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-   -   New and Custom Quirks? (https://forums.sjgames.com/showthread.php?t=70956)

Phil Masters 10-28-2019 06:09 PM

Re: New and Custom Quirks?
 
One quirk I recently came up with for a new PC; Sealed Juvie Record. The character was... not a good kid, and would definitely have Social Stigma (Criminal Record), except that he got his head straight before he hit the age of full legal responsibility. And fortunately, he was never mean, just irresponsible, and the local system keeps juvenile records adequately sealed.

So by and large, no one has cause to think the worst of him, unless they happened to know him back in the day (which mostly means his old partners in crime anyway), but a sufficiently annoyed cop, or a really nosy reporter, could find some juicy stuff on him, and anyone who somehow picked up hints might be more suspicious of him than his current basically legit activities justify.

(He’s a monster hunter, so “basically legit” is modulo some big guns and a tendency to cut corners, of course.)

awesomenessofme1 10-28-2019 06:26 PM

Re: New and Custom Quirks?
 
Quote:

Originally Posted by Phil Masters (Post 2292671)
One quirk I recently came up with for a new PC; Sealed Juvie Record. The character was... not a good kid, and would definitely have Social Stigma (Criminal Record), except that he got his head straight before he hit the age of full legal responsibility. And fortunately, he was never mean, just irresponsible, and the local system keeps juvenile records adequately sealed.

So by and large, no one has cause to think the worst of him, unless they happened to know him back in the day (which mostly means his old partners in crime anyway), but a sufficiently annoyed cop, or a really nosy reporter, could find some juicy stuff on him, and anyone who somehow picked up hints might be more suspicious of him than his current basically legit activities justify.

(He’s a monster hunter, so “basically legit” is modulo some big guns and a tendency to cut corners, of course.)

That's almost exactly a part of the backstory for an Earthborn-background Shepard in the Mass Effect trilogy.

Phil Masters 11-03-2019 05:04 AM

Re: New and Custom Quirks?
 
Quote:

Originally Posted by awesomenessofme1 (Post 2292673)
That's almost exactly a part of the backstory for an Earthborn-background Shepard in the Mass Effect trilogy.

I get the impression it's actually fairly common (in some variation) for rogue-ish action-story characters, and probably not all that rare in real life. Sealed juvenile records are, I believe, a real thing in a number of jurisdictions, after all. (How common it is in reality would be hard to say, because this is, after all, a secret.)

Dalillama 12-10-2019 10:38 PM

Re: New and Custom Quirks?
 
Quote:

Originally Posted by Phil Masters (Post 2293439)
I get the impression it's actually fairly common (in some variation) for rogue-ish action-story characters, and probably not all that rare in real life. Sealed juvenile records are, I believe, a real thing in a number of jurisdictions, after all. (How common it is in reality would be hard to say, because this is, after all, a secret.)

It could probably be worked out by finding out what percentage of such records are sealed compared to the annual number of juvenile offenders processed by the courts systems, but it would be a bit of a job.

WaterAndWindSpirit 02-22-2020 10:03 PM

Re: New and Custom Quirks?
 
Corrected Eyesight: You were born with an eyesight defect, but laser surgery corrected it. If your eyes are ever destroyed, healing magic restoring them will restore them in their original condition, and you will need another laser surgery to correct your eyesight defect yet again, and healing magic that cures permanent injuries will "cure" your eyes back to their pre surgery state unless the healer makes a successful Physicial-6 or Surgery roll to leave them alone.

It's an edge case, but in a setting I created, healing magic worked by restoring the body using it's "memory" as a basis, so it can cure any damage if you're skilled enough, and since healing works by restoring the body using it's "memory", well surgery is considered damage even if the results are purely positive.

BiznessCrafter 04-26-2024 02:01 PM

Re: New and Custom Quirks?
 
Host Spirit [-1]:
Also known as Get Possessed!
This is perk level Channeling, because this is a full possession. You must pay 5 FP to call out to spirits within 100 yards, and then wait for a response (Spoiler Alert: the spirit might just take you over without telling you first). The spirit may do much more than just speak through your body! You do not get a resistance roll to resist possession(!), but every time the spirit makes you do something against your nature (harm your family, steal (for good characters), etc), or inherently dangerous to you (eg. jump off a cliff), roll a Quick Contest of their possession skills vs your Will or your Exorcism, whichever is higher. If you win, you successfully fight them off. Hopefully you managed to get the information you wanted!

Technical terms for this:
Channeling [10], Increased Range (x50, to 100yds) [+50%], Accessibility (no roll to resist possession) [-50%], Accessibility (only in trance) [-30%], Pulse 2+2+2 (Spirits: 2 good (+10%), 2 neutral (-10%), 2 evil (-40%)) [-40%], Costs FP (5 FP) [-25%]

pawsplay 04-26-2024 05:55 PM

Re: New and Custom Quirks?
 
Quote:

Originally Posted by Black Leviathan (Post 2292199)
I know I'm coming t this late but I don't see anything about Atheism that would be a quirk. It's no less of a worldview and it could potentially drive a character decision but it's not something that would form an obstacle or a visible characterization. You don't have any observed ritual or any specific codified behaviors. You just don't believe. You could be a preachy Atheist, having to constantly criticize people for taking things on faith or believing in the supernatural, but that's another animal.

In the US, atheists are deeply unpopular. Opinion polls sometimes report that atheists are less popular than Satanists, terrorists, and rapists. Being an atheist teacher in a public school in some Southern districts probably constitutes a somewhat serious Secret. Arguably, the social deficits alone make atheism worth more than a Quirk, except maybe in large European citizens or communist China.

Anyway, how about

Large Head
Even "one-size" hats only fit about 1-5 of the time on a d6. Any helmet not made specifically for you is treated as Cheap (poor fit).

Farmer 04-26-2024 06:04 PM

Re: New and Custom Quirks?
 
Quote:

Originally Posted by pawsplay (Post 2523058)
In the US, atheists are deeply unpopular. Opinion polls sometimes report that atheists are less popular than Satanists, terrorists, and rapists. Being an atheist teacher in a public school in some Southern districts probably constitutes a somewhat serious Secret. Arguably, the social deficits alone make atheism worth more than a Quirk, except maybe in large European citizens or communist China.

39% of Australian report as atheists based on the 2021 census. 44% reported some version of Christianity, but a large percentage of them would be non-practicing or don't-care, and there was 7.2% not stated or unclear, so either of those groups could be slightly higher.

Interesting table at https://en.wikipedia.org/wiki/List_o...%20demographic.

Phantasm 04-26-2024 08:39 PM

Re: New and Custom Quirks?
 
Quote:

Originally Posted by BiznessCrafter (Post 2523029)
Host Spirit [-1]:
Also known as Get Possessed!
This is perk level Channeling, because this is a full possession. You must pay 5 FP to call out to spirits within 100 yards, and then wait for a response (Spoiler Alert: the spirit might just take you over without telling you first). The spirit may do much more than just speak through your body! You do not get a resistance roll to resist possession(!), but every time the spirit makes you do something against your nature (harm your family, steal (for good characters), etc), or inherently dangerous to you (eg. jump off a cliff), roll a Quick Contest of their possession skills vs your Will or your Exorcism, whichever is higher. If you win, you successfully fight them off. Hopefully you managed to get the information you wanted!

Technical terms for this:
Channeling [10], Increased Range (x50, to 100yds) [+50%], Accessibility (no roll to resist possession) [-50%], Accessibility (only in trance) [-30%], Pulse 2+2+2 (Spirits: 2 good (+10%), 2 neutral (-10%), 2 evil (-40%)) [-40%], Costs FP (5 FP) [-25%]

Question: How does that translate into a Quirk (with a negative point value) when the base is [10] and not [-10], and the most you can drop it is [2] with a cap of -80% in disads?

Fred Brackin 04-26-2024 10:01 PM

Re: New and Custom Quirks?
 
Quote:

Originally Posted by pawsplay (Post 2523058)
Anyway, how about

Large Head
Even "one-size" hats only fit about 1-5 of the time on a d6. Any helmet not made specifically for you is treated as Cheap (poor fit).

<waives hand> That's me. My theoretical size seems to be a 7 and 7/8 ths but I'm not sure I've come across one of those in the Real World.

For ball caps with an adjustment at the back of the thing the failure rate is 6 out of 6.

I'm not sure it's worth a whole -1 in the current day.


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