Quirks
QuirksQuirk怪癖A personal habit or oddity that shapes personality more than power.
Quirks are milder character traits: not TalentsTalent天赋A natural advantage a character is born with., and not necessarily FlawsFlaw缺陷A drawback a character is born with or acquires., just what makes you unique and different. For example, you might be very "greedy", but if you insist on being paid only in gold coins, that is one of your quirks.
Each quirk gives you 2 XP, and you can choose up to 5 quirks, for an extra 10 XP. Of course, you can also spend 4 XP later to remove a quirk, but that isn't recommended, because these quirks bring you "to life".
Quirks are either physical or mental. This split mainly tells the player what kind of upside or downside the quirk represents.
Unless stated otherwise, the bonuses and penaltiespenalty减值A modifier that subtracts from a pool or value. from quirks are FeatFeat专长A special ability bought with XP or character-creation points. bonuses and penalties.
Physical quirks:
Physical quirks are mild physical Flaws. They don't need roleplaying, but in certain situations in play they give small penalties. Unlike mental quirks, in most cases you usually can't change a physical flaw, unless you have the Overseerthe Overseer主神The giant sphere of light at the center of the Overseer's Space. It summons Reincarnators, sells upgrades, heals and revives, and erases those who break its rules. repair it; repairing a physical quirk costs 1,000 points.
Motion sickness:
The character easily gets sick from acceleration; you can pick a kind, such as carsickness or seasickness.
While the character is motion sick, they take a 1 DP penalty on all rollsroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'., or gain 2 nausea points that can't be savedsave豁免A roll to resist a harmful effect: Will, Reflex, or Fortitude. against. The effect wears off 15 minutes after the character leaves the scenescene场景A continuous stretch of story, such as one fight or one negotiation. or object causing it.
Addictive personality:
Any drug that can cause addiction, even alcohol, "goes straight to your head".
You get addicted much faster than most people. You take a 4 DP penalty on all rolls related to addiction.
Bowlegged:
You are bowlegged.
This usually doesn't affect your movement, but your jumping rolls take a 2 DP penalty.
Sinks like a stone:
You are a bit too dense and always sink in water; you can't swim at all.
Your swimming rolls take a 2 DP penalty.
Distinctive feature:
You have a distinctive physical feature, such as "bright blue hair" or "mild albinism", which makes you very easy to pick out in a crowd.
You take a 1 DP penalty on rolls to hide and sneak, and others gain a 1 DP bonusbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. on attempts to spot or follow you.
Minor disability:
You can downgrade almost any physical Flaw to a quirk. For example, you can turn "Weak Immunity" into "gets sick easily". The problems a disability causes rarely come up, but can sometimes be really inconvenient. If you have such a handicap, the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. can give your related rolls a 2 DP penalty when it makes sense.
Mental quirks:
Mental quirks are very light character traits. They are a deal between the PC and the ST: "Party A agrees to play out these character traits; in return, Party B agrees to give Party A XP." So you must roleplay them.
If a PC has the quirk "dislikes heights" but climbs trees or cliffs without a moment's hesitation, the ST must penalize this bad roleplaying, and you may lose even more XP. So don't choose quirks you don't want to play.
This doesn't mean the ST can't be flexible about quirks. Players can swap quirks to reflect how their character's personality and so on change during the campaign. The ST should also let PCs leave 5 "blank quirks" at character creation, to fill in after the campaign startsrunning a campaign开团Starting and running a campaign as the ST..
A character can spend 4 XP later to remove a quirk, but that isn't recommended, because these quirks bring you "to life".
For a character trait to count as a quirk, it must meet either of these two points:\
- It should be a particular action, behavior, or personal tendency that keeps coming up. It doesn't have to take long or be very inconvenient, but it must be something you can actively play out in the campaign. Completely passive traits can't be quirks.\
- In certain situations, it gives the character a small penalty, or makes them unwilling to do certain things. You must explain its effect in play to the ST. You can downgrade any mental Flaw to a quirk, using the Flaw's description as a reference, but with much less hindrance.
Example: "dresses in black" isn't a valid quirk; it is completely passive and has no downside. "Dresses like a textbook necromancer" is a valid quirk, as long as the ST agrees it carries the downside "especially dense passersby like this character 2 levels less".
Here are some examples of mental quirks:
Over-focused:
You are "too" undistracted by what you are doing; "multitasking" is a fairy tale to you.
On extended rollsextended action延续动作An action that takes several rolls, adding up successes until it's done., you gain a 1 DP bonus on that roll, but if you are interrupted, you take a 4 DP penalty on all rolls for the next scene.
Acquired taste / enemy of the looks club:
You get along well with other races and species. You take a 2 DP penalty on Social rolls with ordinary people, but gain a 1 DP bonus on Social rolls with other races, species, and so on.
Mild prejudice:
You always notice differences of sex, skin color, and so on, though you don't treat people badly because of them. Choose at least 3 differences (you can't choose race, since this is mild prejudice; targets of an entirely different race aren't affected by this quirk at all). When anyone with any of these differences makes Social rolls with you, your Social rolls take a 2 DP penalty.
Likes company:
You like having company and work well with others. You always choose to act as a group.
When you act alone, you take a 1 DP penalty on all rolls.
Wild notions / mild chuunibyou:
You can take a very weak delusion as a quirk. It doesn't affect your daily life and hardly anyone notices it, but you must believe it. If you discover the truth behind it, you lose the quirk and take a 1 DP penalty on all rolls from then on, permanently. Examples of delusions: "the world is flat", "the Pentagon secretly controls the Boy Scouts and health food stores", "socks cause athlete's foot", "the Jinkela group controls the US election", and so on.
Easily distracted:
You get distracted easily and are bad at seeing long-term plans through.
On extended rolls, you take a 1 DP penalty.
By the book:
You tend to stick to "tried and tested" methods and routes. While you follow them, you gain a 1 DP bonus on all rolls; when you meet "change" (most often a change to the film's plot), you take a 2 DP penalty on all rolls in the changed situation.
In general, since there are so many film worlds in the Infinite, there are hardly any "tried and tested" methods, so the condition can also be judged as met while you stay on the film's original plot.
Habits and catchphrases:
You're always saying "My God!" or "Heaven bless my collar stud!"... or always taking a silver object with you before every takeoff... or never sitting with your back to the door.
If you don't do it in a scene, the ST may require you to take a 2 DP penalty on all rolls until you carry out your habit or catchphrase.
Helpful:
You habitually put the group's or others' interests first. This means you are the last to get any share of benefits, unless they are split fairly. If you get more than others, or get yours before others do, you take a 2 DP penalty on all rolls for one FilmFilm影片A mission world the Overseer sends Reincarnators into, usually based on a movie, novel, or game..
Vivid imagination:
You have a pile of ideas, and an unusual urge to share them. They might be brilliant insights, but more likely not. In each horror film, you must come up with at least 5 ideas; 5 ideas for one problem count as 5 ideas. They can be options for solving a problem, what to do next, or anything else, but they must be ideas. If you don't come up with them, you take a 2 DP penalty on all rolls in the next horror film.
Collector:
Each horror film, you must get an important prop or item: something that helped you in that horror film, something your opponent carried, and so on. If you don't, you take a 2 DP penalty on all rolls in the next horror film.
Nosy:
You are always prying into other people's business. You gain a 1 DP bonus on InvestigationInvestigation调查Spotting clues and details others miss. rolls and take a 2 DP penalty on Social rolls.
Ambition:
You can choose a not-too-outlandish goal as a quirk, to reflect a small aim. For example, you want to save up enough to buy your own farm (or boat, spaceship, castle, and so on). But the goal can't be reached by illegal means, such as seizing a village, and can't be saving points to buy some resourceresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more..
Proud:
Personal success, wealth, or social standing matter deeply to the character. With this quirk, you take a 2 DP penalty on social rolls when you are given orders, insulted, or snubbed.
Soft-hearted:
If, in a scene, the character finds someone weak, such as a witch at the stake in a medieval world, refugees fleeing a famine, or a slave in the Roman Empire, the character does everything they can to help. If the character doesn't, then out of a guilty conscience, they take a 1 DP penalty on all rolls for one Film.
Vow:
A trivial vow, such as never drinking, treating every lady with courtesy, or giving 10% of the character's income to their church, is a quirk. If the character breaks it, they take a 1 DP penalty on all rolls for one Film.
Valorant kid:
Description: calling strong women "mom" is part of the unique culture of Valorant, and evidently some ReincarnatorsReincarnator轮回者Someone summoned by the Overseer who survived their first Film; the player characters. haven't dropped the habit even after arriving in the Reincarnator realm.
Level 3: when a woman fighting alongside you in the same scene shows enough strength, you can't help calling her "mom". (Whether she shows enough strength is usually up to the ST; normally, it can be taken to mean she has a RankRank支线The power grade of abilities and rewards: Unranked, D, C, B, A, S. Prices combine Ranks and Reward Points, e.g. DD+1200 = two D-Ranks and 1,200 points. no lower than the Reincarnator's highest. In some special cases, such as a cinematic kill, an extraordinary moment, or exceptionally hot dice, the ST can also rule that she qualifies.)
If the woman's attitude toward the Reincarnator is below Helpful (if she is fairly easygoing and outgoing, this can be lowered to Friendly; likewise, if she already has a habit of adopting sons, the ST may rule it a success outright), you must make a negotiation roll (not affected by "hasty negotiation"). If the roll fails (that is, it doesn't raise her attitude to the level needed to "accept you as her son"), she firmly or politely turns you down, her attitude toward you drops one level, and until your next long restlong rest长休A long rest, such as a full night's sleep., you take a 6 DP untyped penaltyuntyped penalty无名减值A penalty with no type; untyped penalties stack. on all rolls except defense.
When fighting in the same scene as your "mom", if your InitiativeInitiative先攻The value that sets turn order in combat. is higher than hers, it drops to her result. (If there are several "moms" in the same scene, your Initiative drops to the lowest of theirs.)
Your "mom" gains 2 extra extra successesextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded. on all Social SkillSkill技能A learned ability. Attribute + Skill makes most dice pools. rolls against you, and when you fight your "mom", or a character who used to be your "mom", you take a 2 DP morale penalty on all rolls.