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Physical Quirks

Acute Sense (Two+ point edge)
Addict (Four point flaw)
Allergy (Two+ point flaw)
Ambidextrous (Two point edge)
Bad Sight (Two+ point flaw)
Big Build (Two point edge)
Blind (Six+ point flaw)
Deaf (Six+ point flaw)
Deformed (Six point flaw)
Double Jointed (Two point edge)
Dwarf (Six point flaw)
Endure Pain (Two point edge)
Enticing (Four point flaw)
Giant (Eight point edge)
Hard of Hearing (Two point flaw)
Hardy (Six point edge)
Immunodeficient (Four point flaw)
Junkie (Eight point flaw)
Lame (Six point flaw)
Mute (Six point flaw)
No Limb (Two point flaw)
Paraplegic (Twelve point flaw)
Reflexes (Four point edge)
Rejection (minor) (Four point flaw)
Rejection (major) (Eight point flaw)
Silver Tongue (Four point edge)
Stealthy (Six point edge)
Tetraplegic (Eight point flaw)
Unobtrusive (Four point edge)
Well 'Ard (Six point edge)

Acute Sense (Two+ point edge)
This edge applies to one of four senses, sight, hearing or taste and smell. Whichever you pick gives you +1 to perception tests involving that sense (+2 if you pay four points). This is not a physical ability, it is also a knack from knowing what to look for or how to listen for certain sounds. Thus, you do not loose this bonus if your have a cybernetic implant which effects the sense.

Addict (Four point flaw)
You have an addictive nature and are hooked on something. It could be smoking, gambling, sex, drugs, booze or even shopping. You're not totally beyond self control, but are slightly obsessed. Not skinning up or trying to resist buying that new music chip isn't easy, requiring an average [15] willpower roll.

Ambidextrous (Two point edge)
You don't have a dominant hand and can use either one just as effectively. In game terms, you do not suffer "off hand" penalties and when you are using both hands in a dexterity based test you gain +1 as you move tools and subject easily.

Allergy (Two+ point flaw)
You are allergic to a common substance. Such substances include pollution, plastics (meaning that certain cyberware is going to cost you double at least), specific metal (gold, silver etc) or animals (dogs or cats).

A two point flaw means a minor irritation; you will get a runny nose, rash or perhaps breathing difficulties. So -2 to all tasks requiring concentration.

A four point flaw is a major allergy and exposure causes you to be immobilised (fits to a really bad asthma attack). If you fail an endurace roll, your damage track moves up to lightly wounded (or by an extra box if already damaged).

Bad Sight (Two+ point flaw)
Your vision is dodgy to say the least. A two point flaw means you cannot see very far even with your contacts in (-1 perception per 10 metres). A four point flaw means you can only see in black and white (-2 to visual perception). Both the two and four point flaws are correctable by implants.

However, A six point version of either of the above flaws is due to a malformed part of your brain and cannot be corrected.

Big Build (Two point edge)
You have a stocky build and could be said to be "big boned". Increase your size stat by two points. Note, you cannot increase your size by more than a third of your strength score.

Blind (Six+ point flaw)
You are blind and cannot see (six point flaw). Some people are completely blind (ten point flaw) and will never see due to brain damage.

Deaf (Six+ point flaw)
You are stone cold deaf. Perhaps you were unlucky and couldn't afford hearing replacement (can you lip read now?). Or, like the blind ten point flaw, you have suffered some brain damage and cannot hear no matter what cyberaudio or dataplug link you have installed.

Deformed (Six point flaw)
You are deformed either from birth or due to an accident. You could have a deformed hand or misshapen limb. This translates as a -2 to one to either movement, quickness or dexterity. If the deformity is clearly visible, your appearance may never be above beautiful (until surgery). A cybernetic or biological replacement and some serious physiotherapy will help any problems you have.

Double Jointed (Two point edge)
You are one of those people who can contort themselves and bend in funny directions. You gain +2 to escaping your bonds and dodging and +1 to any acrobatic tests (including dodging or high kicks).

Dwarf (Six point flaw)
Your growth has been stunted by some factor. Your movement and size scores cannot be above six points.

Endure Pain (Two point edge)
Pain? You have suffered much worse. You gain +1 to resisting stun tests. A four point version of this edge gives +2 versus stun. Note that this edge does not help you resist torture or prolonged agony.

Enticing (Four point flaw)
This flaw can only be taken by people with at least a beautiful appearance. People find you sexually alluring, and treat you as an object. You have no shortage of short terms partners, but as people don't take you serriously, you have a -2 to all social skills.

Giant (Eight point edge)
You are massive for your race, easily topping the highest height by at least a foot. Your movement, strength and size scores maximums are two higher than normal. However, you must still spend the points to obtain these stats.

Hard of Hearing (Two point flaw)
Your sense of hearing is not very good and you suffer -2 to any audio related perception tests.

Hardy (Six point edge)
You have a strong and rugged constitution. You are rarely ill and it takes ages to get drunk. You gain +2 to resist drugs, diseases and toxins.

Immunodeficient (Four point flaw)
You immune system is weak and you often have a cold or bad stomach. You have a -2 penalty to resisting biotoxins and diseases.

Junkie (Eight point flaw)
You are addicted to a drug. Perhaps you are smashed out of your face on drink, take one too many trips or perhaps you are a wirehead - an addict of the cybernetic "wire" which directly stimulates your pleasure centres. You spend the vast majority of your money on this deadly pursuit and are lucid for D6 hours a day (perhaps looking for a supplier). Do you enjoy what you do or are you appalled and are trying to quit?

To kick this habit requires a steady diet of cold turkey and a some difficult [20] willpower rolls. You roll once a day and every two successes drops the difficulty by one. If you fail you cave in and take a fix. Fumble and the willpower roll becomes a point harder (up to difficulty 20).

Lame (Six point flaw)
Your legs are badly disfigured and your movement score cannot be above five and you cannot be double jointed.

Mute (Six point flaw)
You cannot speak because of a physical problem. You cannot make any noise at all. Surgery and a complex process of physiotherapy could cure you - at least double the surgery and costs for any vocal implants.

No Limb (Two point flaw)
You have lost a limb either from a wound and you could not afford to replace it. You start the game minus one limb! Movement is halved if you have only one leg. If you are missing an arm, you will suffer -2 penalties to combat, athletics and other any action which requires two arms. If the loss of limb is genetic, you may not "clone" that part and this becomes a four point flaw.

Paraplegic (Twelve point flaw)
You are paralysed from the waist down and cannot move without your wheelchair other than by dragging yourself with your arms. This condition can be cured but it will cost at least $6000 and take many months. An eight point version of this flaw means you can never be cured.

Reflexes (Four point edge)
You have amazing reaction times. You can play UltraSonic IV without 'trodes and still thrash your decker friend. You gain +1 to initiative. At a four points cost you gain +2 initiative.

Rejection (minor) (Four point flaw)
You body does not like these alien implants and if you have any cybernetics installed, you will suffer painful cramps, swellings and damage (D4 per day per system). Bioware such as bio-optics or other enhanced organic systems are fine though. You could take immunosuppressors if you really need that system (treat as immunodeficiency above).

Rejection (major) (Eight point flaw)
Not only does you body reject the metal and plastic of cyberware but also attacks the so-called implant safe bioware. O-type implants are rejected 50% of the time although clone parts are fine.

Silver Tongue (Four point edge)
You are a smooth talker and are very charming. You gain +2 all tests involving persuasion or bargaining (ie: fast talk, seduction, street deals etc).

Stealthy (Six point edge)
You move quieter than a cat and the Ninja are crude noise mongers compared to you. You gain +2 to stealth tasks and if you moved slow enough, I'm sure that gravel path wouldn't even whisper.

Tetraplegic (Eight point flaw)
This is like being paraplegic except you are paralysed from the neck down. You need everything doing for you. Even if you had data plugs and some remotes life would be difficult. You could have freedom of movement if you could afford the eight month treatment costing $8,000. Perhaps you are so paralysed you will never walk (a ten point flaw).

Unobtrusive (Four point edge)
You are low profile and blend in well in a crowd. People have trouble remembering your face, let alone your name (unless your name is "thingy"). Your appearance and charisma scores cannot be above 7, however. Spotting you in a crowd incurs a -3 penalty and you gain +2 to all disguise rolls.

Well 'Ard (Six point edge)
Pain is nothing to fear. It is merely the signal of your physical body in distress. You, your mind, do not need to worry yet. Letthem stick their needles in you (you might even enjoy it). You gain +3 to resisting torture, stun tests and also when attempting to move when badly wounded.