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Supernatural Quirks

Bad Luck (Six point flaw)
Creepy (Six point flaw)
Danger Sense (Six point edge)
Destined (Eight point edge)
Doomed (Eight point flaw)
Dreamer (Four point edge)
Good Luck (Eight point edge)
Guardian (Twelve point edge)
Haunted (Four+ point flaw)
Magicianship (Four+ point edge)
Resistant (Six point edge)
Sensitive (two point edge)
Spirit Guide (Six point edge)
Supernatural Foe (Four+ point flaw)

Bad Luck (Six point flaw)
Your luck is cursed. If it can go wrong, it will. You luck score is halved. If there's any friendly fire, you get backshot.

Creepy (Six point flaw)
Your presence is menacing and you make anyone near you feel uneasy. You suffer -4 to social skills but gain +2 when intimidating someone. A one point version of this just affects children and animals.

Danger Sense (Six point edge)
You have an unnatural ability to sense danger but it is up to you whether you act on these guesses. You have a danger sense skill at +2 and the ref will make rolls for you. Danger Sense is x2 skill.

Destined (Eight point edge)
You are destined for some greater purpose. Dreams and prophecies guide you along the way. Destinies are generally very vague and the referee will help you choose (although your character may not know that she is destined).

Doomed (Eight point flaw)
You have the other side of destiny, you are doomed to die at a particular point. Your character (or you the player) may, or may not, know this (ref's use your imagination here!).

Dreamer (Four point edge)
Your dreams are vivid and totally lucid. You have people and places that you go to each night who you share your secrets with. They help you out with ideas and sort out your problems, but hey, they're only dreams right?

Good Luck (Eight point edge)
You are blessed and the right thing just seems to happy for you. For every two luck points that you spend influencing a roll you actually gain three (ie: four luck acts as if a normal person spent six).

Guardian (Twelve point edge)
You have a supernatural guardian from another plane who looks after you. Remember how that guard's gun just happened to jam? I would say Guardian Angel, but there are others who would protect for their own purposes. Although this seems very powerful, you can only cheat fate a few times. You never know when your luck will run out.

Haunted (Four+ point flaw)
You are haunted by a ghost. It is rarely friendly and often taunts you. How and why this spirit taunts you, you must describe. People may hear you cursing it on late nights when your temper runs thin. Normally, this is a four point flaw. However, the frequency of the ghost's visits alters the flaw cost: 

Rarely x 2 or less on a D10
Uncommon x1 4 or less on a D10
Often x1 6 or less on a D10
Mostly x2 8 or less on a D10

The referee will roll the frequency at a suitable point. Perhaps during a stakeout, when you need to be asleep, or other such inconvient time.

More severe haunting effects may affect others. If it is a six point flaw, mages will feel its presence. If you have an eight point flaw, the ghost will scare children and animals (-3 to all social skills).

Magicianship (Four+ point edge)
You are one of the rare few who has some skill in the magical arts. Your "gift" will greatly affect what powers you can use and to what level.

Having the magicianship edge does not give any extra skills. You must purchase spells and skills seperately. Ask your referee about this.

Resistant (Six point edge)
You may not be very strong willed but in the magical sense, you will is a castle of thought. You gain +2 to resist mental attack spells and possession.

Sensitive (Two point edge)
You have an ability to sense magical and spiritual forces. You have the sensing skill at +1 and this may be increased through experience or pick-ups as necessary.

Spirit Guide (Six point edge)
Unlike the tormenting ghost of the haunted flaw, you have a guide who helps you out from time to time. Perhaps you can hear them as a voice or do they appear to you in dreams? The advice is sometimes cryptic but it is better than no advice. The final cost of this edge depends on the guide's availability: 

Rarely x 2 or less on a D10
Uncommon x1 4 or less on a D10
Often x1 6 or less on a D10
Mostly x2 8 or less on a D10

The referee will roll whenever their is a chance your guide may help you. If the roll is failed, they are unavailable for D3 days.

Supernatural Foe (Four+ point flaw)
You have foiled the plot of some sinister creature, perhaps a demon or vampire. This being is now seeking revenge. Real enemies or even AIs you can handle, but how do you fight a someone you can't even see? The more points you spend on this, up to +4, the more dangerous your foe. Perhaps it even has its own cult who will hassle you too.


Mental Physical Environmental Resources Supernatural