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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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Guilds
“ What do you do for overnight healing? I usually do Level plus CON bonus as overland healing, x3 if you rest the whole day How about you? Do you do binding? I did d6 binding of woulds after a fight that you must take at least one, but I have had a lot of variations on this Only so many times a day Must be done by clerics must have the medic skill d4 instead of d6 don't need to take a min. of one Some ideas d4 from taking one strong drink once a day(crypts and things) heal d8 from taking a second wind(D&D4th) acupuncture (varies on technique) mine”
Aramax
“ A world where, instead of aging in years, the people age in knowledge. So, instead of dying once a general age was reached, they die once they achieve a certain amount of knowledge. A man could live forever if he never learned anything, or could die after reading a few choice books. Of course, the knowledge of the land would be regulated, like medical drugs.”
Drackler
“ A Cloak of Shadows that causes mushrooms to grow in its own shadow. A crouching theif might find himself in a ring of poisonous toadstools, an interesting thing for a sentry to find after the thief has left hiding place.”
Scrasamax
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