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Old 10-16-2009, 03:35 PM   #1
Lord Carnifex
 
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Default Some Custom Quirks

We've had the custom Perks thread go on with useful contributions. We've had GURPS: Power-Ups 2. But, so far as I can tell, the little downsides of life have been neglected lately. So, to start things off, here's a couple.

Religious Observance Essentially the Quirk-level version of Disciplines of Faith, this is some ritual that a character does on a regular basis, but doesn't dominate their time or thoughts. The observance can be daily, like saying prayers upon waking, mealtime, and going to sleep. Alternately, the character may feel obligated to attend a weekly religious service for three hours every week, or perform some other weekly ritual. Or the character may scrupulously observe a major yearly obligation like Ramadan or Lent, fasting as necessary. The sense of obligation to observe these rituals comes from within for the character, and he will perform them even if there is no outside social obligation to do so. Failing to observe the ritual can leave the character feeling edgy, distracted or out of sorts; if the character misses a daily ritual three or more times in a row, or two weekly rituals, the GM may assess a -1 penalty to Will rolls and to extended IQ based rolls for the distraction.

Regular Ritual A secular version of the above, the character has "something they do." Possibilities include always going to bed at 10 PM and getting up at 6 AM, insisting on obtaining and consuming a full dose of vitamin C every day, or taking time once a week to drink three shots of whiskey in honor of the character's three brothers overseas. Again, missing such a habit will result in the character feeling put out, with penalties to Will or IQ based rolls as the GM feels appropriate.

Ill-prepared Despite nominally owning the necessary tool kit for repair and crafting tasks, the character tends to find they are missing a few important components. Maybe the 10mm wrench is with the half-repaired bicycle in the garage, or the batteries to the cordless drill are dead. Normal repair or crafting rolls for the character are typically at an a -1 difficulty. Alternately, the character can roll on the appropriate repair or crafting skill at a time when collecting the appropriate tools is possible, e.g. not at the last minute or under fire. A successful roll allows the character to get everything together ahead of time.

Gloomy A quirk level Chronic Depression. The character has a tendency to look on the downside of most events. He tends to be pessimistic and cynical, expecting the worst from any situation and overlooking signs of hope or improvement. Too much of this, and the character may develop an Odious Personal Habit. On the upside, the character is usually not astonished when the very worst happens.
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Old 10-16-2009, 03:36 PM   #2
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Default Re: Some Custom Quirks

Confrontational. Quirk level Bully. You won't go so far as to actually push people around, but it always feels like you will.

Craving. Quick level Uncontrollable Appetite. Some food or substance of choice is always appealing to you. Unlike Likes, you feel more strongly about the object of your desire and are more likely to weird others out.

Neat Freak. Quirk level Odious Personal Habit. You have a tendency to always organize things around you, despite other priorities, and sometimes in other people's homes.

Prankster. Quirk level Trickster. You generally try to embarrass, fool, or pull practical jokes on others, but not in a harmful fashion.

Queasy. Quick level Motion Sickness. You are terse and unusually quiet when traveling by vehicle.

Last edited by Ragitsu; 10-16-2009 at 04:07 PM.
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Old 10-16-2009, 03:48 PM   #3
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Default Re: Some Custom Quirks

Another one:

Banned social practice A form of Quirk-level Social Stigma. The character is a fully participating, accepted member of society except in one respect: there is some common practice that the character is forbidden to do, or must always do in a certain distinctive way. Perhaps they are forbidden from drawing water at the town well and must always ask another, or must enter churches and other community buildings at a side or back entrance. Or the character is forbidden from participating in a common community bonding ritual such as a religious service, community feast, or marketplace.
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Old 10-16-2009, 03:48 PM   #4
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Flirty -- A Quirk-level Lecherousness; the character tends to get "playful" with the opposite sex (or same sex, or both, depending on orientation). The game is more important than the score, though, and this character is no more or less likely to "go to bed" with someone than anyone else. May draw a -1 reaction from those who consider the behavior improper.
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Old 10-16-2009, 04:13 PM   #5
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Default Re: Some Custom Quirks

Irritating: a quirk level of odious personal habit. In one particular situation you have some habit that gets of others' nerves.
Like speaking full volume in libraries, or always burping during meals.
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Old 10-16-2009, 04:28 PM   #6
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Crisis Sprawl -- The quintessential Quirk for movie victims in distress. When fleeing a danger, you must roll against DX each turn or immediately fall prone to the ground. You never suffer more than one failure per chase, which never causes damage ... though it may allow a pursuer to catch up with you! The roll is at -2 if the character is wearing clothing that could in some way interfere with running (high-heeled shoes, a long scarf, a trench coat, etc.).
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Old 10-16-2009, 04:40 PM   #7
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Panicky When a sudden crisis presents itself, the character has a tendency to flap around for several minutes before settling down and actually concentrating on the problem. This is the type of persons who run around and say "Oh my God!" uselessly when zombies attack, the power goes out, or the plane begins to dive rapidly. Such characters in combat situations are not impaired unless they have other disadvantages, but may spend the first few turns shooting at random enemies rather than examining the tactical situation, deciding what the priorities and goals are, or having a coherent plan.
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Old 10-16-2009, 04:48 PM   #8
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Default Re: Some Custom Quirks

Quote:
Originally Posted by Rocket Man View Post
Crisis Sprawl -- The quintessential Quirk for movie victims in distress. When fleeing a danger, you must roll against DX each turn or immediately fall prone to the ground. You never suffer more than one failure per chase, which never causes damage ... though it may allow a pursuer to catch up with you! The roll is at -2 if the character is wearing clothing that could in some way interfere with running (high-heeled shoes, a long scarf, a trench coat, etc.).
Would High Heeled Heroine or similar Perks cancel the -2 penalty for certain articles of clothing?
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Old 10-16-2009, 06:32 PM   #9
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Default Re: Some Custom Quirks

Lecherousness: Only for Tall, Long-legged Redheads

Must roll vs. HT+1 or Faint when Hearing the Name "Cthulhu"

Always Wears Black (in a campaign where going unrecognized can matter; in one where going unrecognized is essential, probably ought to be worth more)

Always Names His Sword Jezebel (same as Always Wears Black)

Overconfidence/Only When Enemy Is Near Collapse (which, again, might be worth more if the enemies realize they can feign being ready to drop to get an advantage)

Light Sleeper, Only If Unable to Read for 10+ Minutes Before Going to Bed
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Old 10-16-2009, 10:21 PM   #10
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Default Re: Some Custom Quirks

Quote:
Originally Posted by The_Nightwatch View Post
Lecherousness: Only for Tall, Long-legged Redheads
Fair enough, since the GM will throw one of those in whenever he feels mean. :)

Quote:
Must roll vs. HT+1 or Faint when Hearing the Name "Cthulhu"
Too strong! Anyone who knows the person now has an "off button" for them.

Quote:
Always Wears Black (in a campaign where going unrecognized can matter; in one where going unrecognized is essential, probably ought to be worth more)

Always Names His Sword Jezebel (same as Always Wears Black)
Both are too weak to be quirks. In fact, Always Wears Black is the canonical example in the Basic Set of what a quirk isn't! :)

Quote:
Overconfidence/Only When Enemy Is Near Collapse (which, again, might be worth more if the enemies realize they can feign being ready to drop to get an advantage)

Light Sleeper, Only If Unable to Read for 10+ Minutes Before Going to Bed
Both fair enough.
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