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After a question from Tantric prompted me to research a bunch of dairy products, I modified lactose intolerance:
You are very lactose intolerant. You can’t digest milk or dairy unless it is strongly fermented into yoghurt (or amasi, ayran, mursik, qatiq, villi, or strong kashk) or alcohol (airag, blaand, kefir, kewra, koumiss, unda), or turned into butter (or clarified butter) or strong cheese (hard, ripened, or aged). A quirk-level Restricted Diet, but only in campaign settings where most people have lactose tolerance. |
Re: New and Custom Quirks?
These are quirks I have IRL.
Will Karate Parry any incoming arm or leg. When you have spend enough time training for self-defense, anytime an arm or a leg comes above a certain speed the reflexes that you have taught your body will get triggered and you will parry, deflect or grab the offending limb before realizing it wasn't an attack and apologizing and having a good laugh about it. And then there are the idiots who willingly and deliberately go trigger it because they think your harmless overreaction is hilarious. Meh, no harm no foul I guess. Will not cook if they can avoid it. You know the drill. Eating raw pasta or cheese ravioli because you can't be bothered to cook them. Eating similicarne that are still supposed to be cooked raw for the same reason. Prosopagnosia AKA Face Blindness. You always have to rely on weird tricks to recognize people you interact with. Your mom has this specific handbag, your stepdad trims his beard in *this* way, etc... and you wish people wore distinctive outfits like in anime (or even better, like in RWBY) so they would be easier to identify. |
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The last one could be a full disadvantage, I think, with penalties to reaction, spy skills and social skills in general. |
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Close Quarter brutality
When you have to fight in close quarters (Brawl, Boxing, Karate, or melee weapons) for your life (that is, when someone has to be at the very least severely injured enough to either scare them into begging for mercy or to get them unable to fight back, as opposed to a friendly spar or tournament or a duel to first blood or a stupid fight over a stupid bet), you fight with an incredible brutality and more squeamish onlookers who have witnessed you fight may occasionally react to you at -1. |
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(I'm not allergic to dairy, cattle, or whatever other argument so many have tried to make. It's genetic and my half brother was born the same way. Not a big deal with soy based formula. But obviously would have been a virtual death sentence pre-mid-20th century.) |
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Fortunately for me I followed the mammalian pattern of being able to digest it at birth and only losing it later. I have some tiny lingering amount naturally as I can have modest amounts of hard cheeses or butter, but I can't have yoghurt. Flyn's got some sort of severe genetic knockout - he seems to largely be stuck hoping his gut bacteria behave themselves if given trivially small quantities. |
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I tend to treat dairy like alcohol. No my limit; ingest with other foods; be ready to walk home... because of the "emissions" causing the scattering of friends and family who drive. My half brother and I share the same father, so we know where the funky gene came from, at least. Neither of my full brothers have it. Growing up with a brother than ate diary like it was his job wasn't fun either. |
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* Maybe? It's been a while since I've had soft cheeses as I'm not a particular fan of them anyway. |
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Eats table salt.
Exactly what it says on the tin. The character pours table salt in their palm and then eats it. Munches on ice cubes; The character munches on ice cubes. I do both of those. |
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Maybe combine these into quirk-level pica.
(If you also eat things that are actually harmful, that's disadvantage-level pica.) |
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Chewing ice isn't good for the enamel, and it's not that hard to ingest harmful quantities of salt if you eat it like that. Though as any negative effects aren't likely to occur within a couple months, they're for the most part ignorable in Gurps.
I agree with Quirk Pica. |
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Survivalist's gear choice: The world had ended in nuclear fire/meteors/whatever caused the setting to become an After The End place, and you pick your gear according to whether you can carry it, maintain it and repair it easily. If exceptional circumstances require a tool outside your preference (say facing an armored vehicle you will take a anti-tank weapon) you will make exceptions, but in normal circumstances you'd rather go with the reliable, easy to maintain, easy to fix AK-47 with plentiful ammo you can find everywhere rather than the fancy laser rifle, with hard to find parts and hard to scavenge energy cells.
In short, in normal circumstances you'd rather go with the Boring But Practical weapons and equipment, though you make exceptions when they would not do the job. |
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Eats cold: You let food cool down to room temperature before eating it. Usually by doing something else while it cools down.
I do that too. |
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Breakfast Cereals Are Munch Foods - Instead of eating bowls of breakfast cereals soaked in milk and only for breakfast, you'll munch on handfuls from the bag/box at any time like most do bags of chips. May be accompanied by a Habit: Always Eats Cereal Dry quirk.
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But then it's basically trail mix that you can eat for breakfast. |
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Now here are some dietary quirks: Won't eat different foods that have not been kept separate from each other Allergic to nuts Chews with their mouth open (Reaction penalty) Can't eat quickly |
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Dietary Quirks:
Hates dairy (I despise milk but not all dairy. I imagine this could cause some problems in certain societies.) Hates red meat, even the odor, but isn't a vegetarian (I know someone like this.) OPH: loves drinking liquid fat (I adore chicken fat and have grossed out people eating.) |
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If the player can occasionally bring it into the game, mentioning they are buying Fruit Loops when the party stops at Walmart for duct tape and trash bags for example, why not? |
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The sugary breakfast cereals in particular are (IME) crunchy cookie-like confections. I love crunchy food, so it really doesn't take much in the way of flavor enhancement before I can just eat it by the handful. I'm not against putting milk-oid substances on top, but I'm lactose intolerant so it's a dairy substitute like almond or coconut milk, and I really want to eat it while it's still crunchy. *munch crunch crunch crunch* - actually, depending on how reliably you do it, this is a quirk level of Noisy. Between rustling around in a crinkly bag and the crunching... |
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Fiddles with ball bearings(Caine Mutiny)
Speaks in flowery language, ashamed of red hair(Anne of Green Gables) Wears purple robes(Babylon 5) Fond of his attack dogs(Magnum PI) Likes Ferengi Card Games, likes Klingon martial sports(DS9) |
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One I had was a starship captain who regularly carved fuzz sticks while sitting at his workstation to pass the time and keep himself disciplined. He would buy twigs at each port and keep a bucket beside him to pile finished work.
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Martial Pacifist: A quirk version of Pacifism. You dislike violence and try to solve problems with words rather than blows if it is reasonably possible. If your opponent gives you no choice though, you do not hesitate to come to blows. This quirk is often found on martial artists, real or fictional.
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Unusual Body Temperature: Maybe you come from an alternate dimension, or you are not quite human, or a mutant, or you have been affected by a supernatural phenomenon. Either way, your body temperature is slightly higher or lower than that of a baseline human, giving anyone who hasn't been informed about it a -2 to use the Diagnosis skill on you to identify sicknesses affecting you, as well as a -1 familiarity penalty to anyone who is not used to dealing with your medical issues. Anyone using infrared or other heat-based sensors who knows about this metabolic oddity of yours gets a +2 to any skill to identify and/or track you.
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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.
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I've recently played a character Agnostic in a setting with the Salem witch trials. If I tell them I don't believe in a God or I'm not sure, I'd be hanged for sure.
It's actually been more of a disadvantage for my character as I really have to tiptoe around what I say in order to not upset the wrong people. Oh, and he has Truthfulness as well. :( So, in the right situations, a quirk can become quite damning. |
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As for the general topic, I don't see the problem with it. There are plenty of roleplaying quirks that don't require that much effort. |
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I figured having an odd body temperature would make you stand up quite a lot on infrared sensors, which would have implications on things like the Shadowing skill.
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I think I'd generalize this trait - it's something like No Quite Human, you look human, but something about your physiology varies enough to give a penalty to Diagnosis or Physician or perhaps other anatomy dependent skills. This might be a weird body temperature, but it could just as well be your blood vessels don't run in the right places, or you have a blood antigen (and hence "blood type") humans don't, or that heavily vasculated mass in the middle of your brain isn't a lethal tumor, it's your mana organ.... |
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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.) |
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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. |
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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%] |
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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). |
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Interesting table at https://en.wikipedia.org/wiki/List_o...%20demographic. |
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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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1 - I distrust polls I can't read the back end on, 2 - How do you know someone is an atheist? and a surprise 3 - it's going to depend on the GM whether is raises above the level of Quirk. |
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<Moderator>
This thread is definitely skirting on real-world politics. Please don't. </Moderator> |
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In most parts of the world being a "militant atheist" can get you killed right up until modern times, although being "secretly atheist" or "secretly agnostic" is likely to be nothing more than a Feature as long as you can go through the motions of being devout and it otherwise doesn't affect your life. (E.g., there was a medieval bishop who made the shocking deathbed confession that he never really believed in god, he was just in the Church for the benefits it provided.) In fantasy campaigns where gods really exist, atheism or agnosticism is a really bad idea and might be grounds for traits such as Divine Curse. In places where religious pluralism is the norm and religious intolerance is penalized, being an atheist is just a quirk or a feature unless you're annoying about it. ("I'm an evangelical agnostic! I'm not sure that God exists and I'm not sure that you should believe in His existence either!") The point at which a potential Social Stigma stops being a problem for you and turns into a problem for those who would stigmatize you is up to the GM. In some cases, it's a two-way street, particularly if the group you stigmatize is extremely rare or hard to detect. Thus, Aetheist (or whatever) and Hates Aethists (or whatever) could both be valid Quirks. Quote:
A more generic "Hard to Fit" quirk, which requires all but the loosest clothing and gear to be custom-made or altered to fit, would be a solid quirk, however. |
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Hats aren't very important in most TL8 places but a "Hard to Fit" for footware would be a good bit worse. Gurps actually has a few rules for badly fitting footware. |
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But I think you are underestimating the inconvenience. I definitely pay more for hats. There are some hats I just can't have. Even in a world of custom gear, custom gear isn't necessarily made for the character. You might have little trouble getting a new hat in a milliner's shop, although they might charge you for the extra fabric. But what about a magic helmet? Even with generous sizing, it's going to be an ill fit. Perhaps the Circlet of Ultimate Power sits uneasily on your head, and you can't run or jump while wearing it, without it falling off. If you need to swap places with another PC as a disguise, the hat is probably a no-go. And it's probably enough to qualify as Distinctive Features when your head is uncovered. You don't stick out like a sore thumb all the time, but it's certainly easier to pick you out from a line-up. I don't know that I would assess a Shadowing penalty all the time, but it's certainly a hindrance to Disguise. It's just a Quirk. The only requirements are that it be mildly interesting, distinctive from other characters, and more of a hindrance than a help. |
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If you start getting down to "hats only" or "shoes only" it's probably a zero point flavor feature. Unless it's really "Noticeably large head" which is really Distinctive Feature plus a trivial nuisance of not being able to wear off-the-shelf hats. |
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(When I have ideas or questions, I tend to end up on very old threads. I'd end up finding some that I had participated in. I think I used to have an OPH about many things in past.) |
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And for the most part nobody cares too much about anything you keep completely private. Though that's a little less true - a few people do feel a need to pry into private stuff. Mostly the ones that qualify as "militant", which is one of the things that makes them unpopular.... In any case, it's not a feature of the atheism, but the modifier. |
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Religion, like other social characteristics, is highly contextual and will represent different GURPS traits based on that. E.g.,in one place,wearing a symbol of a local religion is totally ordinary, everyone does it, and not doing so is a quirk. In another place, which may have the same dominant religion/sect, people are less demonstrative about it, and visibly wearing the symbol all the time is a Quirk. And of course in a third place with a different main religion, wearing that symbol might be a full-blown Social Stigma.
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Get away, get aWAY, GET AWAY!!!
Whenever an opponent is close to you (close combat- but your character can have more of a distance needed), you must spend your turn either making them keep their distance (gust of wind, anyone?) or by backing away. |
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OTOH, regularly using the Retreat maneuver when you don't have to (e.g., to get back into range when you're using a weapon with Reach 2,3) would be the Signature Move quirk. But that's just a strong preference rather than a requirement. |
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A fashionista with the quirk: Dislikes wearing the same outfit twice.
A teen character I was making today just organically decided she wanted not just a career in design but also can't leave well enough alone with her own clothes. She needs to constantly tweak her own on the daily, mixing, matching, and adjusting. |
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Possessive about [item] - You don't like leaving the item in question out of your sight. You won't even let you closest friend use it unless it requires more than one person to use, like a chess set, and then you make darn sure your friend treats your prized possession with the respect it deserves.
I wanted this quirk for my new character, and I had a discussion with the GM about it. Since my belonging was Signature Gear, he pointed out that I should already be protective/possessive about the thing, but the rules for Signature Gear don't say that it item can't be lent out to friends. Possessive - Things you've used uncontestedly for a while become YOURS, and you react poorly if someone else suddenly assumes they are allowed to use them. Examples include the smiley-face coffee cup and the leftmost spot on the couch. Just so - You want things done the familiar way (which may or may not be easily guessed), or they shouldn't be done at all. Maybe you won't drink coffee unless three sugar cubes were put into the cup before the coffee was poured. Maybe you'd come back later if your usual seat in the lunch room was taken. You should come up with a few ideas for things that can come up in play, but the GM can always throw this quirk in your face if they decide that a situation warrants it. You should also define your reaction when things don't go your way. Do you withdraw into yourself? Do you pack up and leave? Do you turn violent? |
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