Post by Croccy on Mar 22, 2007 23:23:19 GMT -5
Because the Bird profile in its entirity was too big, apparantly.
Quirks:
Mental --
Excellent Memory (Four point edge)
Your memory stat should be at least 9 for this quirk. You can remember virtually anything (most of the time). You gain +2 to any rolls on any test you wish to recall a face, place, clue or name.
Flashbacks (Two point flaw) (Minor)
You have had a very BAD experience, probably through trauma or perhaps from drugs. You can drift off at any time, but stress increases the chances. Normally, an easy willpower test will prevent any problems, however very stressful situations will require an average or maybe even a difficult willpower roll.
Besides picking the nature of the flashback, you should also choose the trigger. Legal triggers include gun fights, trips into the net, failing a horror or fright check, explosions, being badly wounded, etc. Bird's trigger is when his eyes are covered by an opaque surface or hurt, and sometimes even when they are simply approached by anyone other than Sai.
Fearful (Two point flaw)
You are not a coward but are easily frightened. Threatening people are bad enough, while firefights terrify you. You suffer a -2 penalty to resisting intimidation attempts and horror checks. Very fearful people have a -4 penalty. but that is a four point flaw.
Phobia: Lifts/Elevators (minor)
Bird cannot bring himself to ride in a lift of any sort unless forcefully dragged onto it.
Intolerance: Crowds
Bird cannot, and WILL not, tolerate large crowds.
Paranoid (Two point flaw)
You suffer from mild paranoia and believe that someone is out to get you (which they are~). You can spin conspiracy theories from just getting a parking ticket. You are very careful not to leave any possible edges for your enemies - or friends - to find out. Bird constantly looks to the sky for the trademark Mockingbird insignia.
Phobia: Loud Noises (major)
Bird wears earplugs more often than not in larger cities. It isn't really loud noises in general that scare him, though; loud, SUDDEN noises, such as dropping a heavy metallic object, do him in.
Phobia: Bright Lights (major)
Bird wears sunglasses for this one.
Vengeance (Four point flaw)
Someone has crossed you and perhaps cost you dear: killed your lover; wrecked your business or kicked the @#%$ out of you. Whatever the cause, you have a score to settle.
Although this revenge does not play on your mind like a compulsion, you will not give up on the chance to get even. If you pass an average willpower roll you can resist plotting revenge. However, to resist offing them when you see them face to face, you must pass a difficult willpower roll. Oh, and if you fumble either roll, you must hunt them down (until you make another successful roll a day later).
Withdrawn (Two point flaw)
You are shy by nature and do not like crowds or being in the limelight. You have a -2 penalty to all mental and social tests when all eyes are upon you.
Physical --
Acute Sense: Smell (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 sniff out certain scents. Thus, you do not loose this bonus if your have a cybernetic implant which affects the sense.
Allergy: Soy (Four point flaw) (major)
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).
Soy is used as a major food source and ingredient in modern and futuristic societies, prized for its quick, natural nutriets and abundance in growth. Therefore, Bird is at a loss when it comes to meals in foreign worlds.
If ingested, Bird will experience anaphylactic shock, and could suffocate if not treated.
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.
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.
Delicate (Six point flaw)
Bird has a somewhat tender composure, and is sensitive to pain, toxins, and alcohol (alcoholic coma). He is also incredibly susceptible to modern medication, their effects almost double what they would be on a human, possibly overloading him (risk of becoming a vegetable?).
Environmental --
Contacts (Eight point edge)
You have friends in the right places. You can ask them for a favour every now and again. Sometimes they cannot be reached, other times the come up with the info dead quick.
Enemy (Four point flaw)
You have really upset someone and they are out to get you, just as soon as they have the chance. You may even not know who they are. How many peoples' fingers you trod on to climb the ladder? (In Bird's case, Xeryn. And he's quite upset with what the Keybladers did to Organization XIII, let alone what happened all those years ago. Survivor boy. At the moment, Xeryn is only a four point enemy, with no one to back him up. However, he has ways of finding help...)
A four point enemy has a few friends to help them out. Perhaps they are a cyberganger, a cop or their mates at the office hate you too.
Hunted (Ten point flaw)
Rather than making an enemy of just one person, you have earned the wrath of a whole organisation. The base cost is listed below, but their frequency of appearance alters the final cost.
Lover (Four point flaw)
This is someone you care deeply for. You probably live together and could well be married (if you believe in it). You would not leave this person and would do anything to get them back. If they are kidnapped or killed and you do nothing to help, you do not gain any EXP for the rest of the adventure.
SINless (Four point edge)
Your birth was never recorded or perhaps your records have recently been erased. If you have no SIN then no files will be kept on you, officially you are a blank (which is illegal). This is somewhat of a double edged sword, although no files exist on you, neither will you be able to open a bank account or register for insurance. No one was aware that the prisoners had bred (though the possibility was out there), so Callion is (was) not in the planet registry, along with its inhabitants.
However, this makes it easy to pick Bird out of a crowd. He is not a recognized race by the Feds, and his appearance (when among un-modified humans) is extremely conspicuous.
Teacher (Six point edge)
A friend or relative took an interest in you and shared some of their worldly experience with you. You may gain +2 in any knowledge skill (subject to referee's discretion).
Tragic Loss (Two point flaw)
Someone close to you, sibling, parent, friend or lover, died horribly in a fire, in a crash or perhaps they became another murder statistic. This really effected you and you may hold yourself partly to blame. There are not many days when you do not think of them.
Resources --
Poor (Four point flaw)
Either you did not start out with much or various outgoings have swallowed your money. You loose $1000 and this flaw may be taken more than once.
Supernatural --
Magicianship (Ten 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.
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.
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.
Quirks:
Mental --
Excellent Memory (Four point edge)
Your memory stat should be at least 9 for this quirk. You can remember virtually anything (most of the time). You gain +2 to any rolls on any test you wish to recall a face, place, clue or name.
Flashbacks (Two point flaw) (Minor)
You have had a very BAD experience, probably through trauma or perhaps from drugs. You can drift off at any time, but stress increases the chances. Normally, an easy willpower test will prevent any problems, however very stressful situations will require an average or maybe even a difficult willpower roll.
Besides picking the nature of the flashback, you should also choose the trigger. Legal triggers include gun fights, trips into the net, failing a horror or fright check, explosions, being badly wounded, etc. Bird's trigger is when his eyes are covered by an opaque surface or hurt, and sometimes even when they are simply approached by anyone other than Sai.
Fearful (Two point flaw)
You are not a coward but are easily frightened. Threatening people are bad enough, while firefights terrify you. You suffer a -2 penalty to resisting intimidation attempts and horror checks. Very fearful people have a -4 penalty. but that is a four point flaw.
Phobia: Lifts/Elevators (minor)
Bird cannot bring himself to ride in a lift of any sort unless forcefully dragged onto it.
Intolerance: Crowds
Bird cannot, and WILL not, tolerate large crowds.
Paranoid (Two point flaw)
You suffer from mild paranoia and believe that someone is out to get you (which they are~). You can spin conspiracy theories from just getting a parking ticket. You are very careful not to leave any possible edges for your enemies - or friends - to find out. Bird constantly looks to the sky for the trademark Mockingbird insignia.
Phobia: Loud Noises (major)
Bird wears earplugs more often than not in larger cities. It isn't really loud noises in general that scare him, though; loud, SUDDEN noises, such as dropping a heavy metallic object, do him in.
Phobia: Bright Lights (major)
Bird wears sunglasses for this one.
Vengeance (Four point flaw)
Someone has crossed you and perhaps cost you dear: killed your lover; wrecked your business or kicked the @#%$ out of you. Whatever the cause, you have a score to settle.
Although this revenge does not play on your mind like a compulsion, you will not give up on the chance to get even. If you pass an average willpower roll you can resist plotting revenge. However, to resist offing them when you see them face to face, you must pass a difficult willpower roll. Oh, and if you fumble either roll, you must hunt them down (until you make another successful roll a day later).
Withdrawn (Two point flaw)
You are shy by nature and do not like crowds or being in the limelight. You have a -2 penalty to all mental and social tests when all eyes are upon you.
Physical --
Acute Sense: Smell (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 sniff out certain scents. Thus, you do not loose this bonus if your have a cybernetic implant which affects the sense.
Allergy: Soy (Four point flaw) (major)
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).
Soy is used as a major food source and ingredient in modern and futuristic societies, prized for its quick, natural nutriets and abundance in growth. Therefore, Bird is at a loss when it comes to meals in foreign worlds.
If ingested, Bird will experience anaphylactic shock, and could suffocate if not treated.
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.
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.
Delicate (Six point flaw)
Bird has a somewhat tender composure, and is sensitive to pain, toxins, and alcohol (alcoholic coma). He is also incredibly susceptible to modern medication, their effects almost double what they would be on a human, possibly overloading him (risk of becoming a vegetable?).
Environmental --
Contacts (Eight point edge)
You have friends in the right places. You can ask them for a favour every now and again. Sometimes they cannot be reached, other times the come up with the info dead quick.
Enemy (Four point flaw)
You have really upset someone and they are out to get you, just as soon as they have the chance. You may even not know who they are. How many peoples' fingers you trod on to climb the ladder? (In Bird's case, Xeryn. And he's quite upset with what the Keybladers did to Organization XIII, let alone what happened all those years ago. Survivor boy. At the moment, Xeryn is only a four point enemy, with no one to back him up. However, he has ways of finding help...)
A four point enemy has a few friends to help them out. Perhaps they are a cyberganger, a cop or their mates at the office hate you too.
Hunted (Ten point flaw)
Rather than making an enemy of just one person, you have earned the wrath of a whole organisation. The base cost is listed below, but their frequency of appearance alters the final cost.
Lover (Four point flaw)
This is someone you care deeply for. You probably live together and could well be married (if you believe in it). You would not leave this person and would do anything to get them back. If they are kidnapped or killed and you do nothing to help, you do not gain any EXP for the rest of the adventure.
SINless (Four point edge)
Your birth was never recorded or perhaps your records have recently been erased. If you have no SIN then no files will be kept on you, officially you are a blank (which is illegal). This is somewhat of a double edged sword, although no files exist on you, neither will you be able to open a bank account or register for insurance. No one was aware that the prisoners had bred (though the possibility was out there), so Callion is (was) not in the planet registry, along with its inhabitants.
However, this makes it easy to pick Bird out of a crowd. He is not a recognized race by the Feds, and his appearance (when among un-modified humans) is extremely conspicuous.
Teacher (Six point edge)
A friend or relative took an interest in you and shared some of their worldly experience with you. You may gain +2 in any knowledge skill (subject to referee's discretion).
Tragic Loss (Two point flaw)
Someone close to you, sibling, parent, friend or lover, died horribly in a fire, in a crash or perhaps they became another murder statistic. This really effected you and you may hold yourself partly to blame. There are not many days when you do not think of them.
Resources --
Poor (Four point flaw)
Either you did not start out with much or various outgoings have swallowed your money. You loose $1000 and this flaw may be taken more than once.
Supernatural --
Magicianship (Ten 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.
- Grade III (ten points):
You have control over your powers and in addition to being able to cast spells, your sorcery rating is one point higher.
You have control over your powers and in addition to being able to cast spells, your sorcery rating is one point higher.
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.
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.