QUIRK Set-Up, Infinity
Makes Others Act Oddly
You have the power of weirdness. Assign to each other player a simple
behavioral quirk which he can perform and which does not interfere
with his ability to play. If a player objects to the assigned quirk,
the issue is resolved by a vote of all players; the objecting player
breaks ties. For example, you can require the player to begin each
utterance with the word "moo" or to touch tokens only with his left
hand. If you catch a player violating his quirk take one of his tokens
and put it in the Warp. If this power is copied, the copier gives you
a quirk but doesn't change those of other players; if this power is
transferred, the new owner is free of his own quirk and assigns one to
you.
History: Eons ago an insane scientist combined the dna of a plant and
animal, resulting in a new species now known as the Quirks. Achieving
sentience, the Quirks travel the cosmos unaware that the odd behaviors
they see in others is a bad case of an allergic reaction to them.
Those who seek temporary relief find the price may be too high.
FLARE
Infinity
Wild: Do not discard this Flare. For as long as you have this Flare,
all other players must address each other as "sir" or "ma'am",
whichever is appropriate, whenever they speak or else lose a token of
their choice to the warp.
Infinity
Super: If a player does not do his assigned quirk, choose three of his
tokens to send to the warp.
PULSAR
Infinity
Con: If you do not do your assigned quirk, you choose the token you
lose to the warp.
Infinity
Pro: Assign a second quirk for each player that does not conflict with
their current one. This new quirk goes away when this card is no
longer in play.
Eon/Avalon:
Power
No Changes
Flare
Super: If a player does not do his assigned quirk, choose two of his
tokens to send to the warp.
Pulsar
No Changes
Experience Rating: Expert
Cosmic Monopoly
Power as is. If you catch a player not doing his assigned quirk he as
an immediate debt to the bank of $50.
Commentary: This is a rules power from Jack Reda's website. The
power is from the site. The History, Flare, and Pulsar are mine. The
Wild Flare is the old Eon Wild Empath, though not word for word.
Quirk is a silly power. Taken to extreme it can become a nuisance.
The weakness of the power is that it is highly dependent upon the
other players. It is a variable as to how often a player forgets to
do his quirk and you notice. Still, I enjoy the concept.
Gerald Katz
Don't forget to tip the Butler!


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