quirks

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Quirks - Reference Tables

Rolling

Roll three d10 in sequence:

Roll 1 - Severity

d10 Table
1-5 Light
6-8 Medium
9-10 Heavy

Roll 2 - Band (within the tier)

Tier d10 Band
Light 1-5 Common
Light 6-8 Uncommon
Light 9-10 Rare
Medium 1-4 Common
Medium 5-6 System Stress
Medium 7-8 Control Oddities
Medium 9-10 Rare
Heavy 1-4 Common
Heavy 5-7 Uncommon
Heavy 8-10 Rare

Roll 3 - Quirk (d10 on that sub-table)
If you hit a "Reroll on the table above" result, roll again on the reroll's sub-table (same d10 for band, no need to re-roll severity).

Light Quirks

Common

d10 Name Effect
1 Hot Run +1 heat/turn while active
2 Thermal Affinity Reinterpret Affinity <= 8: system takes 2 heat
3 Thermal Feedback If on and ends turn with residual heat, produces 1 extra heat
4 Sympathetic Vibration On activation, all other systems in the same sector take 1 heat
5 Ion Burst Fills nearby area with ions - lightning, sparks, chemical traces
6 Data Echo All data outputs corrupted, including logs. Real-time fine, degrades computer integration
7 Resonant Chatter System hums, interferes with nearby sensitive equipment (-2 very sensitive, -1 normal sensors)
8 Rattling Bits Something loose / left inside. Rattles.
9+ Repair Roll on Repair table instead

Uncommon

d10 Name Effect
1 Fragile All stress thresholds -1
2 Tricky Boot Threshold [5,11]: <=5 = +2 turns, 6-11 = +1, 12+ = instant
3 Unstable Output First Usage each Scene Reinterpret Affinity: <= 6: -1 effect; >= 7: +1 effect
4 Jolty On use, 1 surge strain to own sector from power surge
5 Uncanny Disturbs living things
6 Hot Start Needs 10 heat in flux pool after outbound phase to start
7 Slow Reset Reboot takes +1 turn
8+ Common Reroll on the table above

Rare

d10 Name Effect
1 Thermal Overload Residual heat: functions at higher level, mech interior fills with smoke
2 Feedback Siphon Surge stress: makes system function at higher level
3 Rain-Sensitive -1 effect in rain/humid conditions
4 tinted glass Cockpit glass and sensor feeds tint at random, even without sun
5+ Uncommon Reroll on the table above

Medium Quirks

Common

d10 Name Effect
1 Greedy Energy cost doubled
2 Tied Together Two systems share on/off. Disable/destroy one => other turns off
3 Sprawl Also exists in an adjacent sector
4 Vocal Diagnostic Loudly announces status. Cannot silence without overhaul
5 Jumpy Safety Cutout Any sharp movement/hit (even non-damaging) triggers 1-turn safety shutdown
6 Crosstalk Electrically noisy; detectable by active sensors at 2x normal range
7 Reversed Polarity As long as there is energy and system can turn on, it turns on. Auto-reboots if shut down
8 Hot Reload Generates 10 heat on boot
9 Voltage Sag During boot, other systems function at -1
10 Delayed Shutdown Refuses shutdown for indeterminate time

System Stress

d10 Name Effect
1 Backblast Resonance: amplitude stress to own sector for additional effect
2 Double Burden Stress from one type (heat/damage/contamination) doubled for this system
3 Power Vampire When shut down, if other systems are running in its sector, one powers off at random and this stays on instead
4 Cascade Error Any system uncontrolled shutdown: this shuts down too
5 Low Contamination Resistance Contamination doubled for threshold purposes
6 Overheat Prone On resonance 6: generates 6 x amplitude heat
7 Filter Clog Resonance frequency 1: clogs accumulate (+1 per amplitude). +1 heat per clog level. Clearable 1 turn
8 Backfeed When this system takes stress, half (rounded down) also applied to longest-running energy system
9 Unstable Capacitor 8 resonance: +50% x amplitude effect, then shuts down
10 System Roll system-specific quirk. If this system already has one, roll Common instead

Control Oddities

d10 Name Effect
1 Shutdown: Flux Overload Shuts down whenever fluxpool > 50%
2 Shutdown: Armor Breach Shuts down on any damage through armor
3 Corrupted Diagnostics No information about status
4 Over-Lubricated Actuators +1 initiative, -1 accuracy
5 Cockpit Feedback Unpleasant chassis vibrations; pilot takes -1 cumulative penalty each turn active (recovers 1 per inactive turn)
6 Diagnostic-shimmed Broadcasts telemetry to everyone: cooldowns, ammo, etc.
7 Spool Whine Audible pitch tells enemies rough status. 1 bonus die for anticipating
8 Sticky System might reactivate next round / stay activated
9 Magnetic Part is decently magnetic. Generally 1 penalty die, depends on system
10 System Roll system-specific quirk. If this system already has one, roll Common instead

Heavy Quirks

Common

d10 Name Effect
1 Chatterbox +1 penalty die to sensor-reliant systems while this is on
2 Flicker Reinterpret Affinity <= 5: does nothing this turn
3 Flimsy All stress thresholds halved (rounded down)
4 Dramatic Irony Once/session, at worst possible moment, system auto-fails. No roll
5 Unstable Mount On incoming hit with ANY resonance: knocked offline 1 turn
6 Absolute Seal Contamination resistance +5, thermal resistance -5
7 Overpressure Residual heat causes damage
8 Harmonic Resonance +1 heat on use per other system with harmonic resonance
9 Timed Shutdown After 3 turns of being on, shuts down automatically
10 unsealable Contamination threshold lowered for sector

Uncommon

d10 Name Effect
1 Interference Works at reduced level unless only system in the sector
2 Berserk Once firing, keeps firing each turn if physically able. Pilot spends action to stop
3 Intermittent Arcing Any roll with resonance 7: this sector gains amplitude EMP
4 Eager System may power up/use by itself on specific resonance
5 Brittle Repairs Any amount of stress increase on the system shuts it off
6 Limited Use Limited activations (e.g. 3) before deactivation; needs field repair
7 Drifting Calibration 1 malus die
8+ Common Reroll on the table above

Rare

d10 Name Effect
1 Contamination Leak Each use adds 1 contamination to this sector
2 Terminal Surge Use frequency 1 with amplitude 3+: destroyed, deals 10 damage to sector
3 Glitchy Internals Crashes after any resonance event; needs reboot
4 Signal Lag Inputs delayed 1 turn; acts on previous turn's orders
5+ Uncommon Reroll on the table above

Weapon Quirks

Name Effect
Jittery +1 penalty die aimed/careful, +1 bonus die snap/reaction
Overload 2nd consecutive use: +4 damage, then shuts down. Must reactivate
Target Glitching Malus against near OR far targets (one band)
Sticky Feed Resonance < 3: jams, needs reload to clear
Sluggish Cyclerate Cannot fire consecutive turns (must skip a turn)
Glitchy Autoloader Frequency 10: fires twice. Frequency 1: jammed, clear requires roll 8+
Live Ammo For 1 round after damage: any resonance < 6 causes cookoff, 4 damage to sector
Uncommanded Mode Switch On specific resonance, switches fire mode
Friendly Fire Prone Result <= 5: shot goes wide, hits ally in area with (6-result)x3 damage or cover
Momentum Reliant +1 effect above 50% speed, -1 below 25% speed (also Movement)

Movement Quirks

Name Effect
Tripping Hazard Resonance 1: mech falls, must stand back up
Rough Terrain Stall Taking hits in rough terrain stops movement
Momentum Reliant +1 effect above 50% speed, -1 below 25% speed (also Weapon)
Over-Lubricated Actuators +1 initiative, -1 accuracy (also Weapon)
Jammed Actuator Specific resonance: movement direction and speed locked
Control Glitch Controls reverse randomly, lock to full throttle for 1 round
Creaky Joints audibly groan; +1 penalty die to stealth
Limited Steering Takes extra time to change facing or direction
Imprecise Movement Hard to reach exact positions; overshoots or drifts
Slow Acceleration Reaches top speed in 2x normal time

Sensor Quirks

Name Effect
Ghost Readings Resonance: data might be entirely wrong
Sensor Haunting voices of dead or similar
Target Glitching Penalty against near OR far targets
Temporal Leak Shows data from past/future sometimes
Ads Ads play. Practice, Computer + something roll to skip
Motion Blur Penalty die against fast-moving targets
Static Bleed Penalty die against slow or stationary targets

Heat Quirks

Name Effect
Intermittent Cooling 6 resonance: no heat transfer for amplitude turns

Computer Quirks

Name Effect
Ads Ads play. Practice, Computer + something roll to skip (also Sensor)

Communications Quirks

Name Effect
IFF Corruption Transponder shows wrong faction; allies may fire on this mech

Seal Quirks

Name Effect
Unreliable Seal Seal level reduced by 1 step (vacuum/hazard protection compromised)

Repair Quirks (d10)

Result from imperfect field repairs. Physical or structural oddities affecting maintenance.

d10 Name Effect
1 Parts Hungry Requires 2x parts for any repair on this system
2 Fiddly +1 penalty die on repair rolls for this system
3 Temporary Fix System lasts one week from last repair, then breaks
4 Stubborn All repair times doubled for this system
5 Exotic Parts Requires parts one tech level higher than normal
6 Needs Expert -1 to skill selector on repair rolls
7 Last Resort Cannot be field repaired again
8 Unsafe Capacitors Holds charge after use. Cannot be safely opened/repaired for 24 hours after last power-up - risks explosion or shock
9 Sparky 7 resonance: fills area with sparks during repair, may injure mechanic
10 Expensive Taste Repairs cost 2 parts

Designing Your Own

These are examples. GMs should create quirks that tell a story. A quirk that reflects how the system was damaged or what jury-rig fixed it is better than a random roll.


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