Quirks

This section defines quirks and includes all available character quirks.

Quirks add flavor and uniqueness to any character and allow you to quantify a variety of details about an individual that might otherwise get overlooked or remain unquantified. Including them in your build makes your character more interesting and also grants Experience points under the optional ruling, Quirk XP.

Quirk XP - Optional Rule

You gain a small amount of XP every time you take or gain a quirk.

No more than 1, 2 or 3 XP should be acquired in this way during character creation, depending on roleplaying experience and setting, and each quirk must be approved by the Narrator.

Minor Quirks - Optional Rule

A Minor Quirk is anything that reduces a skill by -2 or an Attribute Resource Pool by -1. Minor quirks will grant the character an additional 1/2 XP per Minor Quirk Taken. Feel free to create your own minor quirks while following these guidelines, with the Narrator’s permission as always.

Animalistic Quirks

Animalistic Quirks are more common in animals, pets, mammalian species or certain cursed individuals.

Aggressive Chewer

XP Rebate: 0.5

The creature has a bad habit of chewing on items and objects and damaging or destroying them.

When the creature rests for 1 or more hours it must roll a Wisdom Saving throw. The DC is 14. If they Fail the Saving Throw they deal 1d10 puncture damage to a random unequipped item, object or article of clothing within 2 meters.

Chase Instinct

XP Rebate: 1

The creature has a strong natural chase instinct that causes it to compulsively chase after fast moving objects or creatures smaller than itself.

When a creature smaller than the creature with chase instinct or a brightly colored object moves, flies or is thrown more than 6 Meters away while within its line of sight the creature must roll a Wisdom Saving Throw. The DC is 12. If the Creature Fails the Saving Throw it must use all of its available movement on its next turn to follow the path of the moving creature or object.

Fear of Thunder

XP Rebate: 1

The creature is frightened by the sound of thunder and may wonder why the sky is so angry with them.

The creature is instinctually frightened of thunder and must roll a Wisdom Saving Throw at the start of each Round that it can hear the effects of a lightning storm. The DC is 12. If the creature Fails the Saving Throw it is considered to suffer the Frightened Condition until the start of its next turn.

Food Aggression

XP Rebate: 0.5

The creature is unreasonably aggressive when individuals approach or look directly at them while they are eating.

The creature must roll a Wisdom Saving Throw when other creatures approach it or make eye contact with it while it is eating. The DC is 14. If the creature Fails the Saving throw it uses its Action or Reaction to Roll an Intimidation Roll vs the offending creature.

Lookout Instinct

XP Rebate: 1

The creature has a strong instinct to make as much noise as they can when they see a stranger, intruder or movement they don’t immediately recognize.

If the creature Rolls a Natural 1 or 2 on a Perception Skill Roll it must use its Motion or Reaction to make as much noise as possible, breaking any stealth and revealing its position.

Messy Eater

XP Rebate: 0.5

The creature has no sense of decorum when eating and often causes those within line of sight discomfort or disgust.

The creature gains a -5 Misc. Modifier to all Charm, Deception and Debate Skill Rolls at a banquet, party or feast or while snacking or eating.

Passenger Vehicle Perceptual Blending

XP Rebate: 0.5

The creature has difficulty distinguishing vehicles, such as cars or wagons, apart from their occupants and often views the entire arrangement as a large and terrifying or aggressive creature. The Illusion is broken as soon as a passenger is separated from the vehicle or moves aggressively.

When the creature sees a vehicle of any kind it must Roll a Wisdom Saving Throw. The DC is 12. If it Fails the Saving Throw it perceives the vehicle and its occupants as one large frightening creature and must roll initiative if the vehicle is approaching them.

Personal Space Encroacher

XP Rebate: 0.5

The creature has difficulty respecting the personal space of others, often getting too close to their face or body, creating uncomfortable situations.

Apply a misc. -2 modifier to all Charm Skill Rolls made in person.

Public Self Grooming

XP Rebate: 1

The creature has a bad habit of self grooming in public, often in ways that cause onlookers discomfort or disgust.

When the creature rests for 5 or more minutes it must roll a Wisdom Saving throw. The DC is 14. If they Fail the Saving Throw they begin self grooming, regardless of the publicity of their current location. The offending creature is considered to apply a -5 modifier to all Charm, Deception and Debate Skill Rolls vs all creatures in line of sight at the time of the offense. This Effect lasts for 24 hours.

Automaton Quirks

Automaton Quirks are all specific to Automaton Subspecies such as Robots and AI.

Overly Literal

XP Rebate: 1

You do not understand most humor, euphemisms, coined terms or insinuation. You interpret everything you hear as literally as possible.

-2 to Insight Skill

Glitchy

XP Rebate: 1.5

Each time you Roll a Natural 20 on a d20 roll you Collect 1 Fate Die. Any time after that Roll the Narrator may have you make any d20 Roll with that Fate Die Added. Fate dice collected in this way expire at the end of each gaming session.

Corrupted Files

XP Rebate: 0.5

You have one or more segments of your memory missing due to a Wipe, Corruption or Defragmentation. There may be a section of your origin story that the Narrator can add to or modify due to these deleted memories.

Blocked Abilities

XP Rebate: 1

You have one or more Abilities missing from your Programming due to a Wipe, Corruption or Defragmentation. You may acquire an ability or trait with the XP granted from this quirk then do not use it or include it in character calculations until instructed to do so by the Narrator.

Color Blindness

XP Rebate: 1

Your visual systems are only calibrated to detect the presence of visible light and light levels, causing you to be completely colorblind and incapable of discerning color of any kind.

-2 to Investigate Skill

Loud Servos

XP Rebate: 1

Your servos are audible at a distance whenever you move.

-2 to Stealth Skill

Substandard Name Directory

XP Rebate: 0.5

You do not have a standard dictionary installed and use non-standard terms and/or slang. This can be anything from having silly names for normal things to referring to organic life as "flash bags".

-1 Charm or Debate

Odd Delivery

XP Rebate: 0.5

Your speech while spoken is stiff and robotic no matter how much you attempt to smooth it out.

-1 to Charm Skill

Modified Speech Pattern

XP Rebate: 0.5

You regularly and repeatedly use certain terms or phrases that are non-standard for your unit type. This can include slang, insults, euphemisms and colorful language.

-1 Charm or Debate

Broken Vocabulator

XP Rebate: 1

You cannot speak any spoken language. You can still converse in Writing, Sign Languages, Bit and sound effects.

Code of Conduct

XP Rebate: 0.5

You have a strict code of conduct programmed into you. Breaking it does not come naturally. This can include avoiding violence, not lying or fabricating information, refraining from learning certain materials or topics and so on. You may still use your own internal logics to interpret this code of conduct.

Robotic Laws

XP Rebate: 1

You have a set of Robotic Laws that you are incapable of breaking. However you can use your own internal logics to interpret the laws. The most common is Asimov's 3 Laws of Robotics.

  1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
  2. A robot must obey the orders given it by human beings except where such orders would conflict with the First Law.
  3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.

Lack of Imagination

XP Rebate: 0.5

You lack the ability to imagine scenarios or picture anything in you mind.

-1 to Charm and Insight Skill

Servitude Complex

XP Rebate: 1

You feel compelled to serve one or more individuals at a time due to core programming traits. You willingly and dutifully perform tasks and commands issued by those you view as targets of your service. You can still use your own logic systems to interpret their commands. 

Superiority Complex

XP Rebate: 0.5

You feel superior to organic beings and have trouble not mentioning their many, many flaws.

-1 to Charm Skill

Overly Precise

XP Rebate: 0.5

You are overly precise when asked for information or input. When asked for a time or amount you tend to supply a measurement that is more precise than necessary or in a measurement that is not ideal for the situation. Such as going down to the seconds when asked for the time or using a fraction of a kilometer when referencing a small amount of distance.

-1 to Charm Skill

Emotional

XP Rebate: 0.5

You are capable of feeling emotions either due to a programming miracle or glitch. However you seem to have difficulty processing some of the new emotions.

You suffer a -2 Penalty to all Wisdom Saving Throws

Behavioral Quirks

Addiction (Mild)

XP Rebate: 0.5

You have a mild addiction to a common substance.

You must always make sure you have some of the substance on your person and your character will regularly want to use the substance after stressful interactions. If you run out purchasing more will always be your first expenditure.

Bad Habit(s)

XP Rebate: 0.5

You have one or more socially unacceptable habits.

You one or more bad habits that you regularly indulge. It can be anything from self grooming in public or reading everything you see out loud. It can negatively effect the way people view you. People who see you perform one of your bad habits find you less charming and convincing. You suffer a -2 penalty to Charm and Debate Skill Rolls vs people who have seen you perform your bad habit(s).

Bad with Numbers

XP Rebate: 0.5

For whatever reasons you seem to struggle with even basic arithmetic.

You must add a Fate Die (roll two dice and use the lower of the two results) to all your Engineering Skill Rolls.

Colorful Vocabulary

XP Rebate: 0.5

You tend to use too many expletives too often.

You suffer a -3 penalty to Charm and Debate Skill Rolls vs high society individuals and you gain +1 to Charm, Debate and Intimidate Skill Rolls vs commoners, sailors and mercenaries.

Drummer

XP Rebate: 0.5

You tend to absentmindedly drum out a beat on objects, surfaces and your own body and gear when bored or excited.

You must Roll and Pass Wisdom Saving Throw with a DC of 14 to avoid drumming audibly when you must sit still or wait for more than 10 minutes, or when you are feeling excited or anxious.

Temper Trigger

XP Rebate: 0.5

“Don’t you talk about my mamma!”

Many individuals who may not be particularly prone to outbursts of anger, oftentimes have a trigger word, phrase or insult that can easily infuriate them, in many instances quite uncharacteristically and suddenly.

Choosing this quirk and it’s trigger will cause your character to become hostile* to creatures whenever they use your trigger word or phrase. To resist this effect you must willingly pass a DC 14 Wisdom Saving Throw. The DC decreases by 1 for each success vs the same creature’s insults or trigger word. You may roll the saving throw again at the end of each turn if you do not succeed. The trigger word or phrase works in any language you understand or when read in a language you comprehend. Choose a trigger word or phrase that is existent in the setting, nothing too obscure that would never reasonably come up. Examples: Mentioning of your mother, father, or upbringing, calling you a coward or chicken, insults or mentioning of your physical traits or quirks, using a particular insult or slur in your presence or directed at you. As Always the Narrator has final say in what is appropriate for the setting.

*Hostile means you have a strong desire to harm or incapacitate the individual, make sure to roll initiative before rolling any attacks.

Favorite Food

XP Rebate: 0.5

You have a favorite food that you can't get enough of when it’s available.

When you see that your favorite food is available you must pass a DC 14 WIS Saving Throw to avoid purchasing it, a DC 12 WIS Saving Throw to avoid Stealing it and a DC 10 WIS Saving Throw to avoid eating it on the spot.

Favorite Drink

XP Rebate: 0.5

You have a favorite beverage that you can't get enough of when it’s available.

When you see that your favorite Drink is available you must pass a DC 14 WIS Saving Throw to avoid purchasing it, a DC 12 WIS Saving Throw to avoid Stealing it and a DC 10 WIS Saving Throw to avoid drinking it on the spot.

Favorite Animal

XP Rebate: 0.5

You have a favorite kind of animal that you find majestic and beautiful.

Seeing harm done to your favorite animal type will cause you to become Enraged at the creature that Harmed or Mistreated your favorite animal.

Favorite Monster

XP Rebate: 0.5

You have a favorite monster type that you think is just the best.

You cannot willingly do harm to any creature of that type and must pass a DC 14 WIS Saving Throw in order to avoid becoming Enraged at any creature that harms your favorite monster type within your line of sight.

Favorite Thing

XP Rebate: 0.5

“I love it”

You have an item in your inventory to which you feel very attached. If the item is destroyed you become Enraged at the creature that destroyed it until you can no longer gain access to them.

Nervous Joker

XP Rebate: 0.5

“Have you heard the one about the group of adventurers that died horribly?”

You tend to crack jokes when you’re nervous or frightened. To you it calms your nerves, to everyone else it’s in bad taste.

While you are wounded or have less than ½ your total HP you may use a Motion to Crack a Joke and Regain 1 Resource Pool Point of your choice. Each of your allies within Earshot must pass a DC 10 + the number of total jokes told in that encounter WIS Saving Throw or lose 1 Willpower, if they have no willpower they instead lose 1 Stamina.

Easily Distracted

XP Rebate: 0.5

You are prone to distractions, sometimes to your detriment.

Skill Rolls, Abilities, Spells and Maneuvers intended to cause the Distracted Condition are granted a Destiny Die when Rolled vs you.

Impatient

XP Rebate: 0.5

You have difficulty sitting still or waiting for long periods of time.

When you are unable to do as you please, sit still or are forced to wait you suffer from the Agitated Condition. Once you are no longer in one of those conditions you may Roll a Wisdom Saving Throw once every 5 minutes to end the Agitated Condition.

Gossip

XP Rebate: 0.5

You tend to overshare when given an opportunity to speak to new people or people you have not seen recently. You may reveal things you and your allies have done, plots you have revealed or secrets you have found, even if you were told explicitly not to. When conversing with a non-enemy NPC you must Roll a Wisdom Saving Throw with a DC of 14 to avoid gossiping.

Whistler

XP Rebate: 0.5

“Whistle while you work”

You tend to absentmindedly whistle while working on tasks or while concentrating. Sometimes it’s just annoying to others, sometimes it's hazardous. You Whistle Audibly when you roll Odd numbers on skill checks.

Singer

XP Rebate: 0.5

“Wait, this isn’t a musical?”

You tend to absentmindedly sing while working on tasks or while concentrating. Sometimes it’s just annoying to others, sometimes it's hazardous. You Sing Audibly when you roll Even numbers on skill checks.

Cybernetic Quirks

Cybernetic quirks are specific to living creatures that have undergone surgical cybernetic augmentation of some kind.

Minor Cybernetic Quirks

Blood Toxicity

XP Rebate: 0.10

Your cybernetics are being partially rejected, causing slight a buildup of toxins in your bloodstream.

You suffer a Miscellaneous -2 modifier to all Constitution Saving Throws.

Easily Agitated

XP Rebate: 0.10

Your cybernetics often cause you discomfort, which makes it easy to agitate you.

The Narrator may at any point call on you to make a Wisdom Saving Throw in response to disappointment, aggravation or impatience. The DC is 14.

Failure: If you Fail the Saving Throw, you suffer from the Agitated Condition for 1d4 Rounds.

Success: If you Pass the Saving Throw, you are unaffected.

Easily Angered

XP Rebate: 0.10

Your cybernetics often cause you to feel mood swings, which makes it easy to anger you.

The Narrator may at any point call on you to make a Wisdom Saving Throw in response to insults, aggravation or transgressions. The DC is 12.

Failure: If you Fail the Saving Throw, you suffer from the Enraged Condition for 1d4 Rounds.

Success: If you Pass the Saving Throw, you are unaffected.

Cybernetic Tic

XP Rebate: 0.10

Your cybernetics cause you to twitch and spasm at random times.

You critically Fail on Skill and Attack Rolls of 1-2.

When you Critically Fail on a Skill or Attack Roll you begin twitching or spasming uncontrollably and are considered to be suffering from the Stunned Condition until the End of your current Turn.

Major Cybernetic Quirks

Cybernetic Rejection

XP Rebate: 0.5

Your body is currently rejecting your cybernetics, wreaking havoc within your organs.

You suffer a Miscellaneous -4 modifier to all Constitution Saving Throws.

You must Roll a Constitution Saving Throw whenever you consume food or drink or use potions or medicine of any kind. The DC is 14.

Failure: You suffer from the Sickened Condition for the next 1d4+1 Rounds.

Success: You are unaffected.

Cyber Rage

XP Rebate: 0.5

You don't always know where you end and the cybernetics begin. You often experience disorganized thoughts, violent urges and phantom sounds and sights.

The Narrator may at any point call on you to make a Wisdom Saving Throw in response to extreme stress, heightened emotions or psychological trauma. The DC is 12.

Failure: If you Fail the Saving Throw, you suffer from Cyber Rage for 1d4+1 Rounds.

Cyber Rage: While under the effects of cyber rage you cannot distinguish friend from foe and are considered to be Enraged by any creature that "appears" armed.

Any costs associated with activating your cybernetics are waived during this time.

Success: If you Pass the Saving Throw, you are unaffected.

Cyber Madness

XP Rebate: 0.5

You don't always know where you end and the cybernetics begin. You often experience disorganized thoughts, unexplainable urges and phantom sounds and sights.

The Narrator may at any point call on you to make a Wisdom Saving Throw in response to extreme stress, heightened emotions or psychological trauma. The DC is 12.

Failure: If you Fail the Saving Throw, you suffer from Cyber Madness for 1d4+1 Rounds.

Cyber Madness: While under the effects of cyber madness you suffer from the Hallucinating Condition.

Any costs associated with activating your cybernetics are waived during this time.

Success: If you Pass the Saving Throw, you are unaffected.

Physical Quirks

Allergy (Mild)

XP Rebate: 0.5

“Achoo!”

Mild allergies are one of the most common quirks and all races can be susceptible to various allergens.

Choosing this quirk and a common allergen will cause your character to become Sickened whenever they come into contact or within 1 meter of the chosen substance. Succeeding on a DC 14 Constitution saving throw at the end of one of your turns will end the effect as long as you are no longer in contact or within 1 meter of the allergen. Choose a substance that is commonly occurring in your setting, not something your character will never see or that is extremely obscure. As Always the Narrator has final say in what is appropriate for the setting.

Blindness

XP Rebate: 2

You either lost or never had the ability to see like other members of your species. 

You Suffer a -5 Penalty to all Perception Skill Rolls made to detect movement, creatures or objects more than 10 Meters away. You gain +2 all Perception and Investigation Skill Rolls made to detect movement, creatures or objects 10 or less Meters away.

Big Hair

XP Rebate: 0.5 

You have long, bountiful or a large volume of hair.

When it is down creatures gain a Destiny Die on Grapple Rolls made vs you.

Tinnitus

XP Rebate: 0.5 

Your ears have taken a beating in your lifetime and now there's a constant ringing in your ears.

You become Agitated in extremely quiet environments. You return to normal once there is enough noise going on around you to drown out the ringing.

Hard of Hearing

XP Rebate: 0.5 

You have a significant amount of hearing loss.

You suffer a -2 penalty to Perception Rolls made to Hear.

Far Sighted

XP Rebate: 0.5 

Your eyes tend to see better farther away rather than close up.

You suffer a -2 penalty to Investigation Skill Rolls.

Near Sighted

XP Rebate: 0.5 

Your eyes tend to see better closer up rather than farther away.

You suffer a -2 penalty to Perception Skill Rolls to See.

Corrective Lenses

XP Rebate: 0.5 

You wear glasses or some kind of corrective lenses that eliminate the negatives from near or far sightedness but can be damaged, lost or removed from your person.

If your glasses are knocked off or lost you revert to suffering from any loss of vision of which your character is afflicted.

Twitch

XP Rebate: 0.5

One of your eyes twitches on occasion, which some people find distracting.

You suffer a -1 penalty to Charm Skill Rolls and -1 to Debate Skill Rolls.

Lazy Eye

XP Rebate: 0.5 

One of your eyes leans a bit to one side, and some people are rude about it.

You suffer a -2 penalty to Charm Skill Rolls.

Scars

XP Rebate: 0.5 

You have a large visible scar that some people find intimidating.

You suffer a -2 penalty to Charm Skill Rolls and suffer a -2 penalty to Debate Skill Rolls and gain +2 to Intimidate Skill Rolls.

Burns

XP Rebate: 0.5 

You have a large visible Burn that some people find intimidating.

You suffer a -2 penalty to Charm Skill Rolls and suffer a -2 penalty to Debate Skill Rolls and gain +2 to Intimidate Skill Rolls.

Memorable

XP Rebate: 0.5

You have a rare hair, skin or eye coloration that makes you stick out in a crowd.

People are more likely to remember you if asked about you and you are easier to identify.

One of Those Faces

XP Rebate: 0.5 

You have one of those faces that people tend to forget. It’s not your fault, you were born this way. People are less likely to recall interactions with you when questioned and you are harder to identify.

Birthmark(s)

XP Rebate: 0.5

You have a unique and identifiable birthmark that those who have seen it will likely remember it as a part of your anatomy. People are more likely to remember you if asked about you and you are easier to identify.

Resting Face

XP Rebate: 0.5 

You look a bit upset when you’re concentrating, thinking or generally not trying to make your face do anything.

Other creatures that do not Pass a DC 12 Insight Skill Roll will assume you are angry or upset and may react accordingly. This does not apply if you are currently using your charm or debate skills.

Psychological Quirks

Crippling Indecision Syndrome

XP Rebate: 0.5

You have exceptional difficulty deciding between options when presented multiple choices.

When presented with a choice between multiple options you agonize over which is the better choice, constantly bringing up new data points that add to the pros and cons of each choice that ultimately results in your inability to choose anything quickly.

When you are presented with a choice between multiple options you must Roll and Pass a Wisdom Saving Throw with a DC of 18 to finally make a decision. You may Roll an additional Saving Throw after every 5 minutes of deliberation.

Depressed

XP Rebate: 0.5

You feel down most of the time but there are parts of your life that bring you joy. Other people sometime have difficulty seeing past your frown or lack of smiles.

You suffer a -2 penalty to all Charm Skill Rolls.

Pathological Liar

XP Rebate:

You have an irresistible urge to lie about almost everything.

Each time you have a social interaction you must Roll and Pass a Wisdom Saving Throw with a DC of 14 to avoid lying, overly exaggerating or fabricating details about yourself or previous escapades.

Repressed Memories

XP Rebate: 0.5

You have certain sections of your Origin which you cannot recall.

It’s possible that a similar sequence of events or certain stimuli could cause some of those memories to come rushing back.

Religious Doctrine

XP Rebate: 0.5

You have a religious doctrine that you practice religiously.

It could be refraining from certain foods, drinks or activities or it could be a regular ritual you perform, the choice is yours.

ADHD

XP Rebate: 1

You have trouble focusing when you want to.

Choose an Attribute Resource Pool, Brainstorms, Willpower or Focus. Every time you attempt to use one or more of the chosen Points you must first pass a DC 14 INT Saving Throw. If you fail you cannot access that attribute resource pool this round.

OCD

XP Rebate: 0.5

You have certain Obsessive Compulsive tendencies.

It can be anything from needing to pass through each new doorway five times or feeling a strong compulsion to poke every red thing you pass by.

PTSD

XP Rebate: 1

Certain traumatic events from your past have rattled your psyche.

You have a trigger that causes you to become Enraged or Afraid. Choose a trigger such as Explosions, a Vehicle Chase or an Encounter with a certain creature type. When you are presented with your PTSD trigger you must pass a DC 14 WIS Saving Throw in order to avoid becoming Enraged or Afraid. If you fail the saving throw roll 1d6, on a result of 1,2 or 3 you become Afraid of the source, on a result of 4, 5 or 6 you become Enraged at the source.

Paranoias

XP Rebate: 0.5 

You are paranoid about something. It can be about being followed or clean or about organized government in general. It tends to make you come off as a little less convincing.

You suffer a -2 penalty to all Debate Skill Rolls.

Illiterate

XP Rebate: 1

For whatever reason you either never learned to read or write or have lost the ability to do so.

You cannot read or write in any language, but you can speak and understand any language you know.

Insomnia

XP Rebate: 1

You have chronic and sometimes debilitating trouble falling asleep.

When you attempt to sleep you must pass a DC 14 WIS Saving Throw, if you fail you simply rest for the next hour and starting at the next hour you may attempt to sleep again.

Phobia(s)

XP Rebate: 1

You have an unreasonable fear response to certain creatures or conditions. It could be a fear of heights, a fear of the dark, enclosed spaces or any creature or monster type.

When you are presented with either the conditions of your phobia or a creature of the type that you fear you must pass a DC 14 WIS Saving Throw or become Afraid of the source of your Phobia until you pass that same WIS Saving throw at the end of one of your turns.

Common Phobias include a fear of spiders (arachnophobia) , snakes (ophidiophobia) or insects (entomophobia), a fear of heights (acrophobia), a fear of enclosed spaces (claustrophobia), a fear of darkness (nyctophobia) and a fear of large bodies of water (thalassophobia).

Narcolepsy

XP Rebate: 1

You fall asleep whenever your stress levels increase.

Whenever you roll a Natural 1 on any Skill Roll you Immediately fall asleep.

You may attempt to wake up at the end of each of your turns via a successful DC 14 CON Saving Throw.

Magical Quirks

Acquiring character must have Spell Casting of some kind.

Clumsy Caster

XP Rebate: 0.5

You have trouble with the fluid motions and movements involved in casting and have found that you can compensate by using two hands.

Spells that would normally require One Free Hand, require Two for you.

Comedic Caster

XP Rebate: 0.5

You find it hilarious to use your magic to make jokes or pull pranks.

You have trouble resisting using your magic for comedic purposes when they present themselves. When you see an opportunity for magically assisted comedy you must pass a DC 14 WIS Saving Throw to avoid spending Mana for laughs.

Compulsive Caster

XP Rebate: 0.5

You tend to use your magic for frivolous activities and tasks.

You prefer to use magic over physical exertion whenever possible. When presented with a physical exertion such as loading a vehicle or climbing a flight of stairs or starting a fire, you must pass a DC 14 WIS Saving Throw order to resist using a magical option if you have one available.

Magic Byproduct

XP Rebate: 0.5 

There is a distinctive but harmless byproduct created whenever you cast a spell of any kind. It can be whatever color or texture you desire.

It is odorless and tasteless and passes harmlessly through airways and digestive systems. It persists for a number of hours equal to your Caster Modifier before dissipating.

Erratic Caster

XP Rebate: 0.5 

You make large and exaggerated hand and arm movements whenever you cast spells.

You cannot cast spells while in cramped spaces or Squeezing.

Flashy Caster

XP Rebate: 0.5 

You try to add additional style and flair to all the magic you cast.

All of your spells are considered to be Bright.

Loud Caster

XP Rebate: 0.5 

You make sure to very loudly say and enunciate all the syllables whenever you cast spells.

All your spells are considered to be Loud.

Sight, Sound or Smell When Casting

XP Rebate: 0.5 

There is a distinctive but harmless sight, sound or smell that is visible, audible or detectable whenever you cast spells.

None of your spells can be considered Imperceptible.

Volatile Caster

XP Rebate:

Your magic is particularly volatile.

All Spells that you cast have a 25% chance to emit small sparks or flares. These can ignite flammable substances and materials within 5 meters of any of your targets or spell areas.