Zoids: The Western Continent War
Zoids are living machines, and, like all living things, come with their own Quirks. Zoid Quirks function as additional Special Rules for the Zoid. Zoids may take a number of Quirks equal to 1/2 their Zoid Level, rounded up. If a Zoid has the Organoid System, it can take an extra Quirk, and if it is a Wild Zoid Base, it can take an extra two. Organoids can take up to 4 quirks. Zoids and Organoids select these Quirks at creation, and they cannot add Quirks later, unless otherwise stated.
Aggressive: The Zoid relishes combat. If enemy Zoids retreat or surrender, the Pilot must succeed on a Zoid Pilot skill roll, using his Intelligence stat, to stop the Zoid from attempting to pursue and attack. The TR is 6 + the Zoids level.
Damage: This Quirk may only be added when one of the Zoids components suffers lasting damage. Weapons suffer a -1 penalty on attack rolls. Systems suffer either -1 Duration or +1 Charge Time. If none of these apply to the selected component, consult the GM. This Quirk may be taken multiple times. Each time it applies to a different component.
Docile: The Zoid doesn’t like to participate in combat. Each turn, the pilot must make a Zoid Pilot skill roll, using his Intelligence stat, in order to make any attack actions, including electronic warfare attacks. The TR is 6 + the Zoids level.
Fast Healing: The Zoid heals damage at twice the normal rate.
Friendly: The Zoid is easy to work with. It imparts a +2 bonus to its pilot’s Zoid Pilot skill rolls.
Hunter: The Zoid has an unnatural ability to track enemies. It grants a +2 bonus on its pilots rolls to trail other Zoids.
Lucky: The Zoid has incredible luck. It can re-roll a single save during each combat.
Nemesis: The Zoid has a feud going with someone, either a person or another Zoid, and each wants the other either dead or incapacitated. The Zoids nemesis may make things difficult by turning up at the worst possible time. Consult with the GM before taking this Quirk.
Old: A Zoid may add this Quirk once it is 10 years old or older. It takes 1d4 rounds, rather than the normal 1 round, to activate the Zoid.
Once More: If damage would leave the Zoid with less than 0 ZHP, it instead leaves it at 0 with a Command System Freeze.
Shadow: The Zoid has a knack for blending into its surroundings. It grants +2 to any rolls made to conceal it.
Stubborn: The Zoid likes to do things its own way. It imparts a -2 penalty to its pilots Zoid Pilot skill rolls.