Cypher System Rulebook 1e
You aren't like anyone else, and that's fine with you. People don't seem to understand you— they even seem put off by you—but who cares? You understand the world better than they do because you're weird, and so is the world you live in. The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can't even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.
Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.
You gain the following characteristics:
+2 to your Intellect Pool.
You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don't connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.
Sometimes—at the GM's discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.
You are trained in supernatural knowledge.
People find you unnerving. All tasks relating to pleasant social interaction are hindered.
From the following list of options, choose how you became involved in the first adventure.