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Old 04-28-2024, 05:53 PM   #221
Flyndaran
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Location: Forest Grove, Beaverton, Oregon
Default Re: New and Custom Quirks?

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Originally Posted by RyanW View Post
I'd suggest "Hard to fit." You struggle to find clothing that fits, and you often have to pay extra for it (either ordering custom or from a specialty shop). Armor not specifically tailored to you is always considered poor fitting, others have a bonus to see through your stolen uniform disguise, etc. Only really suitable in a setting with mass production, unless you are really hard to fit (We should print up T-shirts. And F-shirts for our friends with two arms on the same side!).

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.
Anecdote; I have a sizeable head, especially as a child. It meant my short stint at joining a grade school football team required using the biggest helmet they had. It was still tight enough to eventually induce vomiting. Now that is a noggin.
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Old 04-29-2024, 10:04 AM   #222
malloyd
 
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Default Re: New and Custom Quirks?

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Originally Posted by Pursuivant View Post

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.
This is of course true for [everything] that you disagree with your neighbors about. Being "militant" about anything whoever you are harassing doesn't share your beliefs about is asking for a fight, and fights can turn lethal.

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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Old 04-29-2024, 10:44 AM   #223
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Default Re: New and Custom Quirks?

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("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!")
We only drink Dr. Pepper in this household!

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Too limited to be a meaningful Quirk, especially in games where customized equipment is the norm or where it's extremely easy to alter standard gear.
In DF, for example, several flavors of lizardman have "head armor is not interchangeable with humans" or similar as a Feature. That said, I'd absolutely allow Large Head as a Quirk - while the equipment issues may be a Feature, it's also something of a Distinctive Feature. Not quite as bad as a typical one, perhaps, but combined with the equipment issues I think it should work.

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I think my atheism/anti-theism counts as a quirk, but not as an OPH. I'm not going around starting arguments. I don't hide it, but don't flaunt it
To be clear, my statement was less about what atheists are than about what they are perceived to be (that is, argumentative antitheistic zealots). As my experience is that stating I'm an atheist seems to make people think I'm something other than what I am, I've opted to just skip that using the more neutral term, agnostic.
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Old 04-29-2024, 11:43 AM   #224
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Default Re: New and Custom Quirks?

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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Old 04-29-2024, 12:33 PM   #225
Varyon
 
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Default Re: New and Custom Quirks?

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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.
On the other side of the equation, you could even have a case where only certain people (say, those who have done some notable service to the relevant religion) are allowed to wear the symbol(s), in which case it could range from a Perk to Social Regard. The dwarves in the Noble Dead Saga have something like this, with only their thanae allowed to wear torcs. Granted, the secular and religious practices of the dwarves are fairly integrated (thanae have a good deal of social status and authority, akin to nobility, but at the same time being such during life is the only path to becoming a Revered Ancestor after death and, perhaps eventually, Baynae - Eternals, the dwarven gods; I believe the authors set up the whole system based roughly on the Catholic process of canonization), but that's not really historically abnormal from my understanding.
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Old 05-01-2024, 10:58 AM   #226
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On the other side of the equation, you could even have a case where only certain people (say, those who have done some notable service to the relevant religion) are allowed to wear the symbol(s), in which case it could range from a Perk to Social Regard.
There are lots of real world examples too, with the most familiar ones that aren't actually a bestowed rank being pilgrimage badges. Medieval palmers likely qualify for Social Regard in the West.
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Old 06-20-2024, 12:36 PM   #227
BiznessCrafter
 
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Default Re: New and Custom Quirks?

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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Old 06-20-2024, 02:43 PM   #228
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Default Re: New and Custom Quirks?

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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.
I think that would be Dread (Combat Opponents, Very Common) [-30].
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Old 06-20-2024, 09:17 PM   #229
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Default Re: New and Custom Quirks?

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I think that would be Dread (Combat Opponents, Very Common) [-30].
Yep. Having to backpedal when an opponent gets close seriously limits your combat options, such as trying to Evade them by running past them or entering Close Combat.

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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Old 06-23-2024, 06:50 PM   #230
Flyndaran
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Default Re: New and Custom Quirks?

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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