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Purchasing Character Traits

The Character Traits come in a number of categories, and at varying degrees of severity. Choose carefully when selecting your perks and flaws, and the level at which you do so, because minor maladies can swiftly become major handicaps for your character, just as minor bonuses can become crucial assents.

· Slight (S) Traits have minor effects on the life of the character's life, nothing to serious advantage or hamper them, but enough to make them distinctive for possessing the trait. These traits either add or subtract 1 Character Point from your total, depending on whether they are beneficial or detrimental. These are the best way to add spice to your character without making massive alterations to them in game terms.


· Moderate (M) Traits affect the character every day of their lives, but not from moment to moment. These traits should form at least part of the basis for the character's personality and general makeup, because they do have a major effect on the character's life. These traits either add or subtract 2 Character Points from your total, depending on whether they are beneficial or detrimental.


· Extreme (E) Traits are cornerstones of the character's makeup and have a continual effect on their lives and will be more than noticeable to both other player characters and the NPC population. Players don't need to take these traits, it is pretty safe to assume that most people won't possess these extreme characteristics, but just one can form the basis for an entire character. These traits either add or subtract 3 Character Points from your total, depending on whether they are beneficial or detrimental.

Physical Traits

Acute Senses (S) -

The character is incredibly perceptive, and may do some of the following things at the GM's discretion. They may spot extra details upon observing something/one, they may be allowed to test for perception when none of the other players are able, or finally they may be more effective at spotting hidden threats. The GM can make the player roll or test in secret and reveal the benefits of the perk later.

Ambidextrous (S) -

You negate the off-side penalty. Your hands and feet on your off-side are equally as dextrous as the other side.

Animal Empathy (S) (M) (E) -

You can modify an animal's attitude towards you by (S) a small amount (M) a significant amount or (E) a total change. So with a slight knack for this means you don't tend to get bitten by things and can placate most things, except killer guard dogs and the like, whereas the extreme version means you could stop a rampaging bull.

Blind Fighter (S) -

You can perform Close Combat in the dark, or dim light, without penalty. You still can't do precision strikes however, and shooting is still done with appropriate penalties. Makes a change from blindly thrashing around when someone turns the lights off doesn't it!?

Combat Reflexes (S) -

A character with this perk can either have their first action before everyone else, then have their remaining actions based on their speed roll, or they can go normally, but take an extra action at the end of the combat round if they are able. Occasionally, the GM can give the character bonuses to the speed roll, but this shouldn't become a habit, and overuse should come with a price.

Cyber Rejection (S) (M) (E) -

The character is not allowed any Cybernetics. Full stop! The severity is determined by the campaign itself, and if you want this flaw, it must be taken with the GM's consent.

Damn Ugly (S) (M) (E) -

A carbon copy of Physically Attractive, just unfortunately the other way around! You receive a penalty to all Per rolls equating to the severity of your ugliness, either (S) -10% (M) -20% or (E) -30%

Direction Sense (S) -

You know where the hell you are going!

Epilepsy (M) -

This terrifying medical problem leaves the sufferer writing on the floor in a convulsive fit for approximately 10 minutes. During this time they are totally helpless, and may die from choking without assistance.

Fatal Physical Flaw (E) -

Your character has a vastly reduced lifespan because of some incurable condition that they possess. Whether a disease or a serious hereditary condition, or even a degenerative condition, the character is unlikely to survive the campaign. The nature of the condition should be discussed prior to the start of the game with the GM and then at random likely intervals the GM can call for a Toughness check. Failure indicates the character is disabled by the flaw, and may suffer some permanent effect even after they are able to rejoin the fray. The character should have a very good chance of dying before the end of the campaign, and should be expected to go out heroically.

Flexi jointed (S) (M) (E) -

You can squeeze through small space and bend and twist your limbs to sickening degrees. At (S) you can dislocate small joints, making handcuffs useless and bonds easier to escape from. You get a reroll on any escape attempts from secure bonds. At (M) you can dislocate major joints and escape from almost anything without penalty, with a reroll for difficult stuff. (E) is reserved for Houdini only, and unless the player has a damn good excuse they shouldn't be allowed this perk at this level. At this level, you truly are a master.

Fragile (S) (M) (E) -

(S) Any damage suffered personally (ie not in anything bigger than a Power Suit) is doubled after the damage has been reduced for armour and Tough. (M) A Will/Resist Pain roll is also made. Failure indicates the character is seriously wounded and lapses into unconsciousness immediately. This is in addition to the (S) effects. (E) The character suffers from a serious disease such as Osteoporosis or Haemophilia, with the consequences that result, in addition to being affected by damage as people with both the (S) and (M) flaws.

Huge Size (S) -

You have an extra 5% of armour when in a Power Suit or civilian clothing. You may also, at the GM's discretion, be able to pull off impressive feats of strength or endurance under extreme circumstances, bearing in mind that a character with this perk would already probably have high Tough and high ranks in the appropriate skills.

Immunity (Climate) (S) -

It could be a resistance to being in the desert, adrift at sea, stuck in the jungle or wherever. You are just especially well adapted to survive in a certain climate.

Immunity (Disease) (S) -

Choose a common disease, you aren't affected by it (you can't choose the common cold or the flu, be more imaginative). You may still carry the disease, and may even pass it on, but it has no effect on you.

Knack (S) -

If you have absolutely no experience with something, and it is up to you to save the day, then you can temporarily try to do something using your Knack. Piloting a plummeting Jumbo Jet or defusing a bomb, you can give it a go. Don't say I didn't warn you if everything goes bang though! This perk lasts a VERY short time, and doesn't make the character able to do the task again, or any better. Be careful of this perk, as it can be abused, but equally it can be a life saver.

Light Sleeper (S) -

You will always be awakened whilst asleep by any form of noise or change in the surrounding area, unless it is familiar (otherwise you'd never get any sleep!)

Longevity (S) -

You will live until you are roughly 120, given a sensible lifestyle. You can also resist the effects of age until well into your 60s or even 70s.

Missing Limb (S) (M) (E) -

You have (S) missing fingers or toes (M) missing hand or foot (E) missing arm or leg. I haven't given any penalties for these disabilities, but there are very real problems associated with such a loss, so this is very much a flaw that requires good role-playing.

Naturally Talented (S) -

You are very proficient at a certain skill although through no conscious effort on your part. You just seem to have an aptitude for something, and obviously your character should make the most of this. Choose any 1 speciality. When using this speciality, you gain a reroll once per adventure/combat scene. This always applies, and ignores any rules to the contrary, you will get your reroll no matter what.

Night Vision (S) -

You can see in dim light, and are allowed to make rolls to detect and search for things whilst in this low light, whereas other players would be stumbling around blindly. This can't be combined with Night Fighting, as that perk is based on sound and vibration detection rather than vision. Specific penalties are halved where your character is concerned.

Perfect Voice (S) -

You sound just great! Politicians, performers and anybody who has to talk, sing or act for a living loves this perk. This doesn't give any bonuses to actually performing, after all, the Spice Girls can't sing, but they can put on a show! This mainly affects attitudes and opinions.

Power Up (S) (M) (E) -

The character has the ability to overdrive inferior equipment, when their own level of skill outweighs the maximum potential of the item they are using. The character chooses 1 skill, and every time they use that skill they ignore the rules laid down in Chapter 1 - Using Statistics from Mechs, Weapons and other items. With (S) they can use the item with only a -10% penalty to their relevant skill, at (M) this drops to 5% and at (E) they can use the item at their own skill level.

Physically Attractive (S,M,E) -

Without this perk, you look like Ordinary Joe. Starting off at (S), being decidently more pretty or handsome than the norm, you can go through to (E), where you can make people's jaws hit the floor, just by turning up. You receive a bonus to all Per rolls equating to how attractive you are, either (S) -10% (M) -20% or (E) -30% in all circumstances where looks are a factor.

Rapid Healing (S) -

Any medical treatment heals damage at twice the normal rate, but not to twice the extent, repeat treatment is needed to do that.

Reduced (Hearing) (S) (M) (E) -

(S) You have difficulty hearing, and you need a hearing aid to undertake any action in which your ears will be needed otherwise there is a -20% penalty. (M) You have serious hearing problems, a hearing aid only takes you to the level of a (S) penalty (-20%), otherwise the penalty is -30%. (E) You are totally deaf, and cannot do anything which requires your ears. You need to lip read and possibly use sign language.

Reduced (Mobility) (S) (M) (E)-

(S) One of your limbs has reduced movement, which can impede either Tough, Speed or Dex/Mech by -20%, depending on the nature of the disability (M) there is a total lack of movement in half the body, either vertically or horizontally split. This obviously denies the use of the affected limbs, but the character can still pilot Mecha if the controls are modified, otherwise they are incapable of piloting. (E) Indicated the character is paralysed from the neck down, and can only pilot Mecha through mind control. Note that a (S) doesn't prevent using any of the variety of Mechs in the game, it just adds penalties to either Dex or Mech, depending on what the character is doing.

Reduced (Sight) (S) (M) (E) -

(S) You need glasses or contact lenses, otherwise you suffer a -20% penalty to sight related rolls. (M) You have uncorrectable vision problems, and only treatment and eyewear allows you to see with a -20%, otherwise the penalty is -30%. (E) You are blind, I'm sure the logistics are not lost on anyone.

Resilient (S) -

You ignore the first 10% worth of wound penalties. In effect you can take moderate-serious levels of damage without it affecting your combat ability.

Skilled User (S) (M) (E) -

The character has the ability to get the most out of superior equipment, even when their own level of skill suggests that they would struggle to use the item to its full potential. The character chooses 1 skill, and every time they use that skill they ignore the rules laid down in Chapter 1 - Using Statistics from Mechs, Weapons and other items. With (S) they can use the item with only a -10% penalty on the relevant item stat, at (M) this drops to 5% and at (E) they can use the item at the item's maximum potential.

Tough as Nails (S) -

You have an extra 3 health levels. These are added onto the end of the scale, with the appropriate wound penalties applying equally to all these extra levels.

Unique Ability (M) -

You can do something which nobody else on the planet is currently capable of doing, be it the opening of a secret doorway, a magic spell, or something totally different, only you can do it!

Vocal Defect (S) -

You have a lisp, or you spray people with spit when you speak. Any which way, you don't like or perform well when you need to speak.

Vulnerability (S) (M) (E) -

You really don't like having to take on a certain type of attack. Whether you get hot under the collar from heat based weapons, or you just can take a gunshot or karate kick, you either take double damage from the attack or you need to make 2 Will/Resist Pain rolls to avoid passing out, taking the worst score as your result. Extra levels denote vulnerability to several things, or extreme vulnerability to one specific thing.

Weakness (S) (M) (E) -

You double the effects of some common substance. Alcohol for example, could mean that you get drunk twice as rapidly as you should do, or you are very, VERY ill when the after effects kick in. Extra levels denote weakness to several things, or extreme weakness to one specific thing.

Psychological Traits

Airhead (S) (M) (E) -

(S) You are just a bit spaced out on occasion, and perfectly capable of being totally frivolous and irrelevant (M) Similar, but more pronounced and prolonged, you suffer a -10% penalty to all rolls involving observing your surroundings and the people in them. (E) Even more pronounced, make the checks only at the behest of the GM and then with a -20% penalty. If the character is in combat or severe danger, or role-plays well, then the penalty is temporarily discarded, returning when some semblance of normality is apparent.

Bad Luck (M) -

A roll of 85% or over counts as a botch.

Battle Frenzy (S) (M) (E) -

When in combat, make a single Will/Resist Mental check, or alternatively the character can choose to fail this intentionally if the GM allows or commands it. If the result is a failure, then the character will (S) attack the enemy without though for personal safety, but will still be aware of colleagues. (M) Attack the enemy in a total fury and won't stop until the enemy is totally destroyed, all other considerations are forgotten temporarily. (E) Attack everything in a 5 mile radius until nothing moves, including friends. This can really get nasty, but can make for some superbly dramatic action and interaction scenes, so play it to the hilt.

Bipolar (S) (M) (E) -

The character suffers from violent and uncontrollable mood swings, the severity and effects of which depend of the level of the trait. At its most extreme, the character can veer from cheerfulness bordering on insanity to suicidal depression.

Clinical (S) -

In any activity involving precision and concentration, the character can make two rolls to perform the task, and take the better, in order to perform the task as smoothly as possible. This can't be used in combat, or whilst under attack or serious distraction.

Cowardice (S) (M) (E) -

More aptly described as weak-willed, this works like Iron Will, but in reverse. You subtract either (S) -5% (M) -10% or (E) -15% for the checks specified above.

Delusions (S) (M) (E) -

The character suffers from vision and dreams which they can neither explain or stop. The GM can actually impart useful information in these delusions or merely make the player very paranoid indeed!

Fatal Mental Flaw (E) -

Your character has a vastly reduced lifespan because of some incurable condition that they possess. The character is mentally degenerating and thus is unlikely to survive the campaign. The nature of the condition should be discussed prior to the start of the game with the GM and then at random likely intervals (such as under times of great stress or intense concentration) the GM can call for a Willpower check. Failure indicates the character is disabled by the flaw, and may suffer some permanent effect even after they are able to rejoin the fray. The character should have a very good chance of dying before the end of the campaign, and should be expected to go out heroically.

Good Luck (M) -

A roll of 10% or under counts as a critical success. Note with both Good and Bad Luck that the luck can apply even when there are no dice to roll, but the GM should determine whether the character gets lucky or unlucky whilst role-playing as opposed to dice rolling.

Highly Trained (S) -

You are very proficient at a certain skill because you have spent a considerable period of your life before the timeline of the game starts in training. This means that you would obviously have considerable proficiency in a specific area to begin the game with. Choose any 1 speciality. When using this speciality, you gain a reroll once per adventure/combat scene. This always applies, and ignores any rules to the contrary, you will get your reroll no matter what.

Hyper Intelligence (M) -

You have an IQ over 170 easily. You make Mensa members look stupid. You design spaceships on the back of napkins and you probably know more about some subjects than the people directly involved with them.

Intuitive (S) -

This character has a good mind and is capable of spotting plans of action and details which others might have overlooked. This is a GM's escape clause, because he can (un)subtly hint to the player that everything is going wrong and changing tactics may be really good idea!

Iron Will (S) (M) (E) -

You can add either (S) -5% (M) -10% or (E) -15% to your Willpower for two purposes. Either to perform an act which is highly dangerous/unpleasant and requires true courage/determination, not just insanity, to undertake. Otherwise it is used as a bonus to resist mental and physical trauma (ie Resist Pain and Resist Mental) inflicted from outside sources.

Lightning Calculator (S) -

You can process formulae and numbers as fast as most people can type them into a calculator. You have a better success rate than the Casio though, you don't hit the wrong keys!

Masochist (S) (M) (E) -

The character persistently harms him or herself, (S) (M) or (E) determining how badly and how often they do so.

Obsessed (S) (M) (E) -

(S) The character has an unhealthy interest in something, and needs to make a Will/Resist Mental check to avoid having their attention totally consumed by the trigger. (M) The character still needs to make the check, but does so at a -10% penalty, and has a -10% penalty to any other actions when the trigger is still present, unless the situation is so life threatening that it would be inappropriate to penalise the character. (E) The obsession is absolute, and can only be temporarily restrained by a Will/Resist Mental check with a -20% penalty. The character must act appropriately distracted by the trigger, and suffers a -20% penalty normally, but by successfully blocking the obsession may temporarily reduce this to -10%, even if the situation is life threatening.

Paranoia (specify or general) (S) (M) (E) -

(S) The character will be generally wary of everything, and will have to role-play the character as being suspicious about anything which appears out of the ordinary. (M) The character will act this way even over totally innocuous and mundane things. (E) Everyone is out to get you, or so you believe, and everything is designed to get at you in some way. Obviously there are things and people the character isn't paranoid about or over, but these should be quite rare. Good role-playing can overcome the paranoia of a person either temporarily or permanently as well.

Phobia (specify) (S) (M) (E) -

The character either (S) won't approach the phobia if it can be avoided (M) will retreat from the phobia unless unable (E) will become catatonic and will run around like a headless chicken if they can't escape as quickly as possible.

Photographic Memory (S) -

You never forget a face, or a voice once you have committed them to memory. Basically, you can recall anything you experience in game, even if you yourself forget the details. The GM is obliged to fill in the blanks.

Quick Learner (M) -
You are capable of learning new skills and abilities very quickly, far faster than your peers. Whether through careful observation or a natural talent for mimicry, you can advance at a far more rapid rate. You can increase skills by 2D6% per gaming session rather than the D6% normally allowed.

Speed Reader (S) -

Ever wanted to work out where the button was to turn on/off the really nasty thing, but you had to look in the manual, which was the size of your average coach? Well with speed reading you can quickly skim through material to find what is useful and relevant to whatever pickle you are currently in.

Teacher (S) -

You are skilled at conveying your expertise to others in your group. After each gaming session, you are allowed to instruct one other member of the party in any skill you choose. They can then advance in that skill by 2D6% rather than just the normal D6%. They cannot advance beyond your own level in the skill, and must still pay the cost using XP/CP as normal.

Temper (S) (M) (E) -

(S) The character reacts more easily than the norm to things which get people annoyed, such as traffic jams, insults and other stressful or aggravating things. Temper can be restrained if this is all that happens, but the introduction of more stressful circumstances may lead to the character's Temper snapping far, far sooner. (M) The reaction is faster, and a Will/Resist Mental check may be in order to stop the character totally losing their rag with whatever is pissing them off. (E) Everything is annoying, and the character goes around constantly angry with everything. Only by being very nice or sedating the character can others calm the angry character, or alternatively you could try role-playing!

Social

Allies (S) (M) (E) -

Similar to above, but the scale is slightly different. (S) indicates the character has an ally of virtually no status or an ally with a low level of power/influence. (M) gives a moderately powerful ally and (E) gives a high level ally of great influence. These allies will offer all the assistance they can provide and will fight by the character's side given the opportunity. These people are friends and family, and should be held dear by the character. Never forget that the ally may have problems of their own, having fallen into trouble themselves, but they are still allies and will repay any kindness in any way they can.

Contacts (S) (M) (E) -

Every level gives you a low level contact which will be determined by the GM. (M) gives a contact of moderate power and (E) gives a high level and powerful contact. The GM needs to create and role-play these characters. They are neutral characters, who could be involved in virtually any field of work, and they will offer assistance and information provided the demands aren't excessive.

Discriminated (S) (M) (E) -

(S) People are cold or cordial towards you, even if they aren't openly hostile. They are unlikely to want to help or assist you unless pressed to do so. (M) You are openly discriminated against and verbally or even physically abused. People won't help you and may even actively and disastrously hinder you. (E) People will do everything in their power to thwart you, and you constantly run the gauntlet of extreme physical injury.

Distinctive Features (S) (M) (E) -

(S) One aspect of your character is very distinctive, such as their voice, looks, or mannerisms, such as their gait. You can cover this up with a successful Per/Perform roll, and possibly some makeup! (M) You just stand out too much to totally mask your distinctiveness (for example if you are 7 feet tall, you can't really hide that!) You can still make the roll, but even if you succeed you still give people a +3 bonus to spotting you. (E) If you step outside, people will recognise you, there is no way around it, short of wearing combat armour!

Enemies (S) (M) (E) -

This basically represents the sum total of people who don't like you very much. You can have lots of small enemies, a really, really nasty one, or any combination the GM wishes. Enemies are generally there to make your life miserable, and depending on how nasty they are, they might even decide to hurt or kill you. Whether they get the chance is down to you.

Famous (S) (M) (E) -

(S) You are famous in your home country or in a region of your home country (M) You are famous in a certain area, such as the US for example, and you can't go anywhere without the possibility of someone recognising you in these areas. (E) You are famous world-wide, and virtually everyone knows who you are and there is very little possibility of not being recognised.

Hunted (S) (M) (E) -

Your character is actively being hunted down by either an individual or an organisation, for reasons which should be cleared with the GM beforehand. The number and power of these hunters varies with the severity of the flaw, ranging from individuals with only limited ability to hurt the player to international organisations who can deploy substantial resources to capture, hinder or even kill the player. This flaw isn't the same as having an enemy as hunters will always be actively seeking out the player and will do everything in their power to hurt him in any way they can. Enemies are more passive by nature, only setting out to do the player harm when they come within their sphere of influence.

Membership (S) (M) (E) -

You are a member of an organisation and this perk indicates how high you are within that organisation, with (S) being a janitor and (E) being the Chairman or Chief Executive.

Personal Quirks -

This is a flaw, but not a severe one. It accounts for all the small habits and tics we pick up. Having this flaw can either annoy people (if you pick your nose or fart constantly) or it can mark you out if you try to disguise yourself or perform undercover work (breaking wind nosily on a black ops mission isn't a brilliant idea!).

Poverty (S) (M) (E) -

Reverse the benefit of wealth for the despair of poverty. Although working for mysterious organisation and the like may provide a roof and food, it certainly doesn't help their real-life predicament, with the potential for massive debts, interest repayments and other drains on income.

Reputation (S) (M) (E) -

Either from personal experience or the media, this is how you are perceived in society in general. A good reputation indicates that people believe that you, rightly or wrongly, have good qualities and like you for that reason, and obviously the reverse is true.

Secret Identity (S) (M) (E) -

(S) You have a secret identity, which is suspected by a small number of people, normally family and friends, but none of whom are going to actively pursue their suspicions unless the character acts in such a way as to increase their suspicions. (M) As before, but you also have the problem of having your identity investigated from the other side by other parties, such as the military and the press, not to mention the bad guys! (E) Just about every man and his cat wants to know who is behind the mask, or if you are more than you make yourself out to be in normal life.

Status (S) (M) (E) -

Having nothing in status indicates the person can be as low as a minor or someone who is unemployed or in prison. Normal status is afforded to most people, indicating the right to vote, a job or having social security and a place to live in. (S) (M) indicate that the citizen has extra privileges and the like, all the way up to (E) indicating a world renowned persona, someone who is known and respected for what they do, especially in the field they work in. This is slightly different from Famous, because you can have a superb nuclear physicist who may be a genius in his field, but who nobody outside a small circle would have heard of. Obviously being Famous and having Status means you have a varying degree of worldwide recognition for something.

Wealth (S) (M) (E) -

If you don't have wealth at any level then you live an existence whereby you earn enough to keep body and soul together but have little in the way of disposable income. Having (S) indicates the character has enough extra for a few luxuries, whereas (E) signifies stupendous wealth, with enough cash to buy virtually anything, or alternatively huge volumes of assets, such as shares, companies etc.

Personality Quirks

All Personality Quirks work on the S, M, E scale. As they are pretty self explanatory, I'll merely give a brief overview of what each one means. Bear in mind these quirks are role-playing tools and you have to abide by what you have chosen, or else play the character in such a way that you can alter your personality over time with experience points and good role-playing.

Addiction (S) (M) (E) -

You are addicted to alcohol, tobacco or more dangerous and illegal substances. You will suffer both by continuing to take the drug, but the thought of going cold turkey is not pleasant.

Bare Faced Liar (S) (M) (E) -

The absolute reverse of being Honest, surprisingly enough! This character would lie that black was white just for the simple reason that they find it very difficult to do anything else. For both honesty and lying, a Will/Resist Mental check can be used to temporarily overcome the truth-telling or lying impulses, for as long as the truth or lie needs to be maintained. It shouldn't be easy though for the PC, and role-playing will also have to determine success, not just a lucky dice roll.

Code of Conduct (S) (M) (E) -

You have a code, not necessarily honourable, but one which guides your life and you will stick to. Depending on the severity of the code, it will affect your daily life more and more, but the satisfaction to be had from a challenge such as this makes role-playing the character even better.

Dependants (S) (M) (E) -

You have close friends or family that constantly need some kind of support from you, the severity of the quirk determining how serious and how often the help needs to be. You determine exactly who you have responsibility for and the GM has responsibility for creating a fully rounded NPC or NPCs. Don't forget that your dependants aren't helpless, and occasionally the help will be returned with compound interest!

Fetish (S) (M) (E) -

Ooooh dear! Something seriously wrong with you buddy! The character seems to have a very odd liking for something which isn't really to be encouraged by society in general. But hey! What does society matter?! If you want to wear a duck on your head or paint yourself blue and run around with rubber swords (whoops! Better not reveal that kind of personal info to the readers!), then you bloody well go ahead. This basically covers any fetish you can think of, and lots you can't! The severity determines how noticeable and frowned upon the fetish is.

Girl/Guy Magnet (S) (M) (E) -

For reasons unknown to me as yet, your character just loves to attract unwanted amorous attention. Everywhere you go you will get some lovestruck loon following you around, no matter how much you try to persuade them this isn't a good idea. If you somehow manage to get rid of one annoying suitor (ie asking them to walk over to the big monster and ask it nicely to stop fighting!), then in a flash a new annoyance should appear. There will be either (S) 1 persistant lover trailing around after you (M) 2 bickering lovers following you fighting as they go, or (E) a whole band of worshipful followers dying (sometimes literally) to be foremost in your thoughts! Good luck!

Honesty (S) (M) (E) -

Quite simply, your character finds it very hard to lie, and at the most extreme extent will not stoops to telling lies even in the most crucial of circumstances. At lower levels they may get malleted a lot (

Honourable (S) (M) (E) -

You will always try your utmost to do the honourable thing. Think of this as a "Knight in shining armour" quirk. You will gallantly throw yourself into harms way to protect the innocent , defend the universe and other such stuff (come on Mr GM, this is your job!).

Impulsiveness (S) (M) (E) -

Leap before you look, never read the labels, ignore the hazardous marking, this character does the lot. A Will/Resist Mental check is require to take a few seconds to reconsider the possibility that what you are about to do could be considered extremely silly!

Indebtedness (S) (M) (E) -

A bit of a tricky one this, and you should combine it with a low wealth rating. You basically owe money and favours to all different sorts of people, not all of them especially pleasant or patient, although you may owe friends and colleagues, who are prepared to wait a bit longer to have their good deed returned.

Intolerant (S) (M) (E) -

Sexist, racist or just generally nasty towards anything you perceive as being different to you. As this may equate to most things, the intolerant character doesn't make friends at all easily, and is virtually guaranteed to offend everyone they meet. Anybody you perceive as weak willed, dishonourable, or something of a similar ilk can be used if you don't really want you character to become socially estranged.

Kleptomania (S) (M) (E) -

If it isn't nailed down, you just happen to take it with you. If it is nailed down, you go away and return with a drill! Noting is safe at higher levels of severity, and be warned, pinching everything in sight could soon see you running out of storage space and friends!

Lecherousness (S) (M) (E) -

I truly and honestly can't believe that anybody with a mental age of more that 3 can not fail to realise what this quirk is!

Obsessive Compulsive Disorder (S) (M) (E) -

The character has a pattern of doing certain things which must always be followed, otherwise the character becomes distracted and has a 10% penalty on all rolls made in the following hour. The severity represents how restrictive the disorder and subsequent routine is.