of Priestcraefting are considered Blessed as a matter of course.
Blood Healing (Spiritual) Should the Persona’s healing involve a quantity of human blood (at least an ounce), his magickal healing is doubled, and mundane healing occurs at one level.
Brachiator (Physical) Has a facility at swinging from tree limbs etc. So long as he can use his arm the Persona has a +1 DR on climbing, and may move through the trees as if walking cautiously.
Breath Holding (Physical) Diving and breath holding checks done at one DR easier.
Cast Iron Stomach (Physical) All ingested poisons, including those from spoilage) are at half Strength
Cat’s Nine Lives (Spiritual) (SPS DR Very Easy) Persona has incredible luck and tends to get out of scrapes with no more than bruises. So long as there is a chance of his Quirk working.
Catfall (Spiritual) (PNP DR Easy) Persona will land on his feet, fate willing, and suffer damage from a fall as if he had fallen 20 feet less than he actually did.
Channeling (Spiritual) Persona gains a +1 to DR when calling upon spirits or the deceased, and when noticing their presence.
Charisma (Spiritual) The Persona has an innate ability to charm people. He gains a +1 to DR when using Charismaticism, Thespianism, and Etiquette/Social Graces (among others).
Chronolocation (Mental) Always knows what time it is.
Claim to Hospitality (Social) Persona has a standing invitation at any home of his social standing.
Clinging (Physical) +1 DR to Climbing
Collected (Spiritual) +2 DR on any check to stay calm.
Combat Reflexes (Physical) Roll for initiative on a D5.
Common Sense (Mental) All checks against gullibility at +2
Composed (Spiritual) Cool, calm, and collected. Roll against SP at DR Routine in any troublesome situation.
Cool (Spiritual) Unflappable. At the same time distant and aloof. Thus this in a sense also qualifies as a Counter Quirk
Costume (Social) Most often found in apparel of a certain sort, a sort of signature garb.
Courtesy Rank (Social) has a rank in society, due to position etc., one level above the one his SEC would allow for.
Cultural Adaptability (Spiritual) Takes half the usual time to adjust to a different culture.
Danger Sense (Mental) +2DR on Perception, Mental, Noticing when danger lurks
Daredevil (Spiritual) Tends to dangerous acts just for the thrill of it.
Dark Vision (Physical) sees two levels of perception better where vision is concerned
Deep Sleeper (Physical) 2DRs harder to awaken
Diplomatic Immunity (Social) Has a career, vocation, or position which allows the persona to avoid criminal prosecution for all but the most minor of incidents. So he can’t be arrested for major crimes, but he can be ticketed for traffic violations.
Discriminatory Smell (Physical) Games a +2 to DR when using Perception, Mental, Noticing and scent is involved.
Discriminatory Taste (Physical) Gaines a +2 to DR when using Perception, Mental, Noticing, and taste is involved.
Divination Talent (Spiritual) Picks up hints and clues when assessing a situation, with a roll against SPPow at DR Moderate.
Divine Favor (Spiritual) Gains benefit from contact with a potency, power, or deity with a roll against SPPow at DR Moderate. Must adhere to an agreement with said potency (etc) or lose the favor or favors.
Dominance (Spiritual) Has either a +10 to Charismaticism, or Charismaticism at a STEEP of 20
Dream (Spiritual) Has prophetic dreams on a roll against SMPow at DR Hard when there is a potential for meaningful things happening.
Early Maturation (Physical/Social) Matures quickly on either a Physical or Social basis
Eidetic Memory (Mental) On a roll against Mental Mnemonic at DR Easy persona recalls memories ranging back to a year or more. On a DR of Difficult as far back as early childhood.
Eidetic Sense of Smell (Mental) Remembers smells on a roll against Mental Mnemonic at DR Easy.
Empathy (Spiritual) Has a talent for understanding the feelings of others on a roll against SMPow at DR Routine.
Enhanced Block (Physical) In combat of any time has a +1 DR to blocks
Enhanced Dodge (Physical) Avoids blows at a +1 to DR.
Enhanced Move (Physical) Can move at one category better and suffer just the penalties of moving at a lower rate of speed.
Enhanced Parry (Physical) Diverts blows at +1 DR.
Enhanced Physical Power (Physical) Gains a bonus to Muscular or Neural Power of +3 on a roll against Physical Muscular or Physical Neural at a DR of Hard
Enhanced Time Sense (Mental) On a roll against Mnemonic at a DR of routine persona may “count off” time in increments of 0.1 seconds. (1 beat)
Extended Lifespan (Physical) Persona ages in increments of 7 years per age block
Extra Arm Length (Physical) Persona has the arm length of a person 1d6 inches taller than him.
Extra Flexibility (Physical) All K/S Area check regarding athletics and escape at 1DR easier
Extra Gnosis (Mental) Has an additional 20 points of STEEP, at up to 4 points each in any Vocational K/S Area with a base K/S of 4 or 8.
Extra Hit Points (Physical) Has a reserve of 2d6 PT that only comes into effect when damage is sustained.
Extra Stun (Physical) Has a reserve of 2d6 PT that only comes into effect when Stun Damage is sustained.
Faerie Empathy (Spiritual) Recognizes and understands the feelings of the fae.
Faith Healing (Spiritual) (Roll against SM at DR Difficult) Heal 1d6 points of damage per 10 points of Heka spent. May spend up to Spiritual Metaphysical Power.
Familiar (Spiritual) (SP At DR Very Difficult) Either has a familiar per guidelines, or gains a familiar appropriate to situation
Fashion Sense (Mental) +1 on all DRs where fashion and dress are concerned.
Favor (Social) +1 to DR when dealing with others on a social basis.
Fearlessness (Spiritual) +1 to DR when dealing with situations involving courage.
Fit (Physical) Poison and Disease at 75% strength, endurance at +25%
Gadgeteer (Mental) +10 to Craftsmanship, or Craftsmanship at a STEEP of 20
Garou Gifts (Spiritual) May assume a specific beast form voluntarily, so long as the beast is not larger than the persona
Gesa Variable (Social) Gains an advantage so long as an oath is in effect.
Guardian Spirit (Spiritual) (SPPow DR Difficult) Standard spirit aids when trouble is near.
Hard to Kill (Physical) Expires when PTrait is a 125% of value
Harmony with the Tao (Spiritual) Yoga and Mysticism at +1 DR
Healing (Mental) Heals Mental Damage at one level higher.
Healing (Physical) Heals Physical Damage at one level higher.
Healing (Spiritual) Heals Spiritual Damage at one level higher.
Heir (Social) Ranked at 1st born where inheritance is concerned.
Heroic Physical Power (Physical) All checks against Physical Power (Muscular) done at +2 to DR
High Pain Threshold (Physical) Has a Wound Level of 80% of PTrait.
Higher Purpose (Spiritual) Gains the benefit of an oath, without having to have an oath. Must still abide by terms of an oath, only this oath is between the persona and himself
Honor Student (Mental) Gains +3 to STEEP in all Mental K/S Areas
Hyper-Reflexes (Physical) Rolls a d5 for initiative. No natural surprise, total surprise downgraded to natural
Ice Skates (Equipment) Is equipped with ice skates, even when not from a land with frozen bodies of water.
Illuminated (Spiritual) +2 on all checks involving Spiritual Metaphysical.
Immortality (Physical) Does not age past a certain year.
Immunity to Disease (Physical) Does not fall ill to any ailment caused by an organism.
Immunity to Poison (Physical) Not affected by toxins, venoms, or poisons or mundane nature.
Imperturbable (Spiritual) Unflappable, calm and even tempered.
Increased Speed (Physical) may move at 125% of PTrait
Injury Tolerance (Physical) May ignore reaching the Wound or Critical Level for 2d3 BT
Intuition (Spiritual) Guesses against SMPow at DR Moderate
Intuitive Mathematician (Mental) Checks against Mathemagics, Navigation, and Geography at +1 DR
Jock (Physical) A professional athlete. Has Sports at a base STEEP of 8, is specialized in one sport, and has a Monthly Income of one level higher for his SEC.
Karmic Ties (Spiritual) Has connections of a spiritual nature with 2d3 entities of a spiritual nature.
Knacks (Mental) Has 1d3 minor mental abilities, agreed upon by JM and player
Knighthood (Social) Has either a battlefield knighting, or a social knighting.
Language Talent (Mental) Gains STEEP in any language at double the rate
Legal Enforcement Powers (Social) Has the power to enforce laws when called upon to do so. Said powers may be limited by SEC.
Legal Immunity (Social) Is granted immunity to a set of laws in society, usually having to do with Vocation and assignment.
Less Sleep (Physical) Requires 6 hours of sleep instead of the usual eight.
Light Hangover (Physical) Suffers from hangovers as if only lightly stunned; a +3 to initiative, all actions having a -15 to STEEP.
Lightning Calculator (Mental) May perform calculations in 1 CT
Limited Magery (Spiritual) Must dance or perform another sort of rhythmic movement to cast, regardless of the type of casting
Dark-Aspected (Spiritual) Has a natural bent to Gloomy Darkness and gains advantages when dealing with creatures and entities of that realm.
Moon-Aspected (Spiritual) Has a natural bent to Moonlight and gains advantages when dealing with creatures and entities of that realm
Musical (Spiritual) +1 DR when using any K/S involving music, musical performance, composing lyrics, and dweomercraefting and priestcraefting
One-College (Spiritual) Has one, and one only college of magick he may use castings from. That said, he casts as if +20 STEEP higher in that college, without being actually +20 STEEP higher.
Song (Spiritual) Has one casting (song) from Dweomercraefting, Priestcraefting, or Spellsongs he may perform (cast) as if he had +20 STEEP. In addition, the cost of casting this song is at one grade lower than normal. Should it be a grade one song then the base cost of casting is 10 points.
Star-Aspected (Spiritual) As for Moon-Aspected, only in regards to Shadowy Darkness
Sun-Aspected (Spiritual) As for Moon-Aspected, only in regards to Sunlight
Literacy (Mental) Has literacy in Native Tongue and Vocational Foreign Languages at standard steep.
Longevity (Physical) Ages at 8 years an age block
Luck (Spiritual) Even failures work out the best for this persona
Lunar Influence (Spiritual) All actions taken under the light of the full moon are performed at +1 to DR.At the same time, persona has a weakness to such as lunacy, suffering from half resistence where Lunar castings and Psychogenic Powers are concerned.
Lycanthropic Dominance (Spiritual) When a specific condition is met the persona will become a specific type of beast
Magic Resistance (Mental) Persona has double the usual resistence to magickal effects for his statistics.
Magical Aptitude (Mental) May roll for Dweomecraefting, Full against MRCap at DR Moderate.
Heka Damper (Spiritual) All within 20 feet of persona perform as if they had lost 25% of Heka
Mana Enhancer (Spiritual) All within 20 feet of persona perform as if they had an extra reseve of 25% of Heka
Manual Dexterity (Physical) All actions involving manual dexterity---such as Craftsmanship--- have a +15 to base STEEP.
Martial Arts Styles (Mental) Persona has one or more martial arts styles that optimize attack forms and weapon use. Depending on the style a specific weapon or attack may do one level higher STEEPwise in damage.
Medium (Spiritual) Has an innate talent in reaching spirits, being able of doing so by rolling against SMPow at DR Hard.
Military Rank (Social) Is a member of the military, with a rank equivalent to his SEC
Morph (Physical) May shape change so long as the new shape is approximately the persona’s size.
Multimillionaire (Social) Has maximum wealth of SEC, so long as SEC is 8 or 9.
Mundanity (Spiritual) Strikes all who see him as an utterly ordinary person, any preternatural traits go unremarked. +2 DR to Hide and similar K/S Areas.
Musical Ability (Mental) Functions at +10 STEEP where musical skills are concerned.
Mythos Awareness (Mental) Gains either a +10 to Pantheology, or Pantheology at 20 STEEP.
Natural Spellcasting (Mental) Picks up casting without a tutor or mentor, may improve casting without a mentor or tutor.
Night Vision (Physical) Sees at one level better in low light conditions.
No Hangover (Physical) Regardless of the state of intoxication this persona awakens feeling no effect from his drinking before going to sleep.
Oracle (Spiritual) May prophesy as if using Divination by gazing upon a natural phenomenon or ingesting a substance. Prophesy occurs on a roll against SMPow at DR Routine
Patron (Social) Gains support from a person who wishes to assist the Persona
Patron (Secret) Variable 28
Patron (Sec) Persona has one extra contact who acts as a patron, though at a price. Another HP may act as the patron
Penetrating Call (Physical): Persona has a voice, not necessarily loud, that can be heard a long distance away.
Penetrating Vision (physical): Gains +10 to perception (both) so long as the perception involves vision.
Perfect Balance (Physical): Gains an adjustment of +2 DRs against anything that would upset the persona
Peripheral Vision (Physical): Gain see things a further 10 degrees behind him
Pheromone Control (Spiritual) Able to leave people with the impression the persona has strong feelings for the others, good and bad. Any attempt to intimidate, seduce, befriend, lead or other persuasion is done at a DR of +1
Pious (Spiritual): Stands firm against Spiritual Attack, gaining a resistence of 10 additional points
Pitiable (Spiritual): Affects others as if the persona had an inner beatuy of +5 so long as the persona is seeking sympathetic reactions from others.
Plant Empathy (spiritual): Understands plants especially well. Has a +10 to agricultue if otherwise attunement, plas a +10 to Nature Attunement, but only where plants are concerned.
Psychogenic Powers (Spiritual): Has between 3 to 5 psychogenic powers divided as evenly as possible between the three Traits. Each has a starting STEEP of 10, no bonus from Attribute or average Attributes. and any Heka used to power them must come from either a K/S Area or a Trait
Psychogenic Resistance (Spiritual): Persona gains an additional 10 points against, and only against Psychogenic attacks.
Pure Breed (SEC): Persona has an ancestry free for mixing with another race going back some 20 generations. In some circles this will give him special advantages, especially in the social and religious fields.
Quintessence (Spiritual) A synomym for Heka, this Quirk gives the persona an addtional 20 points of Heka that can only be used for Spiritual Psychogenic powers
Racial Memory (Spiritual): Persona gains mental impressions of matters that apparently once happened in his ancestors past. Other he can retrieve ancient knowledge from some arcane library.
Species Skill Bonus: Persona has a +10 in some one K/S Area (player’s choice) apparently due to an ancestor from some species.
Innate Species Castings: Persona has an ancestor of some kind, and as a result has a few castings of a college known to species of that type. No more than three, no higher than grade I, and may not cause harm to another.
Rank (SEC): The Persona has a higher rank in an organization higher that his SEC would otherwise indicate. In society he still uses his Birth or Vocational SEC, but when performing duties in his institution is behaves, and is treated, as a person of that particular rank.
Rapier Wit (Spiritual): Persona is especially witty, insightful, even empathetic where his opponents are concerned.
Reawakened (Physical) The persona has been awoken from some sort of arcane sleep after a period of time, perhaps even as long as 1,000 years. When awakened said Persona will have possessions, belongings, and property equivalent to his SEC (Birth or Vocational) in life; though items will usually be obsolete and/or out of style
Reciprocal Rest (Spiritual): The persona may help another recover from Mental, Physical, or even Spiritual injuryl help another get a full nights sleep when they are restless or stressed, or even help the other recovery Heka at double the normal rate. But, the persona must rest as well, and the two must be in physical contact.
Recovery (Physical): The persona reaches Recovery Level at 40& of Trait instead of the usual 25%.
Reduced Sleep (Physical): Needs just 5 to 6 hours of sleep, gaining the full benefit thereof.
Regnancy (SEC): Persona has control, rule, over a land. Said land is variable in size, ranging from a small thorp to a large empire. Persona, regardless of birth or Vocational SEC is according an SEC according to his reigning title. Persona may be a regent, a power behind the throne, or a SMOG (Secret Master of Gaming).
Regrowth (Physical) Due to ancestry the Persona will regrow a body part such as an arm or leg, but only so long as the Persona remains alive. This regrowth taking between 10% and 40% of Physical Trait depending on the size of the part.
Resurrection (Spiritual): Once, and once only, the Persona will be brought back from the dead. But since the resurrection is only once the player is advised to take matters under strict advisement
Retrogression (Spiritual) For some reason under certain conditions the Persona loses STEEP, age, and/or improvements to Attributes.
Ridiculous Luck (Spiritual) Persona keeps finding things others have spent years looking for, without looking. Or, that giant turns out to be a friend of a friend. That dragon needs babysitters for her kids, or that basilisk was hand raised from hatching, and bonds quickly to anybody who’s friendly to him. Note that this is not under the Persona’s control. Rather it is the guide who will decide just when and where the luck comes into play, and quite often to the player’s disadvantage.
Sanctity (Spiritual) The Persona, clergy or mundane, has been sanctified, made holy that is, and is capable of spontaneously performing miracles. Indeed, no matter what he does, even if he intended to sin, becomes a miracle for somebody. Small miracles only, such as disposing of a cigar store Indian for a store owner who just can’t get rid of it. Small miracles only
Second Sight (Spiritual) On a successful Perception Check (either) the Persona gains insight to a subject, and can make prophecies and prognostications. Not to be confused with foretelling or anything like that.
Secret Communication: (Mental) Has a hidden method of communication, such as coded language, sign language, body movement, placement of objects, allusions, and the like. In writing deep meanings and subtext abound.
Security Clearance (SEC): Has special permission to go places otherwise restricted to others.
See Ethical Markings (Spiritual) Can discern a person’s ethical leanings, avowed or not avowed, upon a check against Perception (either) at a DR of Moderate. Should the subject have no real ethics, only behaviors, this fact may also be discerned.
See Invisible (Spiritual) On a successful check against Perception (either) the persona may “perceive” any other who is either invisible, or in Partial Physical Manifestation (when effectively invisible) or Non-Physical Manifestation.
Semi-Literacy (Mental): Is only able to read at a very basic level. Any Persona with a Language STEEP of 20 or less and literacy lessons to go along with it is considered semi-literate. In this case Persona may have a Counter-Quirk which makes it difficult for him to learn to read and write. In a society where literacy is either unknown or extremely rare, or very difficult to learn for anybody this does count as a Quirk.
Sensitive (Mental) Sensitive to signals in the environment. Has a +2DR on Perception, Noticing
Sensitive Touch (Physical) As for “Sensitive”, but only where touch is concerned.
Serendipity (Spiritual): Good things just happen to the Persona.
Shee Blood (Physical): Has a shee ancestor.
Single-Minded (Spiritual) Tends to get fixated on a subject or action unless a roll against SMPow at DR Hard is made. By the same token, diverting him from his actions requires a roll against SMPow at DR Very Difficult
Speak with Animals (Spiritual) For some reason you have a talent for getting animals to listen to what you say, as if they actually understand you. In addition, the Persona gets a +10 to Animal handling if possessed and it results in a STEEP or 20 or more. Or if not. at a STEE[ of 20
Speak with Fish (Spiritual) As for animals, only dealing with piscine life. As an option the JM may extend this for any marine life capable of meaningful communication and able to recognize others and distinct beings.
Speak with Plant (Spiritual) In this case the Persona understands plants and why they do what they do, and can lead them to performing as he wishes them to.
Special Rapport (Spiritual) The Persona has a special touch, a connection with creatures, plants, objects, spirits, or professions of various sorts. Such subjects view him as having a special Inner Beauty of +3. Cats, rats, and voles for instant are easily tamed by him, and learn tricks and behaviors at half the normal pace. Be warned, such as dragons and deities may adopt the Persona as a personal pet.
Spines (Physical) For some reason; casting, curse, ancestry; the Persona has spikes penetrating his skin. He may use them in unarmed attacked (an extra 1-3 d3 in Physical Damage, modified by Strick Location, PMPow, and experience.
Spirit Empathy (Spiritual) Has a special understanding and rapport with spirits, from angelic to demonic beings, and all types in between. Sometimes has a Spiritual advisor, contract, or patron.
Status (SEC): Has a position in a segment of society giving him a situational SEC higher than his Birth or Vocation. Head butler in a noble’s household for instance.
Stretching (Physical) Can reach an extra 10 to 20% of normal reach. Or can attain a height some 10 or 20% above that available in a relaxed state
Strong Will (Spiritual) has an addition 2d6 in Spiritual Reserve which must be added in to any Spiritual attack made against the Persona. Points constantly renew with each CT.
Style Familiarity (SEC) Has knowledge of fashion, style, and customs of any society he has knowledge of.
Subsonic Hearing (Physical) May perceive any noise of a frequency within 10% of the lowest normal species hearing
Surge (Spiritual): The Persona can handle Heka over and above his normal Apeture at a chekc against the K/S Area in question and at a DR of Difficult
Telescopic Vision (Physical) Extreme far vision. When a subject is far away the Persona can perceive it as if it was at half the actual distance or less. However, anything closer than a certain minimum distance becomes a blur without some sort of visual aid. (Yes, my older brother once read a billboard some 200 yards away. The rest of us just knew there was a sign there.)
Temperature Tolerance (Physical) Persona can tolerate temperatures lower than the usual regardless of previous experience.
Temporary Identity (SEC): Has one or more identities he functions under depending on circumstance. Such as one investigating a crime, engaging in an illegal activity, or communicating with people through some medium or another.
Temporary Wealth (SEC) May call upon a patron for funds to impersonate a person of greater wealth.
Tenure (SEC): Has a position at an institution (usually of higher learning) that affords him protection from job loss or any other punishment without sufficient cause.
Thick Fur (Physical): Persona has a pelt. At least very thick hair. Sometimes he is able to style it, such as a mage with the hair on along his spine done up in curls or pig tails.
Thick Hide (Physical): Such a Persona gains an overall protection of 3 Physical points against all types of damage other than Impact.
Totem Spirit (Spiritual): Gains the benefit of a totemic spirit even without a physical totem.
Toughness: (Physical): Has an extra 2d6 in reserve Physical Trait when dealing with fatigue and endurance. May also act normally on a check against PTrait (DR Hard when WL is exceeded, and as stunned when CL is exceeded on a check against PTrait (DR Very Difficult).
Trained by a Master (Mental); Has a bonus of +10 in any one K/S Area or group of closely related Areas thanks to capable mentoring.
True Faith (Spiritual) All use of spiritual magick is performed at 1 DR easier. In addition, the Persona has an automatically renewing Spiritual armor of 10 points against spiritual attacks.
Unaging (Physical) At a certain age---20, 30, 40, or older the persona stops aging physically. That said, he will still die at a certain age as if he had aged normally
Undying (Physical): The Persona will just not die; no matter how much he ages, no matter how much damage he takes. Even total destruction of his body will not end his life. He can be healed by magick or psychogenic ability up from complete destruction.
Unfazeable (Spiritual) Persona can not be shocked, dismayed, or otherwise thrown for a loop, so long as he makes a check against SPPow at DR Hard.
Universal Digestion: (Physical): Can ingest most anything you put in front of home, so long as it is not actually poisonous. Spoiled, rotten, rancid, no problem. The Persona can gag vultures and hyenas.
Unrestricted Reproduction (Spiritual) No matter what, nothing can stop this Persona from producing a child or children. In addition, all his children are healthy, hearty, and never suffer a fatal illness.
Unusual Background (SEC): The Persona has a most unusual heredit, and is commonly heir to the most interesting things. Secret mentors, secret watchers, psychogenic abilities, unknown titles, and stuff like that.
Versatile (Spiritual): No matter what he does, the Persona gets a DR shift of one better.
Very Fit (Physical) Persona gaines a bonus of +20% to PTrait where endurance fatigue, and injury are concerned. In addition, all natural Physical healing as at double the normal rate.
Very Rapid healing (Physical): In this case natural healing is at triple the normal rate, and magickal healing produces double the effect.
Very Thin Fur( Physical) The Persona is fuzzy. No real effect.
Visualization (Mental) If a caster the Persona finds it easy to visualize what he wants a casting to do, and so has a +15 to Casting checks.
Voice (Spiritual): Has a very fine voice, and any check made using his voice has a 1 DR shift in his favor.
Warm (Physical) Has a high metabolism, meaning he stays warm even in cold weather. But requires twice the normal amount of food.
Wealth: (SEC) Has a wealth that sometimes reaches up to 30% higher than usual for his SEC. But only sometimes.
Weapon Master (Spiritual): May have two specialties in a weapon sub-area, and all other weapon types in that sub-area are used at normal STEEP instead of reduced.
Were Form (Spiritual): Persona may take animal form (is a therianthrope) voluntarily, or when stressed. The animal form can be no larger than his human form
Were Form, Garou (Spiritual): Unlike the former, the garou will undergo an extreme in behavior and morals in garou form. Change occurs when triggered by some event, or the person is stressed
Were Forms (Spiritual) The person has various forms (animals) he may assume either voluntarily or when under stress. The animal assume depends on his desire, or specific conditions. Again, the animal must be no more than equal to the Pesrona’s size, or smaller.
Wild Heka Generator (Spiritul): Under stress the Persona produces a Heka surge of some 26 Heka, even when that surge would exceed his aperture. A check against SMCap at DR Hard is necessary to avoid.
Wyrd (Spiritual) Strange things happen to the Persona, whenever a check against SM at DR Difficult fails.
Orphaned or Disowned (SEC). Either has no biological parents, or is estranged from those parents. Gains no birthright or inheritance. Depending on the culture maybe ostracized or outlawed by the community.
Animal Allergy (Physical); -20 on Perception Checks because of watery eyes and sneezing.
Dust Allergy (Physical): Same As Animal
Flower Allergy (Physical): Same as Animals and Dust.
Food Allergy (Physical): 2d6 Physical Damage, with a 1d6 exposure roll. Bed ridden at least 2d6 hours, with extra time for healing if required.
Deaf to high frequencies (Physical). Perception impossible.
Deaf to low frequencies (Physical). Perception impossible.
Poor immune system (Physical); disease at Str +10.
Cheapskate (Spiritual); regardless of offer persona always has a base DR of Extreme to accept it, unless the offer is very high (upwards of 3 times the value of the item.)
Poor Toxin Resistance (Physical): Venom et. al. +10 Str.
Fascinated by Danger (Spiritual): When tempted by peril or the promise of peril the persona must roll against Spiritual Metaphysical Power at DR Hard or dash madly into trouble.
Hard of Hearing (Physical); -20 on Perception involving sound.
Heal PD at half rate (Physical).
Heal MD at half rate (Mental).
Heal SD at half rate (Spiritual).
Bad Actor (Spiritual): -10 to Thespianism.
Low Alcohol Tolerance (Physical): -10 to Tolerance
Hates Killing (Spiritual): -10 on any action seen as potentially fatal.
Old Injury to legs Physical); moves at half speed for PTrait.
Clumsy (Physical): -5 to any K/S requiring agility and grace.
Nervous (Spiritual): Jumps at noises.
Poor sense of humor (Spiritual).
Slow Reactions (Spiritual): +1 to initiative and readiness checks.
Scared or disfigured (Spiritual): -1d3 to Appearance
Near or Far Sighted (Physical): -10 to Perception involving vision at long or near range depending on the condition.
Poor Night Vision (Physical): -10 on Perception Checks using vision at night or in dark conditions.
Absent Mind/Forgetful (Mental): All uses of Mental Mnemonic, Category or Attribute, are at two worse on DR.
Obsessive/Compulsive (Spiritual): Must make a SMP check at DR Difficult to avoid repeating an action, or initiating an action on impulse.
Non-Musical (Physical): No music oriented K/S, not even Poetry/Lyrics.
Hated by animals (Spiritual): -10 to Animal Handling, Riding, Nature Attunement and the like.
Can’t Swim (Physical): May not take any K/S involving swimming in any form.
Acrophobic (Spiritual): Performs at one DR worse when high up.
Fanatic (Spiritual): Ardent about a subject or group of subjects, with the tendency to overreact when such is threatened.
Color Blind (Physical): Red, Green, Blue, Red/Green, Red/Blue, Red/Green/Blue
Sickly (Physical): Heal one half PD caused by disease or poison. Effectively PTrait is at half value without magick or medication.
Bigot (Spiritual): Has a bad reaction to those not of his faith, nationality, region, language, ethnicity, race, species, world, or realm of existence. Treats all Appearances as -10 in such cases.
Hydrophobe (Spiritual): Avoids water unless a check against SMP is made at DR Difficult.
Gullible (Spiritual): Believes all but the most unbelievable stories and please, unless a check against SMP at DR Difficult is made.
Poor Manners (Spiritual): One DR harder with Etiquette/Social Graces.
Not Appealing (Spiritual): -2 on Attractiveness.
Poor craftsman (Spiritual): -2 on DR when making any item.
Arrest Warrant (Social): Wanted on civil and/or criminal charges, bogus and/or valid.
Poor Vision in Bright Light (Physical): In any light stronger than early morning or late afternoon persona loses two DR on Perception checks involving vision.
Poor Sleeper (Spiritual). Can only sleep in deep darkness, and when so asleep can only be awoken by a check against PNP at DR Difficult.
Language Disability (Mental): Any Check against any language known (including native) is done at -1 DR. Languages can be learned or improved at double cost.
Anti Midas Touch (Spiritual): When involved in treasure finding all amounts determined are at half value.
Criminal Enemy (Social): Someone in the criminal world wants the persona for some reason, rather rarely having any thing to do with the persona’s good.
Dislikes Strangers (Spiritual): Finds it hard to get along with people, and has trouble getting to know them.
Sworn enemy wants persona dead (Social).
Heka Magnet (Spiritual); all costs doubled.
Susceptible to suggestion and illusion, DR two worse when resisting (Spiritual).
Phobia; all actions at two DR worse when phobia in effect (Spiritual.
20% chance of failure when writing magickal works, including glyphs (Spiritual).
Random Insanity (Spiritual): Depending on the exact condition the persona may be unable to function, or apt to perform random, useless, and/or destructive or self-destructive acts.
Stutters and Stammers under pressure, or has weak ankles or clumsy fingers (Physical).
Tone Deaf (Physical): Persona unable to use any musical K/S Area.
Poison or disease affect persona at double Strength (Physical).
Fear of Undead (Spiritual): 75% chance of panic when confronted by such.
Absent Mindedness (Mental): Unless a check against MMPow is made at DR hard the subject will forget an item.
Academic Status (SEC): Persona has an academic status one level below his SEC.
Accelerated Aging (Physical): Ages one level for every 4 years instead of every 5. Each additional level of Accelerated Aging means one stage of aging for every 3 years, 2 years, 1 year, 9 months, 6 months, 3 months etc.
Addiction (Physical) Persona has a need for an otherwise non essential item; such as a chemical, sound, experience. Attempts to resist require check against SMPow at DR Hard
Age (Physical): Persona has an effective physical age double that of his true age
Albinism (Physical) has no skin, eye, or hair color. Takes 1d3 in burn damage from sunlight each BT. Cancers may develope.
Alcohol Intolerance: (Physical) Alcohol has double the usual effect
Alcoholism (Physical) Is addicted to alcohol.
Alcohol-Related Quirks (Spiritual): Has quirks that only manifested under the influence of alcohol.
Allergic Susceptibility (Physical): Has a sensitivity to certain object. Not systematic.
Altered Time Rate: (Spiritual) Experiences duration at a slower rate than normal. Usually at one second for every two or more seconds that actully pass. +10 to initiative.
Amnesia. (Physical) Cannot remember things. Items rememberED on a check against MMPow at DR Difficult
Anachronistic (Temporal) Persona is from an ancient past and is prone to say and do things that are out of date.
Appearance (Horrific) (Physical): -10 to Attractifeness
Appearance (Monstrous) (Physical): Much like horrific appearance, but only -5 to Attractiveness, and Persona reminds people of a monster
Attentive (Spiritual): Tends to pay too much attention to certain parties. Needs a check against SPPow at DR Routine to be distracted
Bad Back (Physical) Makes checks against PTrait at DR Very Difficult when lifting or carrying things.
Bad/Poor Grip: (Physical) Check against PMPow at DR Extreme when holding an item or manipulating it.
Bad Sight (Physical) all checks against Perception (either) involving sight are at DR Extreme
Bad Smell (Physical) As for bad sight, but when using scent
Bad Temper (Spiritual) Persona has a tendency to go off the edge when stressed. Make a check against SMPow at DR Difficult to avoid losing his temper.
Beardless: (Physical): Has no beard. Or any other body hair
Berserk (Spiritual) Lashes out violently in times of stress, or when he decides to.
Bestial (Spiritual) Unless a check against SPPow is made at DR Hard the subject treats others in a fell and bestial manner.
Blindness (Physical) Has no sight.
Bloodlust (Spiritual) Upon failingt an SMPow Check at DR Difficult Persona will seek to slake a mindless thirst for blood by ingesting ichor flowing from wounds.
Bloodthirst (Physical) Is hungry for blood, and may require it.
Bowlegged (Physical) has a wide stance, with the knees spread out to the sides of the hips and feet.
Broad-Minded (Spiritual) Tends to see the ways of others, and to embrace different ways of thinking. Has trouble understanding why others may disagree.
Bully (Spiritual) Has a tendency to treat others poorly, and to belittle others.
Callous (Spiritual) Cold and cruel. Unable to understand what others feel.
Cannot Harm Innocents (Spiritual) Cannot hurt those seen as innocent.
Cannot Learn (Mental) This Persona needs to make a check against MMPow and expend five times the usual number of APs to gain a point of STEEP. If the check fails the AP are lost with no improvement.
Cannot Swim (Physical) Can’t even float. Persona sinks thanks to a density greater than water.
Capricious (Spiritual) Should a check against SMPow at DR Difficult fail the Persona will engage in willful and impromptou behavior.
Careful (Spiritual) Takes caution to an extreme.
Charitable (Spiritual) Takes charity to an extreme, donating things he may have need of.
Chauvinistic (Spiritual) Excessively love of country. A form of fanaticism. Persona will not see anything wrong with his native land or adopted country.
Chronic Depression (Spiritual) Always down and gloomy. Even with encouragement the Persona will decline to make an effort, and often lets things slide.
Chummy (Spiritual) Takes friendliness to an extreme. Always seeking benefit from others, unreliable, and has a tendency to forget those who helped them.
Cleft Lip (Physical) Has a split in the upper lip which interferes with speaking. All verbal communication is at 2 DR worse.
Clueless (Spiritual) Has no idea as to what’s going on; tends to take such as experts and authorities at their word, despite any evidence that expert hasn’t the foggiest idea what he saying.
Code of Honor (Spiritual) Does what’s right according to his code. Inflexible, inconsiderate.
Cold-Blooded (Physical) Poikilothermia, a condition in which the Persona must use outside sources to maintain his body temperature. Suffers increased damage from cold, between double to four times the amount. Become lethargic and falls into a stupor thanks to cold, or excessive heat.
Combat Paralysis (Spiritual) Freezes in peril, not just in combat. Make a check against SMPow at DR Routine or be unable to act until prodded.
Compulsive Behavior (Spiritual) Make a check against SMPow at DR Routine or be compelled to behave in a manner harmful to himself regarding a subject. Various types of compulsion include:
- Affection for...
Confused (Spiritual) Has trouble making up his mind, unless a check against SMPow at DR Hard is made. May do things contrary to good sense.
Congenial (Spiritual) Tends to be overly friendly to others, often seeks companionship in the oddest places and with the oddest people. Must make check against SMPow at DR Hard.
Cowardice (Spiritual): Make check against SMPow at DR Routine or seek refuge from danger and perilous situations.
Curious (Spiritual): has a need to investigate even when discretion would dictate otherwise.
Curse,The (Spiritual: The Persona is afflicted with a malediction that not only profoundly impacts him, but the world around him. Wherever he is things happen that cause harm not only to him, but to others as well.
Cursed (Spiritual): Is afflicted by a malediction, or plain bad luck
Delicate Metabolism (Physical) A weak stomach, unable to handle certain foods, or certain situations.
Delusions (Spiritual): Believes things which are not so, beliefs which impact his behavior and his relationships.
Dependency (Spiritual): Has a need which must be met, or suffer the consequences thereof.
DependentA (Social): Is reliant on some one, and requires another to see to his needs.
Dependent (Social): Has some one who needs him to satisfy his needs. A child, a slave, or an employee for example.
Destiny (Arcane): Has a future which may happen, and which will affect the course of this life. A bad destiny is usually known as a a “dark fate”.
Devout Buddhist (Spiritual): Persona follows the teachings of a bhoddisvata to the best of his ability
Disciplines of Faith (Spiritual): Follows strictures and disciplines from his faith to the bst of his ability, thus gaining a +1 to DR where tests of discipline and dedication are concerned
Disowned (Social): Persona has been disinherited and has no claim on his family’s wealth, goods, inheritance, support, or even name in many cases.
Distractible (Spiritual): Easily led astray. Roll against SPPow at DR Difficult.
Disturbing Voice (Spiritual) Persona has a voice which tends to bother, even frighten people. Make a check against SPPow are be disturbed according to situation.
Divine Curse (Spiritual) Victim of a malediction inflicted by a divinity. Should be appropriate to situation and Persona
Dread (Spiritual) A constant state of fear and anxiety in which the Persona is unable to perform to any degree greater than inadequately. A minus 3 to all DRs.
Dreamer (Spiritual) Persona has a tendency to fall into a state of state of separation from what is going on around him. All Perceptin checks are at -2 DR.
Dull (Spiritual) Persona just doesn’t get it, regardless of how well a matter is explained.
Dulled Nose (Physical) All checks of perception are at -2 DR so long as they involve scent or taste.
Duties (Social) Has tasks to be performed
Duty (Involuntary) (Social) Has imposed obligations.
Dwarfism (Physical) Stunted growth. May be well proportioned, or ill proportioned. Never over 4” 6” in height.
Dying Race (Social) Member of a people who are dying out
Dyslexia (Mental): Has a tendency to confuse symbols, transpose them, or misinterpret them.
Especially troublesome when the Persona is tired and unable to focus. Depending on severity readying a document can to up to 5 times as long, and comprehension of the text suffers a penalty of -3 to DR.
Easy to Read (Spiritual) Others have a +2 to DR when assessing the Persona
Edgy (Spiritual) Constantly tense and nervous. Has a tendency to lash out, losing his temper and acting aggressively. In situations where stress plays a role player must succeed in a role against Spiritual Psychic Power at Dr Difficult. Yogis may do this at DR Hard or better.
Eerie Presence (Spiritual) You make people uncomfortable. Each persona interacted with must make a child at SMP at DR Routine.
Enemy (Social) Somebody doesn’t like your persona and seeks to cause harm upon him. Enemy is known.
Enemy (Unknown) (Spiritual) As above, but the enemy is unknown, and may even be among those the Persona trusts, or even admires.
Epilepsy: (Physical) Persona suffers from brain storms which make it impossible for him to speak, make voluntary motions, and may cause him to shudder, shake, and twitch. Standing in the first place becomes impossible.
Eunuch (Physical) Persona has bee snipped and know lacks at least his testes, sometimes his phallas, and very often both. Depending on when he was snipped he may lack signs of physical development that usually occurs during or after puberty. Only men can have the eunuch quirk.
Evil Twin (Spiritual) Has a brother or sister who has a fell reputation and a bad attitude. When a Persona is killed or is otherwise eliminated from play, the evil twin may be introduced as a replacement HP. Intraparty fighting, backstabbing, and intrigue usualy follows.
Excommunicated (Spiritual) Banned from contact of any sort with his faith. May not gain the benefit of any religious casting, though any bane laid on by a casting still applies. Note that the excommunication applies regardless of the deity petition, because the gods and goddesses have an agreement to observe all excommunications regardless of a deity’s ethos. There are rare exception.
Extra Sleep (Physical) Persona needs another two or three extra hours of sleep. Any less sleep and he suffers the effect of Physical Wound Level automatically.
Extravagance (Spiritual) Persona flaunts his money, spends lavishly, and will seek to impress or overawe others with his dress and possessions. Cash on hand and monthly income is always at 10% of normal for his SEC. At least 90% of all moneys earned during an adventure must go towards equipment, garb, animals, servants and assistants, and property of an impressive sort.
Fanaticism (Spiritual) (Note: All fanaticism is extreme) Persona has beliefs he defends to the death, though such beliefs are surprisingly easy to challenge so long as the challenger does not give the fanatic an opportunity to resist.
Extremely Hazardous Duty (Social) Is expected to perform deeds of great risk thanks to his Vocation, his reputation, or even his ancestry.
Fanaticism (Spiritual) Professes an extreme belief in something he is afraid to have challenged.
Fat (Physical) Overweight by at least 10%. The extra body has no appreciable effect on Physical Trait, and usually reduces Fatigue by the same percentagge the Persona is fat.
Flashbacks (Mental) Has sudden occasions where a previous event is relieved in full detail. May be a vision, may be a taste or smell. Very often the memory has many components. Often the victim will see the events as happening right then and there and react accordingly.
Fragile(Physical) Takes double damage from all causes.
Frightens Animals (Spiritual) Has an appears that provokes flight or alsault depending on the personality of the anima, unless a SPP check at DR Very Hard is made.
Gesa Variable (Spiritual) Persona is under a compulsion to fulfill certain conditions.
Gigan (Physical) Of greater size than usual, but not overweight technically speaking. Adjust PTrait according.
Glory Hound (Spiritual) Has to be the center of attention.,
Gluttony (Spiritual) Is hungry to things, usually food. Will over eat and make himself sick.
Greed (Spiritual) A variant of Gluttony in that the Persona is always in want of what others have, and insists on having more than what he really needs.
Gregarious (Spiritual) Excessively friend and gullible.
Guilt Complex (Spiritual) Convinced he has done something wrong and must do something drastic to atone for it.
Gullibility (Spiritual) Prone to believe others regardless of circumstances
Hairless (Physical) Has no hair on any part of the body.
Hard of Hearing (Physical) Suffers a -2 on DR for any Perception use involving hearing.
Hemophilia (Physical) Even the slightest of wounds will keep on bleeding unless healed in some fashion. Internal bleeding is often a problem, and bleeding in the joints can lead to crippling swelling. Whatever Physical damage was done to a Persona, will be inflicted again in the next CT, continuing on thus until the bleeding is stopped by some means, or death occurs.
Hidebound (Spiritual) Conservative in the extreme, even when his avowed political philosophy is of a liberal bent. Things must be a certain way and cannot be changed.
Hive Mentality (Spiritual) Has a need to work in groups, and tends to follow any consensus reached.
Hobgoblin (Spiritual) Tends to be very helpful, though most people distrust him for some reason.
Honesty (Spiritual) Honest to a fault, especially in those circumstances where honesty cant get him hurt.
Horrible Hangovers (Physical) Wakes up from an alcohol induced coma with horrific headaches, queasy stomach, aches and pains, and clumsiness. Well only recover after a few hours of rest, and some food. Treat as stunned until recovery is complete.
Human Face (Physical) Has a face that looks human. Only applies to those non-humans in the setting. Errors in identification are to be expected
Humble (Spiritual) Has an exaggerated sense of his own importance.
Hunchback (Physical) Spine has grown so it is longer than his torso. As a result the Persona will have a hunched over back, and often has problems with breathing, eating, lifting, and endurance.
Ignorance (Mental) Does not know a subject or subjects. Often the mark of a lack of education, or a poor education. Quite often a sign the Persona does not appreciate his lack.
Illiteracy (Mental) Being unable to read in a language he can speak.
Imaginative (Spiritual) Having an overactive imagination, prone to fantasizing.
Impulsiveness (Spiritual) Prone to acting out without forethought.
Incompetence (Spiritual) Not as skiled as he thinks he is. Usually has a -15 ti STEEP, or a -1 to DR depending on which is worse.
Inconvenient Size (Physical) Always the wrong size for the situation.
Incurious (Spiritual) Has no inerest in anything Double the cost of any improvement.
Indecisive (Spiritual) Not interested in anything. Unable to make a decision.
Inhuman Feature (Physical) Has a feature, usually facial, not usually found on humans. Horns, gillls, a third set of limbs for instance
Innumerate (Spiritual) Unable to undeerstand numbers or quantities
Insomniac (Physical) Has a hard time falling asleep, and has a tendency to awaken in the middle of sleep. As a result tends to heal damage at half the usual rate, and to regain heka at half rate as well.
Intolerance (Racial) (Spiritual) Dislikes or despises people of anothyer race. Has a bad reaction to such people, and tends to get a bad reaction from them as well. A Bantu farmer concerning pygmies for example
Intolerance (Physical) (Physical) Has a bad reachtion to a substance such as a plant, a dander, or an insect sting. If systematic it is called an allergy. If localized it is an intolerance
Intolerance: (Spiritual) (Spiritual) A strong dislike for anything of a certain type, or out of the ordinary.
Jealousy (Spiritual) Extreme envy regarding the relationship between others, on of hope is seen by the persona as his possession
Jinxed (Spiritual) Under the permanent influence or some spirit’s joss.
Karmic Ties (Spiritual) Has ties, alliances, and obligations or a spiritual nature with others. Mostly having to do with actions undertaken by the persona
Killjoy (Spiritual) Has no sense of humor, and a talent for ruining the good times of oothers
Kleptomania (Spiriutal) Under a compulsion to steal, regardless of the value of the item, the cost of the theft, or the circumstances surrounding the heist.
Klutz (Physical) Extraordinarily clumsy. All actions involving dexterity, grace, or agility (among others) starts out with a DR of very difficult.
Lame (Physical) All actions involving movement performed at -1 dr, and walking etc. suffers a 25% to 75% reduction. Running is impossible, and trotting is always at half speed.
Laziness (Spiritual) Persona finds it hard to get motivated to do anything
Lecherousness (Spiritual) Ever ready to use another in a sexual manner, with no consideration for their desires.
Lifebane (Spiritul) Something about the persona tends to leech away life and vitality from the environment around him. At best trait loss at at half the usual rate. At worst others may lose trait at their usual rate for regaining it.
Light Sleeper (Physical) Is awoken easily. Usually at a dr 2 better than normal.
Lives on Campus (Social) Lives in a community housing a population engaged in learning, religion, a cause, or the military. Often restricted to that campus for a length of time.
Loner (Spiritual) Stays be himself and rarely, if ever, interacts with others. Has a -2 to DR for all uses of Etiquette/Social Graces.
Lover’s Distraction (Spiritual) Tends to be easily distracted by the person the persona is most fond of.
Low Empathy (Spiritual) Has trouble understanding the emotions and motivavations of others.
Low Pain Threshold (Spiritual) Physical wound level is at 50% of PTrait, and critical level is at 80%
Low Self Image (Spiritual) Thinks of himself as worthless and incapable. Tends to sabotage his own efforts.
Lunacy (Spiritual) A manic state in which the persona is hyperactive, with racing thoughts, random ideation, and grandious delusions.
Magic Susceptibility -3/level 98
Manic-Depressive -20 92
Megalomania -10 B34
Migraine -5 to -20 82
Miserliness -10 B34
Missing Digit -2/-5 82
Mistaken Identity -5 78
Motion Sickness -10 82
Mundane Background -10 98
Murder Addiction -60 98
Musk -5 WTA62
Mute -25 B29
Nanomorphics Variable RO71
Nervous Stomach -1 79
Night Blindness -10 82
Nightmares -5 92
No Body Heat -5 99
No Depth Perception -10 82, U23
No Faz -10 HU39
No Fine Manipulators -30 103, U22
No Insurance -100 IOU23
No Jack -10 U23
No Manipulators -50 103, U22
No Natural Healing -20 103
No Physical Body -100 83
No Reflection -10 103, VC20
No Sense of Humor -10 92
No Sense of Smell/Taste -5 B29
No Shadow -10 103
Nocturnal -10 103
Non-Iconographic -10 92, CW22
Nosy -1 92
Name Cost Page Reference
Obdurate -10 92
Oblivious -3 92
Obnoxious Drunk -1 80
Obsession -5 to -15 93
Odious Personal Habits -5 to -15 B26
On the Edge -15 93
One Arm -20 B29
One Eye -15 B29
One Fine Manipulator -15 103, U22
One Hand -15 B29
Overconfidence -10 B34
Overweight -5 B29
Pacifism -15/-30 B35, SU17
Pallor -10/-5 103
Pangs of Macha -10 CM56
Paranoia -10 B35
Parasite -15/-30 103, FF37
Parthenomania -10/-20 93
Personal Curse Variable VC22
Personality Change -1 80
Phobias Variable B35, 93
Planetbound Variable 103
Post-Combat Shakes -5 93
Poverty Variable B16
Prefrontal Lobotomy -15 93
Presentient -20 103
Primitive -5/TL B26
Probationary Personality -5 U23
Proud -1 93
Pyromania -5 B36
Quadriplegic -50 83
Quirks -1 B41
Reclusive -10 93
Reduced Gnosis -8/level WTA63
Reduced Hit Points -5/level 83, U24
Reduced Humanity -5/level VTM69
Reduced Manual Dexterity -3/level 83, U22
Reduced Move -5/level 103, U24
Reduced Rage -4/level WTA63
Reprogrammable Duty -25 104
Reputation Variable B17
Responsive -1 93
Restricted Reproduction Variable U24
Robotics Variable RO9
Sadism -15 B36
Scalped -5 84
Secret Variable 78
Secret Identity Variable 79, SU20
Self-Centered -10 94
Self-Destruct -20 104, RO80
Selfish -5 94
Selfless -10 94
Semi-Literacy 0 or -5 94
Semi-Upright -5 104, U20
Sense of Duty -5 to -20 B39
Sessile -50 104, FF37
Shadow Form -20 104
Shamanic Initiation -10 FII51
Shinto Priest -5 89, J30
Short Arms -10 104
Short Attention Span -10 94, U36
Short Lifespan -10/level 104
Shrinking Variable 104
Shyness -5 to -15 B37
Skinny -5 B29
Slave Mentality -40 94, FF37
Sleepwalker -5 84
Sleepy Drinker -1 80
Sleepy Variable 104, FF37
Slow Eater -10 104
Slow Healing -5/level 104
Slow Metabolism -60/level 104, FF37
Social Disease -5 84
Social Stigma -5 to -20 B27
Solipsist -10 94
Space Sickness -10 84
Split Personality -10/-15 B37
Staid -1 94
Status -5/level B18
186 a p p e n d i c e s
Name Cost Page Reference
Sterile -3 84
Stress Atavism Variable 105, U24
Stubbornness -5 B37
Stuttering -10 B29
Subjugation -20 105, FF38
Sundeath -40 VTM64
Supersensitive -2/level 99
Susceptibility to Poison -5 84
Taint of Corruption -5 VC23
Telepathic Addiction -10/-20 99
Terminally Ill Variable 84
Timesickness Variable 84
Tourette’s Syndrome Variable 85
Trademark Variable 94
Trickster -15 94
Truthfulness -5 B37
Uncongenial -1 94
Uncontrolled Change Variable 105
Undiscriminating -1 94
Uneducated -5 79, U25
Unfit -5 85
Unhealing -20/-30 106, FF38
Name Cost Page Reference
Unique -5 99
Unliving -50 100, FF38
Unluckiness -10 B37
Unnatural Feature -5 85
Unpredictable Change Variable BE94
Untrained Shape-Changing -15 100
Unusual Biochemistry -5 106
Vampiric Dependency -50 106
Very Unfit -15 85
Voices -5 to -15 94, VO56
Vow Variable B37
Vulnerability Variable 106
Weak Immune System -30 85
Weak Will -8/level B37
Weakness Variable 106, SU49
Weirdness Magnet -15 100
Workaholic -5 95
Wyrd Variable 35
Xenophilia -5/-15 95
Xenophobia -15 B36, U35
Yin-Yang Imbalance -5/-10 100
Youth -2/level B29
Good Memory: Persona has a two DR advantage when learning or memorizing something.
Poor Memory: Persona has a two DR disadvantage when learning or memorizing something.
Knack: Persona gains a +10 in STEEP to any K/S Area he learns.
Limber: A 2 DR advantage when using such as Acrobatics or Escape.
Stiff: A 2 DR disadvantage when using Acrobatics or Escape among others.
Stout: +1 to PTrait, at least 20% heavier
Lean: -1 to PTrait, at least 20% lighter.
Pleasing Personality: Persona has an inner beauty of 1d3 points added to his physical attractiveness.
Waif: Appears 1d3 age levels younger
Short: Smaller than usual.
Taller: Bigger than usual
Patient: Able to tolerate behaviors and situations most others can’t
Impatient; Unable to tolerate behaviors and situations most others can
Networker: Has 1d3 extra connections, and a knack for making new friends wherever he goes.
Loner: Has 1d3 fewer connections. Finds it hard to make friends.
SEC related Quirks