Unwelcome Accessory
QuirkPower-Ups 6: Quirks · p.13
Open source p.13-1 point
Your body incorporates a troublesome Accessory
(p. B100) that you cannot control or (easily) remove,
and that occasionally interferes with your actions. It
shouldn’t be potentially lethal, like a bomb you can’t
defuse; if you could build it as a full-fledged disadvan-
tage, do so. Save this quirk for inconvenient and
embarrassing gizmos. Some examples:
• A defective Accessory with consequences equiva-
lent to another quirk; e.g., a broken bullhorn that
gives Loud Voice (p. 16), faulty nanotech that period-
ically causes Nano-Fever (p. 12), or a flickering light
that renders you Obvious (p. 13). Any busted gadget
might hang there as Dead Weight (p. 22), require Care
(p. 22) to avoid real problems, or malfunction badly
enough to lead to Aches and Pains (p. 22) or Minor
Handicap (p. 23).
• An article that enemies could use against you.
Something like a big handle might give them +2 to ST
rolls if they grapple you and +2 to Knot-Tying if they tie
you up.
• Anything that would be illegal or immoral and
that doesn’t do you any good: a gun that’s hopelessly
broken, an embarrassingly large sex toy that you can-
not conceal, etc. Model the effects on Distinctive
Features (p. 14) or Shocking Affectation (p. 15).
• Something that interferes with your equipment,
such as a magnet that throws off your compass or a
jammer that blocks your radio.