Monday, 29 June 2015
Thursday, 25 June 2015
Weapon and Armour Layouts
Weapons and armor will be split into broad categories. Everything within a set category (e.g Light Armor or Quick Weapon) will have similar properties. This allows plenty of scope for players to invent their own armor/weapons. A few examples of each type will be given for flavour.
Here are the early concepts for armor and weapons. Should I have characters wearing the armour like the original design? I had removed the 'model' because I wanted you to imagine your character in them (and to be consistent with weapon presentation)... but possibly the page has lost a little fun. Characters also allow me to bring back some variety in the poses. However, I do like the catalog feels of the new presentation. What do you think?
Here are the early concepts for armor and weapons. Should I have characters wearing the armour like the original design? I had removed the 'model' because I wanted you to imagine your character in them (and to be consistent with weapon presentation)... but possibly the page has lost a little fun. Characters also allow me to bring back some variety in the poses. However, I do like the catalog feels of the new presentation. What do you think?Friday, 12 June 2015
A Combat Survival Guide for the Martially Unready
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| Wumble |
Yeah, mainly the fact that a lot of you are dying before you make it halfway through your second adventure.
She speaks tersely but honestly, I'm afraid. And at the heart of the issue is the fact that many dungeoneers and explorers approach conflict from an entirely erroneous angle.
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| Dara |
Again, harsh but true. Fret not, however! Tender greenhorn you may be, we can still gird you with something much sturdier than any shield or breastplate!
Don't oversell things, Wumble.
Oh come now, these are good! I like to call them:
The Meddling Chib's Combat Survival Guide for the Martially Unready!
1) Always bring some candy!
- The best fights are the ones that never happen! Nothing calms down an angry adversary like some Chib Toffees. Also, they will be way less likely to eat you if their mouths are sticking together a bit.
2) Assists are your friend!
- So maybe your not the best shot. Maybe your sword arm is a bit noodly. You can still back up your more fight-inclined buddies with the Assault Assist action! Be careful with this one though, it does mean you might still be in stomping range.
3) A well stocked inventory is your arsenal!
- Just like a Warrior has to bring the right weapon to battle, you have to make sure you have the right stuff to make a difference. Flame Grenades for Ice Beasts, Star Gem light to ward of Spirits and maybe a bit of Shadow Stuff if you find yourself on the wrong side of a Deva. Oh, and you can never go wrong with some Healing Potions!
4) Pride is for the stabby!
- Look, Brave Dame Whats-Her-Name has plenty to prove, but you don't! Hide, play dirty, beg, do what you need to do to keep yourself around. If all else fails, run as fast as your feet allow. Just keep the last step in mind...
5) Don't leave anyone behind if you can help it!
- So this may sound like it counters the last one, but it doesn't, I swear. When all your clever plans fall apart or when all your cool stuff fails you, what's going to save your butt? Your buddies. You know who may need to take a hit to make sure they are around to do that? You guessed it. Suck it up, buttercup.
Before Wumble-Bumble takes all the credit, I have to say #2 and #4 are mine. But he's not as good a shot as I am so he needed to make up more~
AHEM. Anyway! These should keep you alive long enough to keep make it to Rank 2. If not - well, you won't be around to yell at me for it, now will you?
Thursday, 11 June 2015
Equipment - Layout
Thoughts...
Had tried illustrating the object in isolation but felt this wasted a world building opportunity so opted to put the objects in context.
- Using a three column grid for equipment for a denser texture.
- Have experimented with a icon system for coins, stones, gems but felt messy (I still want to get this to work!).
- Inventory slot system needs definition.
- Rules/mechanics elsewhere in the rulebook are visually differentiated (in a grey box) but feels like overkill here. Not happy with the inconsistency that creates. Might revisit.
- Item types to cater for: Unique items (Torch), Items with multiple options/levels but are mechanical identical (Tome), Categories s that suggest a list of examples but allows the GM to add items of a similar ilk (Adventuring Gear)
Had tried illustrating the object in isolation but felt this wasted a world building opportunity so opted to put the objects in context.
Monday, 8 June 2015
Sunday, 7 June 2015
Champions - "HA-HA!"
So a couple of months ago Break!! had something of a massive paradigm shift - I abandoned the idea of isolated Spell Paths and decided that specialized Callings with unique Abilities were the way to go for this game. I liked it because it meant every character type was packed full of flavor as well as options. There was no generic "wizard" that got stronger every time I decided I wanted to make a new sort of magic.
Of course, this rippled into the non-magic using Callings I'd already written up. They had been designed to cover a wide spectrum: The Warrior could be a berserker or an archer, the Specialist a pick pocket or blacksmith. This is all well and good when all your character types are broad like that, but frankly it made them seem really boring in comparison with the new caster types.
So after much consideration - and a bit of grousing - we opted to split those two generalized Callings in half to make four distinct ones. Rather than base them entirely within the mechanics, I figured it'd be more fun to build them around themes and play style.
So no longer are there Warriors and Specialists. Now there are Champions, Raiders, Factotums and Sneaks. Today I am going to talk about that first one.
Champions are all about the application of power and force. They are extremely lateral - if given the options of "over" or "under" they will choose "through". At their best they are brave stalwarts who stay their hand until absolutely necessary, at worst they are sadistic bullies who revel in their might.
Of course, this rippled into the non-magic using Callings I'd already written up. They had been designed to cover a wide spectrum: The Warrior could be a berserker or an archer, the Specialist a pick pocket or blacksmith. This is all well and good when all your character types are broad like that, but frankly it made them seem really boring in comparison with the new caster types.
So after much consideration - and a bit of grousing - we opted to split those two generalized Callings in half to make four distinct ones. Rather than base them entirely within the mechanics, I figured it'd be more fun to build them around themes and play style.
So no longer are there Warriors and Specialists. Now there are Champions, Raiders, Factotums and Sneaks. Today I am going to talk about that first one.
Champions are all about the application of power and force. They are extremely lateral - if given the options of "over" or "under" they will choose "through". At their best they are brave stalwarts who stay their hand until absolutely necessary, at worst they are sadistic bullies who revel in their might.
- Champions are the best fighters in Break!! - no one hits harder or better than they do.
- Armor is awesome. So is not having Armor, if you wanna give that a go.
- No weapons is beyond their ken! Buster Swords? No Sweat! Combo Weapons? Piece of Cake! Techno Relics? OK, they'll need a bit for that one.
- Besides being masters of combat, Champions make great leaders, orators, and...butchers?
A few inspirations for the Champion from the realm of fiction: Guts from Berserk, Red Sonja from Gail Simone's run on the comic, Corum from The Chronicles of Corum, Caim from Drakengard.
I leave you with this relevant clip from Yotube.
Character Sheet - 2nd pass
Wow! It's been nearly a year since I last looked at the BREAK!! character sheet. The system is still maturing but mechanics are stabilising so I thought I'd have another look at them.
Random thoughts on character sheets
Aptitude experiments
Calling ability sheet
Anyway, more dev needed...
Random thoughts on character sheets
- Is a brand opportunity. Does it represent the the game verbally and visually. Take design cues from rulebook (circles, icons, fonts)
- Complexity/Rigidity vs. Simplicity/Flexibility. Initial reaction is that clean sheet with white boxes where you can sy anything is the way to go BUT its not fun to fill in (uncertainty) and doesn't help you understand the mechanics. So...
- Should tightly match the mechanics. Leave no ambiguity in terms of where put data and have enough room a worst case scenarios (a fully encumbered Rank 10 Champion)
- Personalisation. I've (inconsistently) used first person on sheet. I can... My name is... (Is this annoying or engaging?) Does it help you understand. Abstracted simple labels don't inspire.
- I also like piclists/tags for things like name, personality. They give ideas (not on this version!)
- Profile pics. Creative types happy to draw amazing bespoke characters sheets from scratch what about those that cant!? Faded (easily ignored) face template to trace over customise. Could provide a set for gender/species!
- Colour can add 'fun' also useful for information design. This design easily put in black and white!
- Need continuation sheet for adventure log, experience points, followers (coming soon)
- Ability sheets for callings - Writing down ability names and benefits is a drag and time consuming. Just tick a box on a separate sheet (if not certain the information that is written succinct so it is quick/fits). See below.
- Character Sheet PDF download to include creation funnel, filling in help and core stats. No use of rulebook minimised (Thanks Scrap Princess)
- I left a central margin as I was thinking about a multi-leaf folded character sheet. I kinda like that notion but may get dropped, is not that practical.
- Digital character creation is something I am keen to explore. Your characters on your smart phone!
- A blank piece of paper is still a good option!
Aptitude experiments
- Give examples of checks related to this Aptitude to help player. (smash, crush, lift).
- Rather than just have Trait (aptitude bonus) as +1 use words (feeble, strong). Your actually supposed to come up with your own (second option)
- Bar chart fun or a chore to fill in?
Calling ability sheet
- All the options are here. Just tick a box rather than jam the information into a tiny text area.
- Also Rey... I subbed this down hard to fit.
Anyway, more dev needed...
Wednesday, 20 May 2015
The Battlefield: Areas & Conditions (Layout ideas)
Layout talking about 2 key concepts of a 'Battlefield': Areas (physical spaces) and Conditions (environmental effects)
Note: Copy is early draft (and has already changed/improved)
Note: Copy is early draft (and has already changed/improved)
Monday, 11 May 2015
Two human species.... Wha!?
Monday, 4 May 2015
Updated Calling table
Bit of a paradigm shift and update to the Callings. The basic idea is to tighten some broad fiction around various mechanical approaches to in-game solutions and responses to conflict.
That probably makes more sense in my head than on paper, but I really do think it's working better. What we have already done can be easily re-organized to fit these as well, so we aren't losing work.
Don't worry too much if something you liked from prior updates has vanished from the table. Most, if not all will get in the game in some capacity.For example, War-Mechanoids are now a Species instead of a Calling, and Rune Bladers should pop up again at a future date.
Oh, and here's a bit on "Types" before we get to the table.
Specialists - Callings that focus on constructive or circumventive skills.
Warriors - Callings that focus on martial ability and force.
Casters - Callings that focus an a broad form of Magic.
Gestalts - Callings that combine a specific sort of magic with martial ability or other skills.
Genus - Callings that represent both a specific species and suite of abilities.
Calling
d10 Result
|
Calling
|
Type
|
Description
|
1
|
Factotum
|
Specialist
|
Individuals who take mundane skills to an exceptional level (x.x).
|
2
|
Sneak
|
Specialist
|
Clever rogues who get by using stealth, acrobatics, and dirty tricks. (x.x)
|
3
|
Champion
|
Warrior
|
Valiant fighters who are at home in the thick of just about any conflict. (x.x)
|
4
|
Raider
|
Warrior
|
Warriors who find victory through speed and precision. (x.x)
|
5
|
Battle Princess
|
Gestalt
|
Wielders of Heart Magic and stalwart defenders of things they hold dear. (x.x)
|
6
|
Murder Princess
|
Gestalt
|
Avengers that use martial ability and Wrath Magic to destroy what they hate most. (x.x)
|
7
|
Sage
|
Caster
|
Learned researchers and practitioners of the magical art of Wizardry. (x.x)
|
8
|
Heretic
|
Caster
|
Acolytes of the Blasphemer’s Script, who call forth the forbidden and forsaken. (x.x)
|
9
|
Fairy
|
Genus*
|
Diminutive creatures born from magic, with abilities tied closely to harmony and fate. (x.x).
|
10
|
Immortal
|
Genus*
|
Earthbound godlings and other ageless humanoids with strange and terrible powers. (x.x).
|
Wednesday, 29 April 2015
Sage - Calling template
Each calling (character class) page will start with a page that currently looks like this. The aim is to communicate the essence of the calling as efficiently as possibly so gamers might quickly decide what to play.
The ensemble image expresses the breadth of character possibilities visually, followed by some short flavour text builds on this message and elaborates further.
Next comes a bulleted overview that succinctly lists: the callings strength, progression path, base aptitudes and combat gear allowance. Finally a description of the type gamer that might enjoy playing the calling.
What information do you want to know before choosing a character class for a new RPG? How do you decide?
Thursday, 23 April 2015
Home regions
Wistful dark
The land cloaked in shadow. Danger and beauty lie here in equal measure, from the radiant Kingdom of Shard to the blighted tundra of the Mana Wastes.
Blazing Garden
A world under the eye of Sol. A lush land filled with sprawling cities, grand ruins and deadly beasts.
Twilight Meridian
Seafaring is an inescapable part of life in this land half consumed by a tumultuous sea. It’s also a place of prosperous trade and rich, varied culture.
To come... Buried Kingdom
Thursday, 16 April 2015
Techorelics - Antagonists
The Technocracy of Gley created a menagerie of mechanical monsters. The once magnificent automatons wonder Outer World on redundant patrols or patiently sit as sentinels amongst the ruins of the ancient civilisation.
Wednesday, 15 April 2015
Humans - Three Great Empires
The 1st age belonged to the unshaped, the 2nd age to the Gods, and the 3rd to Humanity.
Three great Empires rose to prominence during this Aeon - while other nations came and went, it was these three that left the greatest mark, and it was with their destruction that the reign of humanity came to a close.
Three great Empires rose to prominence during this Aeon - while other nations came and went, it was these three that left the greatest mark, and it was with their destruction that the reign of humanity came to a close.
Akenia
Often thought of as a sundered country of deceit and betrayal, Akenia was a terribly dangerous place filled with
crazy zealots, dreadful monsters and a number of sublime places quite capable of killing you. However, none can deny the nations glittering achievements in architecture, the arts and pioneering advances in magitek.
Calian
The Dark Empire came to prominence primarily due to the use of strange magic, summoning and bio-sorcerous creations and grafts. Their empire is responsible for many of the strange and terrible creatures of the modern world. Also of note was that their ruling class were nearly always hommuculi, created by Dark Priests to be optimal rulers.
The Technocracy of Gley
Unlike its contemporaries, the people of Gley developed a contempt for magic based on philosophical views. Instead, they employed a form of pure technology that rivaled Akenian Magitech in potency.
(Just working out a 'styles' so I can be consistent when our adventurers discover a technorelic or a magitech artifact from one of these defunct societies)
REY - I cludged a few of your g+ comments and old posts for this. Happy to revise :-)
Wednesday, 8 April 2015
Tuesday, 7 April 2015
Antagonist Gallery, Part 1
Skelemen
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| Skeleman, Skelemaster, Skelemonarch |
They will occasionally attempt to tear the eyes and tongues from those they kill - it is said that grafting these things to their skulls grants them strange powers. Even more terrifying are those few that capture a living soul to empower themselves with unholy magic.
Mucks
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| Mini-muck, Muck, Multi-muck |
Mucks are capable of fusing together to create a much stronger creature. Quarrelsome by nature, they do not often willingly combine with one another. More likely is that one of their number was willful enough to bully the others into the act.
Krieger Hund
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| Mange Pup, Mange Marauder |
An ancient prophecy popular among the Krieger Hunds makes mention of an insidious race of bipedal felines coming from the sky and bringing doom to the world. As a result, they have a near universal dislike of the Rai-Neko.
Wednesday, 4 March 2015
Warrior abilities, first six (now eighteen!) illustrations
Here we have: Whirlwind strike, Galvanizer, Indomitable, Faith in wind, Favored weapon, Left hand of life (right hand of death), Brute, Executioner, Radiant champion, Berserker, Untouchable sprinter, Void master, Giant killer, Roar of the spirit, Sentinel, Iron fist, Desperado, Uncanny strategist.
Sunday, 1 March 2015
A little sad, always brave; themes in Break!!
The rules of Break!! are intended to be helpful and encouraging. The easily shouted title is a deliberate choice - my hope is that everything about the game encourages creativity, action and energy. Even failure should be an invitation to try something new, especially if it is because said failure has radically altered the situation somehow.
This doesn't mean things always work or are always easy - the world of Break!! is as dangerous for the characters as they are to it. The setting is diverse and contrasting; while the Wistful Dark is gloomy and foreboding and the Blazing Garden is full of wonder and oddities, both are home to a villainous Status quo. The Outer World has seen several "Golden Ages" rot away or end with abrupt violence and those that have risen to power in the current age range from malevolent to troubled. The dark twists and corrupts those trapped within it, the Bright turns a blind eye to those that suffer under it's gaze.
While some of the occasionally adorable or amusing inhabitants of the world even a lot of it out, it still ends up being a little sad.
But that too is intentional - the point is that it's not meant to stay that way. The world is filled with danger because it's assumed that adventurers will brave it. It is a dark place, but not a hopeless one. There is beauty to be unearthed and hope to be spread. Even the most mercenary parties may dredge up something wonderful, or oust some terrible threat to the people so they can loot its ill-gotten horde.
The game is likely best summed up by several sketches of Mariah the Battle Princess, defiantly staring at some unseen evil with tears in her eyes. Sorrow is understandable, valor is a must.
This doesn't mean things always work or are always easy - the world of Break!! is as dangerous for the characters as they are to it. The setting is diverse and contrasting; while the Wistful Dark is gloomy and foreboding and the Blazing Garden is full of wonder and oddities, both are home to a villainous Status quo. The Outer World has seen several "Golden Ages" rot away or end with abrupt violence and those that have risen to power in the current age range from malevolent to troubled. The dark twists and corrupts those trapped within it, the Bright turns a blind eye to those that suffer under it's gaze.
While some of the occasionally adorable or amusing inhabitants of the world even a lot of it out, it still ends up being a little sad.
But that too is intentional - the point is that it's not meant to stay that way. The world is filled with danger because it's assumed that adventurers will brave it. It is a dark place, but not a hopeless one. There is beauty to be unearthed and hope to be spread. Even the most mercenary parties may dredge up something wonderful, or oust some terrible threat to the people so they can loot its ill-gotten horde.
The game is likely best summed up by several sketches of Mariah the Battle Princess, defiantly staring at some unseen evil with tears in her eyes. Sorrow is understandable, valor is a must.
Saturday, 21 February 2015
Quirk List(s) Revised
Since Grey is posting those awesome quirk pics, I figure it may do some good to actually post the list here. They have changed a bit from the last go around.
Mainly, these are separated into various categories and those categories are only available to certain species. Everything here is still be tested so, final product may vary, and all that.
Mainly, these are separated into various categories and those categories are only available to certain species. Everything here is still be tested so, final product may vary, and all that.
Physiology
You look different...
Applicable Species
Bruun, Chib, Dwarves, Elves, Goblins, Humans, Obake, Prometheans, Tenebrate
d10 Roll
Quirk Description
1
Girthsome
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.
-
You have one more Heart than a normal character of your rank, and gain a +1 to your Grit Aptitude.
-
Your Speed score moves down a category (usually normal to slow)
2
Nearsighted
Years of staring at open tomes with little light has strained your eyes, meaning you need glasses to see. You begin play with a pair of spectacles and benefits of being well read.
-
Your years of reading have paid off - you are granted an additional starting language of your choice and a +1 to your Insight Aptitude.
-
Without your glasses you suffer a Snag on all rolls while doing something dependent on your sight
3
Adorable
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.
-
You gain an Edge to Aura rolls when attempting to charm someone or convince them of your relative harmlessness
-
You incur a Snag to Aura rolls when attempting to intimidate or impress others
4
Dark Demeanor
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.
-
Other individuals will likely assume you are the wicked sort at first glance. Similarly inclined creatures will treat you as a potential ally.
-
Naturally, those inclined towards law, order and peace will distrust you, and may quickly blame you for misfortune or disaster. Both these impressions will stick unless proven otherwise.
5
Angelic Countenance
A guileless smile and soothing voice makes you appear innocent and saintly, regardless of whether this is true or not.
-
Benevolent individuals will likely assume you are good and kind at first glance. They will pass you over for blame and generally trust any assertions you make that are not completely ludicrous.
-
Criminals and other villains will assume you’re out to get them, and may decide to get rid of you before you can. Both of these assumptions remain unless you are witnessed acting in a manner counter to them.
6
Big Eater
A lifetime of gourmandism (or gluttony, if one is feeling rude) has increased your appetite exponentially and your love of eating can invigorate you.
-
Taking an action to inhale a days worth of rations in combat will restore one lost heart
-
You must eat twice as many rations in a day while travelling between overland locations.
7
Waifish
You're lean, scrawny, or otherwise lacking in substance. This has made you light on your feet but disturbingly easy to break.
-
Your speed moves up a step. (Usually Normal to Fast)
-
You have one less heart then a normal character of your rank
8
Grasping Tresses
Your hair is extremely long (often down to your feet!) and often writhing like a living creature. It can collect, reach, grab and even strike at things, but it often has a mind of it’s own.
-
Your hair may act as an additional set of arms to grab, manipulate and attack. These actions are mechanically identical to ones you would make with your limbs.
-
While this does not grant you additional actions in a combat round, it does allow for certain things that would normally be impossible (climbing a ladder with your hair while striking with a hand held weapon, for example.)
-
Your locks have a tendency to move about inconveniently and trip you up. You have a Snag on any Deftness or Might rolls involving extensive or careful use of your legs.
9
Commanding
There is something about you that draws people to you; it may be physical beauty, a powerful voice or an honest face.
-
You receive an Edge when attempting to recruit an adversary or NPC. You may also have two dedicated followers as opposed to just one.
-
You occasionally will receive attention and loyalty you were not seeking out - if you spend a week or more in a populated area you’ve never been in before, you must roll a d6. On a roll of 1, a humorously undesirable and inept NPC pledges their undying devotion to you. This person does not count against the total amount of followers you can have at any one time, though they will jealously try to prevent you from recruiting anyone else.
10
Lanky
You are tall and long limbed, possibly very thin as well.
-
Any melee weapon that is standard sized or larger gains the properties of a Reach weapon when wielded by you. This is in addition to any other bonuses from it’s existing type.
-
This ability does not stack with Tangle or Reach weapons
-
Your lengthy frame makes you easier to hit, giving you a -1 penalty to your Defense
11
Winged
You have large, feathered wings that are either white or black. While you cannot soar, they still allow you to reach heights others can only dream of. People bearing such wings are often rumored to be descended from Asura or Deva and their treatment varies widely from place to place.
-
You are capable of a form of Supernatural Leaping and may avoid falling damage on a successful Deftness Check. Both are accomplished via gliding and furious beating of your wings, so if these are damaged or restrained, you won’t be able to use either ability.
-
Your body is lighter and frailer to accommodate your wings. You have one less Heart than other members of your Rank and Calling, as well as a permanent -1 to your Grit Aptitude.You cannot take advantage of your wings if you are overburdened or wearing Heavy or Super Heavy armor.
12
Magitech Graft
While Magitech prosthetics were quite common in the Third Aeon, they are rare indeed in the current age. Sometime in your life you managed to acquire one - needless to say, you stand out a bit.
-
Roll a d6 - you gain all the benefits and drawbacks of the below Robotic Quirk:
-
1-2 - Utility Servo (Replaces Left or Right Arm)
-
3-4 - Sproing Sprockets (Replaces Legs)
-
5-6 - NOX-Vision (Replaces Eyes)
-
Any Injuries to the above will not heal naturally and require repair, just like damage done to Mechanoid characters.
d10 Roll
|
Quirk Description
|
1
|
Girthsome
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.
|
2
|
Nearsighted
Years of staring at open tomes with little light has strained your eyes, meaning you need glasses to see. You begin play with a pair of spectacles and benefits of being well read.
|
3
|
Adorable
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.
|
4
|
Dark Demeanor
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.
|
5
|
Angelic Countenance
A guileless smile and soothing voice makes you appear innocent and saintly, regardless of whether this is true or not.
|
6
|
Big Eater
A lifetime of gourmandism (or gluttony, if one is feeling rude) has increased your appetite exponentially and your love of eating can invigorate you.
|
7
|
Waifish
You're lean, scrawny, or otherwise lacking in substance. This has made you light on your feet but disturbingly easy to break.
|
8
|
Grasping Tresses
Your hair is extremely long (often down to your feet!) and often writhing like a living creature. It can collect, reach, grab and even strike at things, but it often has a mind of it’s own.
|
9
|
Commanding
There is something about you that draws people to you; it may be physical beauty, a powerful voice or an honest face.
|
10
|
Lanky
You are tall and long limbed, possibly very thin as well.
|
11
|
Winged
You have large, feathered wings that are either white or black. While you cannot soar, they still allow you to reach heights others can only dream of. People bearing such wings are often rumored to be descended from Asura or Deva and their treatment varies widely from place to place.
|
12
|
Magitech Graft
While Magitech prosthetics were quite common in the Third Aeon, they are rare indeed in the current age. Sometime in your life you managed to acquire one - needless to say, you stand out a bit.
|
Spirit
Something in your mind, or perhaps your heart.
Applicable Species
Biomechanoid, Bruun, Chib, Dwarves, Elves, Goblins, Humans, Obake, Prometheans, Tenebrate, Immortal
d12 Roll
| Quirk Description |
1
|
Unhinged
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.
|
2
|
Jumpy
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.
|
3
|
Pedantic
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.
|
4
|
Clear Intent
Your messages are made obvious by tone and body language even if you’re attempting subterfuge.
|
5
|
Boring
You simply aren’t interesting in the slightest. You are difficult to notice, easy to forget and altogether unremarkable.
|
6
|
Curious
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.
|
7
|
Always Prepared
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.
|
8
|
Stylish
Your sense of style and inborn panache means you always can find the cutting edge of fashion - or make it yourself, when required.
|
9
|
Morose
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.
|
10
|
Miser
The draw of material wealth is almost overwhelming for you. Precious metals of gems, works of art and even fine clothes; all things to claim, treasure, and most of all, hoard.
|
11
|
Born Crafter
You casually demonstrate proficiency in craftsmanship that would take most others decades to achieve. Your dedication has made you oblivious or disinterested in other pursuits, however.
|
12
|
Soul Link
You are able to keep the heart and mind of another connected with yours. While mostly a boon, it’s also a means of keeping your supernatural empathy in check.
|
Fate
It’s written in the stars…
Applicable Species
Bruun, Chib, Humans, Prometheans, Tenebrate
1d12 Roll
|
Quirk Description
|
1
|
Survivor
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.
|
2
|
Mage Breaker
Your soul seems to lash out and fight against the strange or supernatural, whether you want it to or not.
|
3
|
Arcane Mark
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.
|
4
|
Ghost Marked
Your skin is greyish and cold, you’re eyes a bright sanguine. The living are wary of you, the walking dead find you abhorrent.
|
5
|
Young
You are significantly younger than the average adventurer, likely barely in your teens. You've not quite hit your growth spurt yet, but don't let that stop you!
If enough time passes in game for your character to reach adulthood, you may remove this Quirk as you physically mature.
|
6
|
Destined
You are watched and perhaps favored by various cosmic forces, for better or worse.
|
7
|
Past Injury
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.
|
8
|
Weary
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.
|
9
|
Dread Orator
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.
|
10
|
Beast Tongue
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.
|
11
|
Guardian
You are especially protective of a particular person. You may have grown up together or were told by some authority to guard them with your life. Regardless of cause, your devotion to them is unbreakable.
|
12
|
Crowned
As a child you assisted a kindly Elf or Fairy, who bestowed upon you a grand title. While this prestige is entirely unrecognized among conventional nobility and may even invite ridicule, Immortals shall treat you kindly. Ranks include but are not limited to: The Queen of Unfinished Songs,The Prince of all Grass, Our Lady of Chocolate and The Earl of Lost Buttons.
|
Oddities
An echo from the world that was.
Applicable Species
Dwarves, Elves, Goblins, Obake, Fairies
d12 Roll
|
Quirk Description
|
1
|
Dreamer
Your mind is often in places that do not properly exist, thinking of things that could be instead of what is there. It’s possible you remember the 1st Aeon, where possibility was free - or perhaps that distant era echoes somehow within you.
|
2
|
Lyrical
You have a bit of a verbal tick, speaking in rhymes or verse when there is no reason. This odd way of talking can grant your efforts an advantageous rhythm, but it is hard to stop once you’ve begun.
|
3
|
Harmonious
You know a bit of a The Song, the entirety of which no one can quite remember. You likely hum it absentmindedly, or drum its rhythm with your fingers. This knowledge aligns you just a bit closer with the framework of creation, an awareness that is both beneficial and costly.
|
4
|
Infested
Crawling within you is a colony of...something. Creeping insects that gnaw at your bones, bits of a slain Asura too broken to regain its sentience, or something worse. The creatures have a vested interest in your continued survival and take strange methods to ensure it.
|
5
|
Peculiar Taste
You sustain yourself on something odd, rather than normal food. This can be a great boon, but being deprived of this substance can starve and kill you all the same.
|
6
|
Kin To Fire
The spirits within flames speak to you in whispers that no one else can hear. You can communicate with them as well, though other spirits grow jealous and spiteful.
|
7
|
Fairy Cap
You have a wonderful little hat. No matter how small or oddly shaped, it never quite falls off your head unless forcibly taken off by you or another. It is strangely impervious to harm, though it does mysteriously vanish
|
8
|
Sneezles
The presence of a particular substance or creature never fails in causing you to have a violent but thankfully brief sneezing fit. Who knows why, you clearly aren’t conventionally allergic. This can be a warning device of sorts, but can be dangerously loud.
|
9
|
Masked
Your physical appearance is extremely malleable, and always has been. If you have a "true" face, you have long forgotten it.
|
10
|
Ferrous
Your skin is strangely thick and strong, potentially made of stone or even iron. This protects your body from harm, but has hardened your heart as well.
|
11
|
Hollow
You don’t seem quite real - your blood is thick and cold, you do not breathe or eat. If one were to open you up, they’d find what seemed like an intricate model of another being’s innards.
|
12
|
Figment Follower
You are never without friends - mainly because one you've dreamed up has become something more or less real. This creature never really leaves you - even if it is slain or destroyed it eventually reappears, eager for adventure.
|
Robotics
Gadgets and gizmos, but do you dream?
Applicable Species
Biomechanoid, Warmechanoid
d10 Roll
|
Quirk Description
|
1
|
Utility Servo
Your left arm is equipped with an array of advanced tools that you have been programmed to use.
|
2
|
Translator Module
Specialized audio receptors and other forgotten technologies assist you in understanding nearly anything that is spoken to you. However, your speech often lacks nuance and proper syntax and actual conversation with you can be very awkward.
|
3
|
Battle Scanner
Your right eye is an extremely precise threat analyzer. Even a short glance can net a useful readout of a potential opponent. Your artificial mind is so skewed towards combat that processing other things can be difficult, however.
|
4
|
Mascot Chassis
Your body is compact and aesthetically appealing. You were likely created for commercial or personal reasons rather than practical ones, even if you otherwise function more or less normally.
|
5
|
Sproing Sprockets
Your legs are built a bit thicker than normal, with solid, rounded feet that almost look like clunky boots. You are able to make incredible leaps and jump, all with a distinctive springy sound.
|
6
|
Nanotech Maintenance
Unlike other Mechanoids, your body contains a unit of tiny mechanical cells that repair and maintain you. Thier complex procedures leave little room for outside interference, however.
|
7
|
Industrial Framework
Your robotic skeleton is made of extremely strong reinforced metal, increasing your durability and strength without altering your exterior. You are a bit slow and heavy as a result, though.
|
8
|
Buster Arm
Your right or left arm (player’s choice) is equipped with a powerful energy weapon, powered by your own source of energy. The fact that this adjustment can appear on even benign Mechanoids demonstrates how desperate times could (and still can) be.
|
9
|
Wheelies
Small, retractable wheels are attached to your feet. While they seem frivolous, they can add a great deal of speed to your movement when circumstances allow.
|
10
|
Old World Data
Your synthetic mind contains a vast amount of information on the Aeons before the one you currently inhabit. Unfortunately, these memories are so extensive that they leave little room for much else!
|
11
|
NOX-Vision
Your ocular sensors come equipped with a separate function that allows you to see in partial or total darkness, at the expense of your normal sight. It takes what can be an awkward amount of time to switch the lenses though.
|
12
|
Storage Space
Due to efficient design and desire for utility, you have an easily accessible chest compartment! Being somewhat hollow has made you a bit easier to knock around, though.
|
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