Post by Mouser on Jul 7, 2020 18:59:20 GMT -8
Under Construction
Summary
Quirk Rules
Positive Quirks
Positive Quirks are considered habits or inherit skills that have proven to assist you in. They consist of features that offer Protection to your Health/Sanity, help manage injuries or they help reduce the numbers given on a Random Encounter, increasing chance of reward over having to to face increasingly difficult situations.
1. Fearless – You cannot gain a negative quirk involving a phobia. Reduces chances of picking up other Positive Quirks during certain Missions by 25%. Counts as 2 Positive Quirks at Character Creation.
2. Loathe the Dead – You gain +1 Sanity Protection towards Random Encounters involving (Type: Undead).
3. Beast Slayer – You gain +1 Sanity Protection towards Random Encounters involving (Type: Beast).
4. Kinslayer – You gain +1 Sanity Protection towards Random Encounters involving (Type: Human).
5. Weighed and Measured – You gain +1 in missions involving Investigation or Negotiation.
6. Paced – You gain +1 in missions involving Extermination or Tracking.
7. Body Guard – You gain +1 in missions involving Escorting or Guarding.
8. Alert – You gain +1 Health Protection towards Random Encounters involving (Type: Ambush).
9. Deadly – Having a Melee Weapon gives you +1 towards Random Encounters.
10. Crack Shot – Having a Ranged Weapon gives you +1 towards Random Encounters.
11. Quick Step – You gain+1 Health Protection towards Random Encounters involving (Type: Trap)
12. Hardy – You gain immunity towards Random Encounter damage involving (Type: Disease)
13. Calm – You take half Sanity damage, 1 being the lowest it can go.
14. Thick Blood – You gain immunity towards Random Encounter damage involving (Type: Poison)
15. Thick Skin – You gain immunity towards Random Encounter damage involving (Type: Bleed)
16. Resilient – You can avoid Permanent Injuries once every 5 missions.
17. Catacombs Explorer – You gain +1 in Random Encounter rolls on missions involving the Catacombs.
18. Unyielding- You are resistant to corruption. You gain immunity towards Random Encounter damage involving (Type: Corruption).
19. Iron Grip - You cannot be disarmed. Cancels out Negative Quirk: Weak Grip and Negative Quirk: Fool's Aim.
Negative Quirks
Negative Quirks are considered habits or inherit fears that halt your progress or fills you with dread. They consist of Damages to Health/Sanity or can increase negative outcomes for Random Encounter. They can stack quickly and if not properly managed, the can expedite the death of your character during a mission.
1. Necrophobia - Fear of the Dead. Missions involving the Undead get +1 in Random Encounter rolls against you. Random Encounters involving (Type: Undead) get +2 Sanity Damage against you..
2. Zoophobia - Fear of Beasts. Missions involving Beasts get +1 in Random Encounter rolls against you. Random Encounters involving (Type: Beasts) get +2 Sanity Damage against you.
3. Anthropophobia – Fear of mankind. Missions involving Humans get +1 in Random Encounter rolls against you. Random Encounters involving (Type: Human) get +2 Sanity Damage against you.
4. Thalassophobia - Fear of deep water. Missions near bodies of water get +2 in Random Encounter rolls against you. (Greentooth Swamp, The Pearl Shore)
5. Pyrophobia – Fear of fire. Missions along Pyre Road get +1 in Random Encounter rolls against you. Random Encounters involving (Type: Fire) get +2 Sanity Damage against you.
6. Clumsy – Missions types that involve Investigation or Negotiation get +1 in Random Encounter rolls against you.
7. Winded – Missions types that involve Extermination or Tracking get +1 in Random Encounter rolls against you.
8. Tunnel Vision – Missions types that involve Escorting or Guarding get +1 in Random Encounter rolls against you.
9. Off Guard – Random Encounters involving (Type: Ambush) get +1 Sanity Damage against you.
10. Weak Grip – It is easy to disarm your melee weapon. You lose your melee weapon at 15+ Random Encounters.
11. Fool’s Aim – Your ranged weaponry misfires or breaks more often than not. You lose your ranged weapon at 15+ Random Encounters.
12. Slow Reflexes – Random Encounters involving (Type: Trap) get +1 Health Damage against you.
13. Sickly – Random Encounters involving (Type: Disease) get +1 Health Damage against you.
14. Nervous – 1 damage to Sanity before every mission.
15. Thin Blooded – Random Encounters involving (Type: Poison) get +1 Health Damage against you.
16. Thin Skin – Random Encounters involving (Type: Bleed) get +1 Health Damage against you.
17. Brittle Bones – Permanent Injuries occur at 2 damage to you instead of 4 damage.
18. Night Blind – Missions in the Catacombs get +1 in Random Encounter rolls against you
19. Infirm – Heals from other Hunters require a d20 Roll instead of automatic success. (1-10 is a success)
20. Wandering Mind – You are more susceptible to corruption. Random Encounters involving (Type: Corruption) get +1 Sanity Damage and +1 Health Damage against you.
21. Ruminator – Not knowing your past deeply troubles you. All Missions get +1 in Random Encounter rolls against you until Reverie is restored.
22. Coward - Cancels out Positive Quirk: Fearless. All Missions get +1 in Random Encounter rolls against you.