Introduction
I began down this path working on my Heresies Without Number kitbash of Stars Without Number and Dark Heresy. I wanted a fairly simple but still play-affecting sanity system, as well as a way to inject some 40k flavor into characters from the get go. So I turned to two sources: Darkest Dungeon and Arnold K.
The sanity rules are pretty much a reskin of this post by Arnold. I changed the name of "insanity points" to "stress points" because I like the inclusive nature of covering everything from cosmic horror to extreme or constant mundane stress.
Quirks are meant to be a simple way to impart unique character to the acolytes, as well as to differentiate them more than merely their skills and careers. Quirks are gained at character creation, at certain levels, and as the result of breakdowns. They have a rules impact so that players and GMs will remember them and pay attention to them, but their primary goal is to be create a sense of character. They should not be used as an attempt to optimize or game the system - there are much better rules systems for that sort of play than this one.
I got a list of Darkest Dungeon quirks from the Darkest Dungeon Wiki, many of the quirks are Talents from Dark Heresy, and I supplemented with some traits from Mouse Guard and Torchbearer, as well as some disorders from Dark Heresy and the D20 version of Call of Cthluhu.
I think quirks and the sanity rules link up reasonably well, and there are some different ways you could use one, the other, or both together.
The sanity rules are pretty much a reskin of this post by Arnold. I changed the name of "insanity points" to "stress points" because I like the inclusive nature of covering everything from cosmic horror to extreme or constant mundane stress.
Quirks are meant to be a simple way to impart unique character to the acolytes, as well as to differentiate them more than merely their skills and careers. Quirks are gained at character creation, at certain levels, and as the result of breakdowns. They have a rules impact so that players and GMs will remember them and pay attention to them, but their primary goal is to be create a sense of character. They should not be used as an attempt to optimize or game the system - there are much better rules systems for that sort of play than this one.
I got a list of Darkest Dungeon quirks from the Darkest Dungeon Wiki, many of the quirks are Talents from Dark Heresy, and I supplemented with some traits from Mouse Guard and Torchbearer, as well as some disorders from Dark Heresy and the D20 version of Call of Cthluhu.
I think quirks and the sanity rules link up reasonably well, and there are some different ways you could use one, the other, or both together.
How to Use This Blog Post
Now, of course, you can do whatever the hell you want with this blog post, but here is what I see as the most likely ways to make use of it:
- Use as one piece of the more-or-less complete Heresies Without Number rules I'm putting together. This is what I intend to do, and lots of the specific quirk rules refer to rules changes I'm using there (like having HP split into "blood" and "guts")
- Use as a reasonably drop-in ready set of sanity rules for any D&D-alike game, or really any game with a "Willpower" equivalent type stat. If using this, please note that the stress points are scaled to a D20 roll and relevant stats - you might want to multiply everything by 5 if you use a D100 system like BRP
- Use just Arnold's awesome sanity rules and a more freeform system for the effects
- Use just the quirks for more interesting character creation
- Use the names of quirks without the rules as a resource for either positive or negative character traits in combination with some other rules (potions, spells, NPCs, whatever)
Stress and Madness
Many of the things acolytes face are not meant to be experienced or understood by humanity, and these are represented by Stress points and negative quirks.
Gaining Stress Points
Whenever characters see something terrible or confront an awful truth, they gain stress points. Generally stress points will be between 1 and 4 for a single event. Characters gain 1 fewer point when they’ve encountered something similar before.
Stress points may be gained from prolonged or especially extreme exposure to more mundane stressors like hunger, darkness, or danger.
Testing for Breakdowns
Every time characters gain new stress points, they roll 1d20 + willpower modifier. If the result is is equal to or under their new stress point total, they suffer a breakdown. The nature of the freakout may be determined by existing character quirks, but by default assume catatonia or a weeping fit. If the result is higher, they face no negative consequences beyond being slightly shaken or disturbed, but the points remain.
Gaining New Negative Quirks
When characters complete their breakdown, they make a willpower test. If successful, they face no further negative consequences, but the stress points remain. If failed, they gain a new negative quirk, which can either be determined randomly, or worked out with the GM to fit the character and the circumstances of the breakdown.
Recovering Stress Points
Stress points may be recovered by doing normal, human things - like getting drunk, relaxing, enjoying good meals, visiting family, or the like. The effectiveness of different activities should be based on what the character would find cathartic or relieving. One point may be recovered per week.
Minimum Stress
Half the value of a character’s historic high stress point score becomes their new minimum value - their stress can never drop below this, as they have been permanently damaged by their experience.
Quirks
Gaining Quirks
Character Creation
At character creation, characters gain three quirks: one from their background, one positive from the starting quirks list, and one negative from the starting quirks list. The default method is to randomly determine all quirks, but at the GM’s discretion they can instead be chosen by the players in order to meet a particular character concept.
Stress and Breakdowns
After characters suffer a breakdown, they must test their willpower to see if they gain a new negative quirk from their experience. If they fail their willpower test, they either roll a new random negative quirk form the negative quirks in the In Play Quirks list, or agree on a specific negative quirk with the GM that fits the circumstances and character (such as gaining a Fear of Xenoi after a breakdown causing encounter with a Tyranid).
Levelling Up
Every 3rd level (3rd, 6th, 9th, et cetera) a character may gain a new positive quirk from the In Play Quirks list, either randomly, or based on their actions and character since the last positive quirk was gained. The player in question and the GM should come to a mutually agreeable decision on this if it’s not obvious.
Duplicate Quirks
If characters gain the same quirk more than once, either increase its severity or re-roll, as makes the most sense in the circumstances.
Losing Quirks
At the GM’s discretion, certain quirks may be lost, whether intentionally or not, through the course of play. Generally speaking, the system is meant to reflect slow breakdown in the face of unrelenting horror and stress, but if a more heroic campaign is desired or if circumstances are particularly apt, both positive and negative quirks can be overcome and removed from a character. This is left as an exercise in GM judgement, though players can of course make clear which quirks they may wish to explore in depth and potentially overcome.
Creating New Quirks
The quirks lists, both positive and negative, are far from exhaustive, and players should feel free to suggest new quirks to their GMs to fit the things that have happened to their characters, while GMs should create any quirks that better reflect the particular challenges and triumphs of their campaigns. The perks, flaws, or traits rules of other games, especially those dealing with horror and insanity, should be invaluable sources of inspiration. Quirks would also be an excellent way to define a Xenos player character or NPC.
Alternate Approaches
If you like the idea of quirks, but not how they are presented, here are some alternate approaches to consider:
- Use the names of quirks, but not rules. Simply treat them as reminders to player and GM about how that character should be played and might react to situations
- Use the names of the quirks, but instead of a specific rule for every quirk, simply grant advantage on related rolls for positive quirks, and disadvantage for negative quirks. This will take some interpretation for the less obviously applicable quirks, and in practice might end up more like the first approach above.
- Combine positive and negative quirks into one list, and use one or both methods for gaining new quirks to represent differing reactions to stress or ongoing experience in the dark underbelly of the Imperium. For example, combining lists and only gaining quirks from stress might represent a game where some people respond positively to stress rather than negatively, and differently depending on circumstances, while combining lists and only gaining quirks every 3rd level would show that experience is a double edged sword that provides benefits as well as debilities
Starting Quirks
Positive
Positive
| ||
Roll
|
Name
|
Effect
|
1
|
Clotter
|
-1 to all Blood damage taken
|
2
|
Clutch Hitter
|
When guts reduced to 0, increase critical hit range by 1
|
3
|
Deadly
|
+1 to Critical hit range on all attacks
|
4
|
Eagle Eye
|
+1 to Critical hit range on ranged attacks
|
5
|
Evasive
|
+1 Guts
|
6
|
Fated
|
Once per session, reroll a missed to hit roll
|
7
|
Gift of the Healer
|
Recover 2 extra blood per day of complete rest
|
8
|
Hard Noggin
|
-2 damage from stun attacks
|
9
|
Hard Skinned
|
-1 damage from all attacks
|
10
|
Improved Balance
|
Advantage on any Dexterity rolls for balance
|
11
|
Last Gasp
|
When Guts equal to zero, +1 initiative
|
12
|
Light Sleeper
|
No penalties for being woken up
|
13
|
Lurker
|
Do +2 damage on melee attacks made from the dark
|
14
|
Meditator
|
Recover 1 extra stress point per week if significant time spent meditating
|
15
|
Natural Eye
|
+1 to hit on ranged attacks
|
16
|
Natural Swing
|
+1 to hit on melee attacks
|
17
|
On Guard
|
+1 initiative and +1 AC for first round when surprised
|
18
|
Precision Striker
|
+1 to critical hit range on melee attacks
|
19
|
Quick Reflexes
|
+1 initiative at all times
|
20
|
Quickdraw
|
+4 initiative first round of combat
|
21
|
Resilient
|
Recover 1 extra stress per week
|
22
|
Robust
|
Advantage on toughness checks to resist disease
|
23
|
Second Wind
|
+2 Damage when Guts equals zero
|
24
|
Slugger
|
+2 Damage in Melee
|
25
|
Steady
|
Advantage on Breakdown Checks
|
26
|
Stout
|
Recover 1 extra Blood per day
|
27
|
Thick Blooded
|
Advantage on Toughness checks against poison
|
28
|
Tough
|
+1 Blood
|
29
|
Unerring
|
+1 Damage to Ranged Attacks
|
30
|
Unyielding
|
+2 to Toughness checks against death
|
Negative
Negative
| ||
Roll
|
Name
|
Effect
|
1
|
Bilious Personality
|
Suspicious, angry yet very watchful and aware.
|
2
|
Cardinal Personality
|
Seeks balance in all things, yet often cannot choose a path forward.
|
3
|
Choleric Personality
|
Active, takes charge, yet easy to anger.
|
4
|
Fixed Personality
|
Solid, unyielding and definitive in all things.
|
5
|
Melancholic Personality
|
Thoughtful, introspective and prone to depression.
|
6
|
Mutable Personality
|
Unpredictable, undisciplined and rebellious.
|
7
|
Phlegmatic Personality
|
Practical, careful, yet very reserved.
|
8
|
Sanguine Personality
|
Confident, optimistic, yet prone to dreams and whimsy.
|
9
|
Supine Personality
|
Loyal, devout yet easily led.
|
10
|
Anemic
|
Take 1 extra blood damage whenever blood damaged
|
11
|
Bad Humours
|
-1 Blood
|
12
|
Calm
|
-1 Damage first round of combat
|
13
|
Clumsy
|
-1 Guts
|
14
|
Curious
|
Obsessed with the acquisition of knowledge.
|
15
|
Diurnal
|
-1 Initiative in the dark
|
16
|
Emperor Fearing
|
Can only relieve stress through prayer and religious activity
|
17
|
Flawed Release
|
-1 to critical hit range on ranged attacks
|
18
|
Fragile
|
-1 Blood
|
19
|
Gambler
|
Can only relieve stress by gambling
|
20
|
Hagiomania
|
Obsessed with achieving sainthood.
|
21
|
Hemophilia
|
+1 to all blood damage taken
|
22
|
Lazy Eye
|
-1 to hit with ranged attacks
|
23
|
Light Sensitive
|
-1 damage in bright light
|
24
|
Love Interest
|
Can only relieve stress making romantic overtures to your love interest
|
25
|
Nocturnal
|
-1 initiative in bright light
|
26
|
Sickly
|
Disadvantage on toughness checks against disease
|
27
|
Slow Reflexes
|
-1 initiative
|
28
|
Slowdraw
|
-2 initiative first round of combat
|
29
|
Soft
|
-1 Guts
|
30
|
Thin Blooded
|
Disadvantage on toughness checks against poison
|
In Play Quirks
Positive
Positive
| ||
Roll
|
Name
|
Effect
|
1
|
Air of Authority
|
Advantage on Command tests
|
2
|
Armour of Contempt
|
Advantage on malignancy tests from gaining corruption points
|
3
|
Berserk Charge
|
Advantage on melee to hit rolls in first round of combat if you were able to charge
|
4
|
Bitter
|
Advantage to resist persuade rolls
|
5
|
Close-Minded
|
You are unswayed by new or heretical thoughts. Advantage on willpower tests against those espousing them.
|
6
|
Clotter
|
-1 to all Blood damage taken
|
7
|
Clutch Hitter
|
When guts reduced to 0, increase critical hit range by 1
|
8
|
Crack Shot
|
Add +1 Blood damage when damaging Blood with ranged attacks
|
9
|
Crippling Strike
|
Option to take disadvantage on a melee to hit roll, if attack hits, counts as critical
|
10
|
Crushing Blow
|
Add +1 damage to melee attacks
|
11
|
Dark Soul
|
Add willpower modifier to malignancy tests
|
12
|
Deadeye Shot
|
You may take disadvantage on ranged attacks, and if attack hits, it counts as critical
|
13
|
Deadly
|
+1 to Critical hit range on all attacks
|
14
|
Decadence
|
You are extremely resistant to the ill effects of drugs and alcohol
|
15
|
Die Hard
|
Advantage on Death Saves
|
16
|
Disturbing Voice
|
Advantage on Intimidate rolls, disadvantage on friendly persuade rolls
|
17
|
Eagle Eye
|
+1 to Critical hit range on ranged attacks
|
18
|
Evasive
|
+1 Guts
|
19
|
Extrovert
|
Advantage on persuade rolls with strangers
|
20
|
Fated
|
Once per session, reroll a missed to hit roll
|
21
|
Favoured by the Warp
|
Advantage on Perils of the Warp Tests
|
22
|
Fearless
|
Immune to fear effects
|
23
|
Foresight
|
Once per session, gain advantage on any Lore test.
|
24
|
Frenzy
|
Enter a psychotic rage to gain an extra melee attack per round, but with some chance to attack unintended targets
|
25
|
Gift of the Healer
|
Recover 2 extra blood per day of complete rest
|
26
|
Good Reputation†
|
You are well thought of within a certain, specific group. This may grant bonuses to certain rolls
|
27
|
Hard Noggin
|
-2 damage from stun attacks
|
28
|
Hard Skinned
|
-1 damage from all attacks
|
29
|
Hard Target
|
Opponents have disadvantage on ranged attacks against you when you run
|
30
|
Hardy
|
Heal 1 extra Blood per day
|
31
|
Hatred of Chaos
|
+2 Damage and Advantage on Breakdown checks caused by Chaotic Creatures
|
32
|
Hatred of Heretics
|
+2 Damage and Advantage on Breakdown checks caused by Heretics
|
33
|
Hatred of Mankind
|
+2 Damage and Advantage on Breakdown checks caused by Humans
|
34
|
Hatred of Xenoi
|
+2 Damage and Advantage on Breakdown checks caused by Xenoi
|
35
|
Hidden Depths
|
You are surprisingly insightful. Once per session, automatically succeed in a Lore test
|
36
|
Hip Shooting
|
You may run and shoot with disadavantage
|
37
|
Honorable
|
Advantage on Breakdown checks if breaking down would endanger a promise you have made
|
38
|
Improved Balance
|
Advantage on any Dexterity rolls for balance
|
39
|
Insanely Faithful
|
Advantage on breakdown rolls against heretics and chaotic beings
|
40
|
Into the Jaws of Hell
|
Subordinates have +1 morale
|
41
|
Iron Discipline
|
Advantage on command tests with subordinates
|
42
|
Iron Jaw
|
May make a toughness check to overcome stunning
|
43
|
Jaded
|
Take no stress from mundane, non-supernatural situations or horrors
|
44
|
Keen Hearing
|
Your hearing is extremely sharp. Hear things others can't, and advantage for any hearing-based awareness tests
|
45
|
Keen Smell
|
You can smell things others can't. Advantage on smell based awareness tests. Extremely sensitive to unpleasant smells.
|
46
|
Last Gasp
|
When Guts equal to zero, +1 initiative
|
47
|
Light Sleeper
|
No penalties for being woken up
|
48
|
Lightning Attack
|
Gain an additional melee attack per round
|
49
|
Lightning Reflexes
|
Add +2 to initiative rolls
|
50
|
Litany of Hate
|
Extend the benefits of a Hatred effect to all friendly characters within earshot
|
51
|
Lurker
|
Do +2 damage on melee attacks made from the dark
|
52
|
Marksman
|
Advantage on extremely long range to hit rolls
|
53
|
Master Orator
|
Advantage on persuade rolls when you have a large audience
|
54
|
Meditator
|
Recover 1 extra stress point per week if significant time spent meditating
|
55
|
Mental Fortress
|
Advantage to resist mental attacks and interrogation
|
56
|
Mimic
|
You can copy voices you havce heard
|
57
|
Natural Bearings
|
You always know the cardinal directions (or other fixed point of reference) and are almost never lost
|
58
|
Natural Eye
|
+1 to hit on ranged attacks
|
59
|
Natural Swing
|
+1 to hit on melee attacks
|
60
|
Nerves of Steel
|
Advantage on breakdown tests where stress is caused by physical danger
|
61
|
Nymphomania
|
Recover 1 extra stress per week if you can engage in sexual activity
|
62
|
On Guard
|
+1 initiative and +1 AC for first round when surprised
|
63
|
Photomania
|
Instantly calm down from breakdowns if brought into bright light and out of immediate danger
|
64
|
Precise Blow
|
Increase melee critical hit range by 1
|
65
|
Precision Striker
|
+1 to critical hit range on melee attacks
|
66
|
Quick Reflexes
|
+1 initiative at all times
|
67
|
Quickdraw
|
+4 initiative first round of combat
|
68
|
Rapid Reaction
|
Make a willpower check to avoid being surprised
|
69
|
Rapid Reload
|
Reduce time to reload weapons
|
70
|
Resilient
|
Recover 1 extra stress per week
|
71
|
Robust
|
Advantage on toughness checks to resist disease
|
72
|
Second Wind
|
+2 Damage when Guts equals zero
|
73
|
Sharpshooter
|
Extend the critical hit range by 1 on ranged attacks
|
74
|
Slayer of Chaos
|
+2 to hit and increase critical range by 1 against chaotic beings
|
75
|
Slayer of Heretics
|
+2 to hit and increase critical range by 1 against heretics
|
76
|
Slayer of Mankind
|
+2 to hit and increase critical range by 1 against humans
|
77
|
Slayer of Xenoi
|
+2 to hit and increase critical range by 1 against Xenoi
|
78
|
Slugger
|
+2 Damage in Melee
|
79
|
Sound Constitution
|
+1 Blood
|
80
|
Sprint
|
You can run faster than normal for short periods of time
|
81
|
Steady
|
Advantage on Breakdown Checks
|
82
|
Step Aside
|
Improve AC by 2 in Melee if you forgo attacking
|
83
|
Stoic
|
Advantage on breakdown rolls brought about by mundane stressors
|
84
|
Stout
|
Recover 1 extra Blood per day
|
85
|
Street Fighting
|
Advantage on melee to hit rolls involving knives or improvised weapons
|
86
|
Strong Minded
|
Advantage on willpower tests to resist psychic powers
|
87
|
Sure Strike
|
Modify critical hit rolls up or down by 1, your choice.
|
88
|
Suspicious
|
Advantage on willpower tests to resist persuasion.
|
89
|
Swift Attack
|
You can attack twice in melee
|
90
|
Takedown
|
You can choose to replace all damage from a melee attack to knock your opponent prone
|
91
|
Thick Blooded
|
Advantage on Toughness checks against poison
|
92
|
Total Recall
|
You can remember trivial facts and minor details with uncanny accuracy
|
93
|
Tough
|
+1 Blood
|
94
|
True Grit
|
Critical hit injury rolls against you take -1
|
95
|
Unerring
|
+1 Damage to Ranged Attacks
|
96
|
Unremarkable
|
You are easily forgettable
|
97
|
Unshakeable Faith
|
Advantage on stress rolls that involve fear
|
98
|
Unyielding
|
+2 to Toughness checks against death
|
99
|
Wall of Steel
|
Improve AC by an extra 2 if you fight defensively in Melee
|
100
|
Warrior of Light
|
+2 Melee damage in bright light
|
Negative
Negative
| ||
Roll
|
Name
|
Effect
|
1
|
Ablutomania
|
Obsessed with cleanliness. Disadvantage on Breakdown checks involving filth
|
2
|
Alcoholism
|
Heavy drinker. Can only recover stress by getting very drunk.
|
3
|
Anemic
|
Take 1 extra blood damage whenever blood damaged
|
4
|
Anxious
|
Suffer anxiety over even minor stresses. More likely to gain stress than normal
|
5
|
Automatonophobia
|
Believe humans are actually soulless robots. Take 1 extra stress in stress inducing situations involving human enemies
|
6
|
Bad Gambler
|
Disadvantage on gambling rolls
|
7
|
Bad Humours
|
-1 Blood
|
8
|
Bloodthirsty
|
Fascinated with injury, wounds, and torture.
|
9
|
Bulimic
|
Heal 1 fewer Blood per day, and half Guts from eating
|
10
|
Callous
|
Lack of empathy and feeling for fellow man
|
11
|
Calm
|
-1 Damage first round of combat
|
12
|
Chemical Addiction
|
Addicted to some drug stronger than alcohol
|
13
|
Claustrophobia
|
Severe fear of enclosed spaces.
|
14
|
Clumsy
|
-1 Guts
|
15
|
Compulsion
|
Character must frequently perform some action and becomes extremely agitated if prevented
|
16
|
Compulsive
|
Suffers intense need to do specific actions.
|
17
|
Curious
|
Obsessed with the acquisition of knowledge.
|
18
|
Dacnomania
|
Obsessed with killing.
|
19
|
Dark Temptation
|
Prone to investigating Forbidden Lore
|
20
|
Dead Comrade
|
Hears and/or sees a dead comrade, who often offers rebukes and criticism
|
21
|
Delusion
|
Holds and acts on an erroneous belief about self or the world
|
22
|
Demonomania
|
Believes self possessed by demons
|
23
|
Demonophobia
|
Disadvantage on breakdown checks caused by demons
|
24
|
Deviant Tastes
|
Socially unacceptable appetites, not welcome in brothels
|
25
|
Dispomania
|
Intense craving for alcohol. Will go to great lengths to seek it out.
|
26
|
Diurnal
|
-1 Initiative in the dark
|
27
|
Egomania
|
Obsessed with self-worship.
|
28
|
Emperor Fearing
|
Can only relieve stress through prayer and religious activity
|
29
|
Enlightened
|
Will only relieve stress through meditation
|
30
|
Explosive
|
Frequent outbursts of violence and aggression
|
31
|
Faithless
|
Cannot relieve stress through prayer or other religious action
|
32
|
Fear Of Chaos
|
Disadvantage on breakdown checks caused by chaotic beings
|
33
|
Fear of Heretics
|
Disadvantage on breakdown checks caused by heretics
|
34
|
Fear Of Insects
|
Extereme fear of insects, arthropods, and those alien creatures reminiscent of them
|
35
|
Fear of Mankind
|
Disadvantage on breakdown checks caused by humans
|
36
|
Fear Of The Dead
|
Extreme fear of corpses and death
|
37
|
Fear of Xenos
|
Disadvantage on breakdown checks caused by Xenoi
|
38
|
Flagellant
|
Can only relieve stress by self flaggellation
|
39
|
Flashbacks
|
Vivid hallucinations of past traumatic events
|
40
|
Flawed Release
|
-1 to critical hit range on ranged attacks
|
41
|
Fragile
|
-1 Blood
|
42
|
Gambler
|
Can only relieve stress by gambling
|
43
|
Guilty Conscience
|
Bears the crushing guilt of deeds real and imagined.
|
44
|
Hagiomania
|
Obsessed with achieving sainthood.
|
45
|
Hemophilia
|
+1 to all blood damage taken
|
46
|
Hieromania
|
Experiences religious visions and delusions.
|
47
|
Horrific Nightmares
|
Terrible dreams, trouble sleeping
|
48
|
Hylomania
|
Obsessed with material things.
|
49
|
Hypochondria
|
Often suffer from imagined illnesses in order to gain attention. Follow rules for disease, without risk of actual death
|
50
|
Invulnerability
|
Believes self unable to suffer harm, either from a specific source, or at all
|
51
|
Kleptomaniac
|
Prone to stealing Items
|
52
|
Known Cheat
|
Not welcome with gamblers that know your reputation
|
53
|
Lazy Eye
|
-1 to hit with ranged attacks
|
54
|
Light Sensitive
|
-1 damage in bright light
|
55
|
Love Interest
|
Can only relieve stress making romantic overtures to your love interest
|
56
|
Lygophobia
|
Disadvantage on Breakdown Checks in the dark
|
57
|
Megalomania
|
Delusion of own's power and superiority, obsessed with exercise of power over others
|
58
|
Mercurial
|
You frequently change your mind and have a hard time sticking to a consistent plan of action
|
59
|
Misses the Spot
|
-1 to critical hit range
|
60
|
Monophobia
|
Fear of being alone. Disadvantage on breakdown checks while alone
|
61
|
Necromania
|
Fascinated with corpses.
|
62
|
Nervous
|
Disadvantage on all breakdown checks
|
63
|
Nervous Tic
|
When stressed or nervous, suffer a specific involuntary twitch
|
64
|
Nocturnal
|
-1 initiative in bright light
|
65
|
Obsession
|
Character fixates on particular topic and has difficulty not thinking or referring to it
|
66
|
Off Guard
|
-2 initiative and -2 AC first round when surprised
|
67
|
Panicky
|
Disadvantage on willpower checks to remain calm
|
68
|
Paranoia
|
Delusions of hostile attention and action from specific or general entities
|
69
|
Paranormania
|
Obsessed with the paranormal.
|
70
|
Pathological Liar
|
Will frequently lie, even when it is disadvantageous. Advantage on Persuade rolls involving lies, must pass willpower check to avoid lying when under stress
|
71
|
Phengophobia
|
Disadvantage on breakdown checks made in direct sunlight
|
72
|
Plutomania
|
Manic for money.
|
73
|
Resolution
|
Will not drink and cannot relieve stress by doing so
|
74
|
Righteousness
|
Believes in rightness of own actions no matter what actual compromises are made or costs are paid
|
75
|
Ruins Phobe
|
Disadvantage on breakdown checks in ruins
|
76
|
Ruminator
|
Relieve 1 point of stress every other week of stress relieving activity
|
77
|
Selective Amnesia
|
Cannot remember traumatic events, will not believe others about them
|
78
|
Self-Mortification
|
Character compulsively damages own flesh
|
79
|
Shaky
|
-1 Damage to ranged attacks
|
80
|
Shell Shock
|
Distant, emotionally deadened, nightmares. More likely to take stress from going into dangerous situations
|
81
|
Shocker
|
+1 damage taken from stun attacks
|
82
|
Sickly
|
Disadvantage on toughness checks against disease
|
83
|
Sleep Walking
|
While sleeping, will occasionally get up and move around, even in potentially dangerous situations
|
84
|
Slow Reflexes
|
-1 initiative
|
85
|
Slowdraw
|
-2 initiative first round of combat
|
86
|
Soft
|
-1 Guts
|
87
|
Stress Eater
|
When stress is over minimum value, eat compulsively
|
88
|
Thanatophobia
|
Disadvantage on breakdown checks when Guts equals 0
|
89
|
The Flesh Is Weak!
|
Character blames flesh for failings and weakness, and will desire to replace it with improvements like cybernetics
|
90
|
The Yips
|
-1 to hit ranged attacks
|
91
|
Thin Blooded
|
Disadvantage on toughness checks against poison
|
92
|
Tippler
|
Can only relieve stress by drinking
|
93
|
Tither
|
Donates large amounts of money to the church. -1 to all Patronage checks
|
94
|
Tuckered Out
|
-1 Damage when Guts equals 0
|
95
|
Unquiet Mind
|
Cannot relieve stress by contemplation or meditation
|
96
|
Weak Grip
|
-1 to critical hit range in melee
|
97
|
Weak Grip on Life
|
Disadvantage on Death Saves
|
98
|
Winded
|
-1 Initiative when Guts equals 0
|
99
|
Witness
|
Cannot relieve stress by prayer or religious activity after seeing disturbing behavior
|
100
|
Zoophobia
|
Disadvantage on breakdown checks caused by animalistic creatures
|
No comments:
Post a Comment