Quirks
Quirks
List of Quirks
-1 point
A "quirk" is a minor feature that sets you aside from others. It has a negative point value, but it is not necessarily a disadvantage. For instance, a major trait like Greed is a disadvantage. But if you insist on being paid in gold, that's a quirk.
You may take up to five quirks at -1 point apiece...and if you do, you will have five more points to spend. You can also "buy off" a quirk later on by paying 1 point, but as a rule, you shouldn't do that. Quirks might have a small cost, but they are a big part of what makes a character seem "real"!
Quirks can be either mental or physical. This distinction implies for quirks exactly what it implies for advantages and disadvantages.
Mental Quirks
Mental quirks are minor personality traits. They are a contract between you and the GM: "I agree to roleplay these character foibles. In return, you agree to give me a few extra points to spend." However, you must roleplay them. If you take the quirk "Dislikes heights," but blithely climb trees and cliffs whenever you need to, the GM will penalize you for bad roleplaying. The points you lose this way will cost you much more than you earned for taking the quirk. So don't choose a quirk you aren't willing to roleplay!
This doesn't mean the GM should be inflexible about mental quirks. A player should be allowed to change a quirk if something happens during play to justify a noticeable change in his character's personality. The GM should also allow players to leave a few of their five "quirk slots" open during character creation and fill them in after the first couple of play sessions. The most interesting quirks often emerge as the result of roleplaying!
To qualify as a mental quirk, a personality trait must meet one of two criteria:
- It requires a specific action, behavior, or choice on your part from time to time. This need not take hours, or be especially inconvenient, but it must be something that you can act out in the course of the game; it cannot be totally passive.
- It gives you a small penalty very occasionally, or to a narrow set of actions. Negotiate the game effects with the GM. You may take almost any mundane mental disadvantage at quirk level, in which case the rules for that disadvantage are used as guidelines, although the effects will be much less severe.
Example: "Wears black" is not a valid quirk – it is completely passive, and there are no negative side effects. "Dresses like the stereotypical necromancer" is a permissible quirk if the player and GM agree that it gives -1 to reactions from unusually pious folk.
Attentive
You tend to stick to one task until it's done. You get a +1 bonus when working on lengthy tasks, but -3 to notice any important interruption!
Broad-Minded
A trivial form of Xenophilia. You get along well with other races and species, and strange looks rarely bother you.
Careful
A quirk-level version of Cowardice. You are naturally cautious, always on the lookout for danger. You dedicate extra time and money to preparations before venturing into a dangerous situation.
Chauvinistic
An extremely low level of Intolerance. You are always aware of differences in sex, skin color, etc. even if you do not actually react poorly to others. Thin-skinned individuals might occasionally react to you at -1 as a result.
Code of Honor
You may take a minor Code of Honor as a quirk. For instance, you might insist on exhibiting "gentlemanly" behavior toward all females, or spurning "chauvinistic" behavior from all males.
Congenial
This is a milder version of Chummy. You like company and you work well with others. You always choose group action over individual action.
Delusions
You may take a completely trivial Delusion as a quirk. This does not affect your everyday behavior, and is unlikely to be noticed by casual acquaintances, but you must believe it! Examples: "The Earth is flat." "The Pentagon controls the Boy Scouts and the health food stores." "Socks cause diseases of the feet."
Dislikes
You can have any of the Phobias on at the level of a mere "dislike." If you dislike something, you must avoid it whenever possible, but it does not actually harm you as a Phobia would. Dislikes don't have to be watered-down Phobias. There is a whole world full of things to dislike: carrots, cats, clowns, neckties, violence, telephones, telephone solicitors, income tax...
Distractible
Quirk-level Short Attention Span. You are easily distracted, and don't do well on long-term projects. You are at -1 when rolling to accomplish long tasks.
Dreamer
You have a -1 on any long task, because you tend to spend time thinking of better ways to do it, rather than working.
Dull
You are not quite Hidebound, but you tend to stick with tried and true methods.
Habits or Expressions
Saying "Jehoshaphat!" or "Bless my collar-button" constantly...or carrying a silver piece that you flip into the air...or never sitting with your back to the door.
Humble
A weak form of Selfless. You tend to put the concerns of others, or of the group, before your own.
Imaginative
You are a font of ideas, and are more than willing to share them with others! They may or may not be good ideas, of course...
Incompetence
You are inept at one specific skill. You cannot learn that skill, and your default is at an extra -4. You cannot be incompetent in a single specialty of a skill; if you are incompetent with Guns, for instance, you are incompetent with all guns. The GM may disallow Incompetence if the skill would be irrelevant to a given character, or is unlikely to play a role in the campaign.
Likes
If you like something, you will seek it out whenever possible. Gadgets, kittens, shiny knives, ceramic owls, fine art...whatever. This is not a compulsion – just a preference.
Minor Addiction
You may take Addiction as a quirk, if you are addicted to a drug that causes psychological dependency and works out to 0 points under the Addiction rules.
Nosy
A lesser version of Curious. You are always poking your nose into corners and everyone else's business (which is likely to result in a small reaction penalty once in a while).
Obsessions
You may take an almost-rational and not especially unusual Obsession as a quirk, to reflect a minor goal. For instance, you hope to get just enough money to buy a farm (or boat, or spaceship, or castle) of your own.
Personality Change
This is quirk-level Split Personality. You suffer from a full-blown mental disadvantage, but only in circumstances that are normally under your control; e.g., Bully when you drink too much, or Pyromania when you cast your Create Fire spell.
Proud
This is Selfish at quirk level. Individual success, wealth, or social standing concerns you greatly. NPCs with this quirk react at -1 to orders, insults, or social slights.
Responsive
A mild case of Charitable. You are able to imagine the feelings and motivations of others – and all other things being equal, you are inclined to help them.
Staid
You may take this very low level of Incurious as a quirk. You are likely to ignore matters that don't immediately affect you.
Trademark
A quirk-level Trademark takes almost no time to leave, cannot be used to trace your identity, and can be overlooked when inconvenient.
Uncongenial
A lesser version of Loner. You prefer to be alone. You always choose individual action over group action.
Vow
A trivial Vow – e.g., never drink alcohol, treat all ladies with courtesy, or pay 10% of your income to your church – is a quirk.
Physical Quirks
Physical quirks are physical disadvantages that are only mildly or rarely limiting. They do not require roleplaying, but they give specific, minor penalties in play.
Unlike mental quirks, you cannot normally change physical quirks – that would make no more sense than exchanging One Eye for One Hand, under most circumstances. Also, you must define physical quirks when you create your character; you cannot use them to fill open "quirk slots" once the campaign begins.
Acceleration Weakness
You are susceptible to the bad effects of extreme acceleration, and get -3 to HT rolls to avoid them.
Alcohol Intolerance
Alcohol "goes right to your head." You become intoxicated much more quickly than normal. You get -2 on any HT roll related to drinking.
Bowlegged
You are bowlegged. This doesn't normally affect Move, but you have -1 to Jumping skill. This quirk may elicit a -1 reaction from those who think it looks funny.
Cannot Float
You always sink in water. This is most applicable to machines, but it might also afflict fantasy races or result from a curse.
Distinctive Features
You have a physical feature – e.g., "Brilliant blue hair" – that makes you stand out in a crowd. This gives -1 to your Disguise and Shadowing skills, and +1 to others' attempts to identify or follow you. Some Distinctive Features may stem from full-blown disadvantages. For instance, an albino (someone with no natural body pigment, resulting in pink eyes and pink white hair and skin) would also have Weakness (Sunlight). Compare Supernatural Features and Unnatural Features.
Horrible Hangovers
You suffer an additional -3 to any penalties the GM assesses for excessive drinking the previous evening, and add three hours to hangover duration.
Minor Addiction
You may take Addiction as a quirk, if you are addicted to a drug that causes physiological dependency and works out to 0 points under the Addiction rules.
Minor Handicaps
You may take most mundane physical disadvantages at quirk level; for instance, you could use a watered-down version of Lame for a "bum knee." Difficulties rarely crop up, but are genuinely inconvenient when they do. If you have this kind of handicap, the GM may give you -1 to attribute, skill, or reaction rolls, as appropriate, in situations where it would logically interfere.
Nervous Stomach
You have -3 to HT rolls to avoid illness (typically in the form of attribute penalties or vomiting) brought on by rich or spicy food, strong drink, etc.
Neutered or Sexless
You are missing sex organs that someone of your race, sex, and age would normally possess – or perhaps you are a genuinely sexless being that only looks like someone of a particular race and sex. This might qualify you for reduced appearance, Social Stigma, or Unnatural Features in some settings. However, there are minor benefits: you are immune to seduction and will never accidentally become a parent. This is more than simple sterility (which is a feature worth 0 points).