You hail from the wealthiest, most influential family in this region. On what do they base their fortune and reputation? Are you the only heir? What is it about your family you really can’t stand, and why did it lead you to join the other characters?
If you choose this Quirk during character creation, increase your initial savings (see Core Rulebook, page 165) by 1000 zenit.
Additionally, you are accompanied by two fiercely loyal bodyguards: give them a name and describe their appearance. They do not have an NPC profile and never take part in Checks or conflicts, but you are inseparable and they somehow appear whenever you need their help.
Limitations and Shared Strain: Whenever you make use of one of these benefits, your bodyguards suffer 1d6 Fatigue Points. This fatigue is shared between bodyguards; it is not tracked individually. As long as they have 10 or more Fatigue Points, you cannot rely on them.
Recovery: At the end of each session (approximately four hours of play), your bodyguards recover from 1d6 Fatigue Points (to a minimum of zero).
Many Quirks bring complex themes to your table: for instance, The Long Dream presents a dynamic that can be dangerously close to that of a terminal illness; Robot, Outcast Fairy, The Beast Who Spoke and Underchild will likely lead to the character being seen as an anomaly or even as a threat; Stubborn Scion can involve generational conflict and toxic family pressure; Cursed or Survivor imply seriously traumatic experiences.
Player Safety Commitment: When you choose and customize your Quirks, commit to respecting the personal boundaries of those who play with you. Use lines and veils (see Core Rulebook, page 140) and be ready to pause the game if a scene is making someone uncomfortable. Be kind to each other, and be kind to yourselves.