Every character in Break!! has a quirk, which is -
You know what? Lets just get the exact bit from the actual book:
- Part 5: Quirk - What is odd about you? A Quirk is a specific eccentrism or quality that grants a character a small benefit and a corresponding weakness.
(The above excerpt is from the character creation outline, which I think came out pretty nicely.)
As you probably guessed, this is only one of the Quirk Charts. Immortal characters have a separate one filled with fairy tale nonsense and mechanical characters have one with odd parts and unique computer systems.
Table 4A: Mortal Character Quirks (Human, Chib, Bruun, Rai-Neko, Promethean and Tenebrate)
You’re a robust specimen; muscular, fat, or bulky in some other way.
An ample body ensures that you can take a bit more punishment, but it can make it difficult to move around.
Something about you has made it easier for you to do grievous harm when you fight. A traumatic past, psychotic nihilism or a simple desire to inflict pain could be the culprits.
Years of staring at open tomes with little light has strained your eyes, meaning you need glasses to see. You begin play with a well worn pair and benefits of being well read.
You are childlike, appealing, precocious or any combination of the above. This makes you disarming and easy to agree with, but also considerably less threatening.
Jittery, skittish, paranoid - whatever the cause, you’re always on the lookout for some hidden danger or threat. This means you often spot potential enemies without fail. It also means you let everyone in the area know that you have, suddenly and very loudly.
You are well read and you make sure everyone knows it. Your extensive knowledge and attention to detail comes in handy, but it also means you are dull, or worse, a know it all.
You are the naturally strong sort, able to prevail in contests of physical prowess even if not in the best condition. You can be a bit to strong for your own good at times.
You have various bits and bobs on your person and manage to keep track of all of them. You’re either a magpie or a macgyver, and while everyone is pleased when you have just the right tool on hand, no one is happy when you trip.
Choose another character in the party; this is someone you want to protect for whatever reason. You are generally rather fussy and even parental around them.
You are almost too smart for your own good, noticing things others don’t and out thinking your peers. The excitement of your discoveries often overrides your better judgement.
Your voice is clear, your intent made obvious by tone and body language even if you’re attempting subterfuge.
You carry yourself in a way that suggests misanthropy or evil, even if you don’t exhibit such traits. You may dress in a lot of black or have shifty eyes.
A guileless smile and soothing voice makes you appear innocent and saintly, regardless of whether this is true or not.
You simply aren’t interesting in the slightest. You are difficult to notice, easy to forget and altogether unremarkable.
Every adventurer seeks some wealth, but you’re a bit more obsessed than most. This single mindedness makes you good at pinching every penny, but it doesn’t always allow for the best judgement.
The world is a dangerous but amazing place and you want to see it all. Unless restrained or adequately scolded, you will haphazardly poke around any place you can.
A lifetime of gourmandism (or gluttony, if one is feeling rude) has increased your appetite exponentially and your love of eating can invigorate you.
Your sense of style and inborn panache means you always can find the cutting edge of fashion - or make it yourself, when required.
You're lean, scrawny, or otherwise lacking in substance. This has made you light on your feet but disturbingly easy to break.
You’ve been through a lot and it’s made you tough. Your healthy constitution borders on inhuman, but it’s made you a bit less cautious than you should be.
You are in a bad mood all the time. Your gloomy disposition will not relent for anything, may it be mirth, romance or extreme peril.
Your skin is greyish and cold, you’re eyes a bright sanguine. The living are wary of you, the walking dead find you abhorrent.
There is something inherently magical about you. You have a single opaque eye, an odd sigil on your hand that glows or some other clearly supernatural trait.
You’re bit too dense to know when you’re hurt or even when to stop. You also have a bit of a bad habit of letting people around you know you don’t understand something, which is often.
There is something about you that makes you especially likeable or pleasant to be around; it may be physical beauty, a powerful voice or an honest, forthright manner.
You were born with an unsettling physical trait (entirely hairless, odd colored eyes, strangely long fingers, etc) and the ability to question the recently dead.
You are significantly younger than the average adventurer, likely barely in your teens.
If enough time passes in game for your character to reach adulthood, you may remove both bonus and penalties to represent physical maturation.
Note: Characters who belong to a small species (such as Chibs) gain the Adorable trait instead. (result 14 on this chart)
You are watched and perhaps favored by various cosmic forces, for better or worse.
A traumatic incident has left you with a nagging injury or painful scar. This could be be anything from a gash on your chest to something as severe as a missing eye or finger.
You have an eerie knack for avoiding peril. Something always seems to warn you before hand, such as a buzzing in your ears or a twitch of the nose.
You’ve been able to speak with animals since you were small. Though they tend to be a bit simple minded, they provide an undeniably useful perspective to certain areas.
You are tall and long limbed, possibly very thin as well.
You are much older than your peers or simply worn down thanks to years of struggle or hardship. While no longer in your physical prime, the usefulness of your experience is obvious.
There is some great destiny in store for you (or so it is said) and you have been granted a guardian to help make sure you fulfill it.