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SamVDW's Profile

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101 Player Character Quirks

Character quirks can be little exercises in roleplaying that make things fun for the player. They can also have major game implications if the character is faced with a dilemma where two of their values come in conflict. Here are 101 player character quirks that can be used in many different types of settings. These quirks vary from small quirks (small effect on game play) to big quirks (potentially large effect on game play).

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“ Actually a real-world fungus, just heard about it. A fungus that tastes well and all, no ill effects. UNLESS you consume some beverage, even 3 (three) days after eating it. Then you become really sick, pains, vomiting, all the fancy stuff. Was really used to cure alcoholism. May be a joke or to make sure the heroes spend their time focused on the mission.”
manfred
“ A certain tribe in a valley believes that the soul remains trapped in the body after death and is aware of it. So they treat their dead as if they are alive, talking to them and keeping them at home. They are used to the stink and for some reason are also immune to the diseases that this practise causes but outsiders are not so lucky.”
Cheka Man
“ In the Middle Ages, and even up to the early twentieth century, most of Europe's executioners were related: the Sansons and Deiblers in France, the Pierrepoints in England, etc. The reason for this was that, it generally not being socially acceptable to, well, kill people, executioners and their children could, generally, only marry other executioners or <i>their</i> children. The parallels with massively inbred, Hapsburg-style dynasties are obvious- imagine a rather clever but politically inept satirist noting this, and being sentenced by the latter to a meeting with the former; even worse, imagine a dynasty of deranged and deformed executioners- think Texas Chaisaw Massacre with government funding.”
Psalmanazar
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