Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
So I kind of want a guide line of what counts as a quirk or a perk for example I want to be say "If the ability is at least as benefical as X but no more useful then Y it counts as a perk" or "if the disadvantage is at least as penalizing as x but no more penalizing than y it counts as a quirk"
I'd argue for the most trivial quirk I'd go with something like "Dislikes Carrots", for least useful perk I'd go with "High-Heeled Heroine" because the character could easily just not wear high-heels and never have to worry about the penalty, I guess if you're trying to save turn of taking off the heels for a female character at formal event that suddenly turned into combat it's slightly useful, but simply declaring your character was wearing flats would fly with most GMs and I don't think the movement for wearing heels is ever specified anywhere. For most severe quirk, I guess Incompetence (Driving) in a setting where everybody needs to drive but then again just have someone drive for you and never have to work about it.. IDK what is the best Perk though Anyone have any ideas for any of these would be nice. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
It depends on your game, but in the right genres weapon bond can be a really powerful perk.
Least powerful perk is probably one of those cinematic clothing perks. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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And if you have Incompetence for a skill that's truly ubiquitous and really, really matters in the setting, that's actually Social Stigma (Uneducated). |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Best Perks IMO:
Off-Hand Weapon Training, Shield Wall Training, and Fur. Most trivial Quirks I've seen someone actually put on a character sheet: Dislikes bugs, likes bread, likes water (all on the same character to reinforce him as bizarrely bland). He was imprisoned once and stayed in mostly of his own free will, intentionally reinforcing the walls with his Masonry skill instead of taking advantage of obvious weakpoints to escape. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
I have never seen a DM work 'dislikes carrots' into a game I've played in, which is annoying, since its amusing
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Well, carrots are the very first example of 'other things you can dislike'
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Hmmm. I had a character for a one shot who had the quirk "Dislikes raw carrots" Then I had then stuck in the past and they were naked int he barn with carrots.
Also, in a different one shot, I gave two characters "Dislikes talking vegetables." Not that they met any talking vegetables in the one shot (though talking vegetables certainly exist in the setting" but one player mentioned his dislike for them and the other agreed, and it gave them something to bond over. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Aren't Quirks supposed to be disallow as passive ones like 'wears black'? IMHO a like or dislike for carrots is the same. Quirks should be colourful, fun and come up once in a while. If wearing black or your attitude towards carrots occasionally becomes relevant, then go for it, otherwise IMHO not.
I agree that Incompetence with a skill widely used in a given setting or society can be among the worst. In my Cliffhanger campaign 'Smoker' is used as a milder version of that Addiction. It actually comes up quite often when the party is stuck in the wilderness or a parallel dimension where tobacco is unknown. The smoker character had to ration his cigarettes, pilfer from the other characters etc. As for Perks I think Off-Hand Weapon Training is powerful. Attribute or Skill Substitution can also be very high payoff for the point. In the same Cliffhangers campaign one of two female characters (only one playing at the moment) has High Heeled Heroine. It is used to avoid penalties or spending time taking shoes off when action occurs at formal events. Wearing flats would be a faux pas at such events, and wearing high heels would at other times be noticed for positive benefits. The other female character IIRC would take the penalties or spend the time struggling with the shoes so there is balance. Honest Face is a both popular and highly (ab)used Perk in the campaigns I've GM'ed. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Candidates for the more powerful Perks in my opinion: Huge Weapons (SM), Army of One, Power Grappling, Shield-Wall Training, Strongbow/Crossbow Finesse, potentially Attribute Substitution (depends on character).
Trivial: Classic Features (probably not worth its cost), Pants-Positive Safety, No Hangover, Pet. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Influence quirks are some of my favourites. Get what you want from people without any of the risks associatd with attempting to influence them, or at least open the door.
Magical Weapon Bond is one I consider almost standard among warriors in fantasy settings. Quote:
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
I'd argue that your most powerful perks are usually going to be rule exemption perks, things like Infinite Ammo, or "I get to use TV Action Violence" or "I can ignore friendly fire" etc. They have potentially the farthest reach, and need the most attention from the GM.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Most trivial quirk was for an ambidextrous character who went with this double
1. Left hand dominant 2. prefers using right hand so although they used either hand equally well they naturally defaulted to their left hand but they forced themselves to use their right hand. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Rules Exemption, Extra Option, etc are probably going to be the most powerful metaPerks (that is, Perks that change the way the game works for your character). Aside from that, the various "Negates a penalty my character would take all the time otherwise" Perks (Shield Wall Training if you use a Large Shield - or any shield with the optional rule from LTC2, Exotic Weapon Training if your primary weapon suffers such a penalty, Off-Hand Training if you dual wield, etc) are highly useful. For least powerful, the various non-combat Shticks aren't so great, Cross-Trained is rarely relevant (and high skill gets you a large number of Familiarities anyway), and One Task Wonder is useful for defining a character, but not so great in terms of what you get (it's basically like putting [1] in the skill, then narrowing it down significantly to turn it into an Easy skill, but not being able to invest further).
As for Quirks, Power Ups 6 gives some really good guidelines for defining and using them that should be good enough for figuring out if a Trait should count as such. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
Deep Sleeper (especially in combination with Combat Reflexes) is perennially underrated but incredibly valuable when it comes up.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
One of my favorites of all time is Weapon Bond for knight-like characters, since I find it thematically appropriate that they've become a master with their ancestral, inherited weapon.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
I can't think of any nice guy character I have built who does not have broadminded.
I generally prefer likes quirks to dislike quirks as I find they do a better job of defining the PC. Depending on the setting classic features can be pretty useful -classic features : athlete, academic, gymnast, or cheerleader is going to get its applicable bonus very often in a university setting, as well as making it easier to become (and remain) part of those groups. As far as perks - high heeled heroin , or 'suited hero' allows you to claim the +1 appearance level from using fashion sense while still being capable of participating in athletic or stealthy activity. Accessory can be really potent. The combo of weapon bond and named weapon is great. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
My character in an upcoming AtE campaign has a Maine Coon with him, called King (because he's lazy and entitled). You can be damn sure I'm buying the Pet perk for him - the post-Apocalypse is no safe place for a cat!
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Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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The smaller you are, the more dangerous the world is. |
Re: Most trivial quirk, most useful perk, least useful perk, and most severe quirk.
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