Please help with writing interesting Quirks and Oddities


Advice


Dear Paizo community,
I am a DM about to start the Iron Gods campaign for my players. One of them thought it would be really cool to add a random oddity or quirk to their characters, in homage to the strange qualities you could add in many old school rpgs, such as fallout. I love the idea.

I've come up with a few examples, but I could really use the communities help and creativity with making many more! Ideally, it would be awesome to have enough to fill out a d100 table. These quirks can run the gamut of terrible, fantastic, strange, useful, burdensome, interesting and everything in between.

Here is what I came up with so far, can you write more of your own for my group (and anyone else) to use? Thank you so much!

Examples:
Quirks and Oddities

Bird-Boned “You get a broken jaw from a stiff slap, and falling down stairs is a recurring nightmare for you. At least in the right wind, and with a running start, you feel like you can almost fly.”
Benefit(s): You weigh 30% less than normal; You gain a +5 bonus on Jump checks; You gain a +2 bonus on Fly checks; You take 1d6 less falling damage than usual
Drawback(s): You have a weakness to bludgeoning damage (50% more)

Hemophiliac “You always bruised easily and your nosebleeds would last for hours. Your blood is thin and runny, and every time you cut yourself it’s always a struggle to get the wound to stop bleeding.”
Benefit(s): None
Drawback(s): All bleed effects continue for 2 rounds after they would have otherwise stopped.

Hater of Doors: “What is best in life? The sound of splintering wood, the crushing of portals, and the lamentation of former door owners. For some reason, you’ve always hated closed doors, likely due to some unremembered childhood trauma. Maybe you’re just crazy. Now you treat all closed doors as a mortal enemy and a personal affront. You’ve spent a lot of time in jail for property damage. “
Benefit(s): You roll twice on strength checks to force open a door, taking the better result; You always deal a critical hit when attempting to sunder doors.
Drawback(s): If you ever try and fail to open a closed door in one shot, (via sunder or strength check), you become shaken as you lose faith in yourself. This penalty lasts until you successfully defeat a door in one shot.

Large Lungs: “You have lungs like bellows, and they have served you well every time you went swimming or diving. If you could only breathe fire, you’d be the mightiest dragon.”
Benefit(s): You can hold your breath twice as long as usual; Any breath attacks you make have their cone or line effect increased by 50%
Drawback(s): In combat and other physically exciting situations, roll a d20 at the start of your turn, on a result of 1, you momentarily pass out. You become prone and staggered for your turn, and drop what you were holding.

Thrill-seeker: “It’s better to burn out, than to fade away. You’ve always felt that life is only thrilling when you’re riding the edge of death. Safe is boring, you live for risk.’
Benefit(s): If you’re below 50% hit points, gain a +1 bonus on your d20 rolls.
Drawback(s): If you’re at full hit points, take a -1 penalty on your d20 rolls.

Odd Glow: “There are places in the world where you simply start glowing like a faint will-o-wisp, usually in the Numerian Wastes or next to technological items and scrap.”
Benefit(s): Whenever you’re within an area of radiation, you give off dim light in a 10’ radius.
Drawback(s): None

Free Fated: “You’ve always felt like you had an extraordinary will and an ability to control your own fate, to bend luck to your bidding. Maybe you’re just extraordinarily confident.”
Benefit(s): You can control your fate to re-roll any d20 roll as a free action, keeping the better result. Doing so earns you a Debt Token.
Drawback(s): The DM can use a Debt Token to force you to re-roll any d20 roll, keeping the worse result. You cannot Control your Fate while you have a Debt Token.

Alcoholic: “You’ve hit the bottle so long you’ve nearly forgotten what being sober is like.”
Benefit(s): You can consume twice the alcohol as usual without becoming drunk.; You gain a +2 diplomacy bonus in bars, taverns, parties and with fellow connoisseurs.; You gain a +1 bonus on saves vs. poison
Drawback(s): You take a -1 penalty on saves vs. disease; You must consume alcohol each day or you take 2 points of Constitution damage from withdrawal. You are too far gone to quit without it killing you.

Light Sleeper: “You awaken at the slightest sound, at the gentlest breeze or even a shadow passing over you. It’s a curse and you envy others restful sleep.”
Benefit(s): You automatically awaken when anything at all is wrong. You can wear earplugs and a sleeping mask to intentionally lose this benefit.
Drawback(s): You gain the fatigued condition for the following day, due to your inability to get proper sleep. You can wear earplugs and a sleeping mask to intentionally lose this drawback.

Hodor: “Some people are fat, some people are big boned, but you’re clearly just a small giant.”
Benefit(s): You are treated as one size bigger for purposes of CMD, BAB, AC and Natural Attack Dice
Drawback(s): You have never squeezed into anywhere, and you never will.

Know-It-All: “You know a lot of useful information, odd pieces of knowledge and obscure trivia. The problem is that when you don’t know something, you just give it your best guess instead of admitting your ignorance.”
Benefit(s): You roll two dice when making knowledge checks.
Drawback(s): The DM secretly and randomly picks which of your two rolls is used.

Heartbomb: “At one point in your life you’ve had a particularly critical need to implant an explosive into your body that would explode if you died. Eventually, the need passed, and the bomb stayed.”
Benefit(s): If anyone kills you, they’ll die too. You bomb explodes for 10d6 fire damage in a 30’ radius. Anyone affected can take half damage with a Reflex Save DC of 15 + your character level.
Drawback(s): There won’t be much left of your body for a nice funeral.


Personally I would go with options that are quirky and interesting without being powerful, and without much of a drawback.

In my opinion several of those have drawbacks that are just too much.

Unless the player gets to choose which one to have, some of the drawbacks could really be fatal for characters.


+1 for Hater of Doors, Alcoholic and Hodor. Would love to play an Alcoholic, especially if the party drinks during play time. Heck, I would become an Alcoholic in real life.

Don't know if those might be unbalanced benefits/drawbacks, but if you need inspiration on themes:

• Persecuted: you feel like everyone you meet follows you or even wants to murder you. You get a +3 bonus on perception and sense motive, but there is a 33% chance that you see something nonexistent or sense some motive wrong (even with very high rolls)

• Exhibitionist: You feel comfortable when others watch you. You gain a +2 bonus to perform and diplomacy in big groups. you must succeed at a WIL save DC 5+half character level each day, the time determined randomly, or get undressed wherever you are and dance around naked for 1 minute per point that you missed your save by.

• Forgetful: you seem to forget things often, which in turn frees space in your brain for new knowledge. You gain an additional skill point per level that you must spend in a knowledge skill. Your knowledge checks have a 20% chance to auto fail.

• Sleepy: you need to sleep 9 hours each night and without interruption, in order to not become fatigued. You heal double the amount of HP each night.

• Sex Addict: whenever you have sex, you gain a +1 morale bonus on attack rolls and concentration checks for 3 hours. When you don't have Sex for more than 24 hours, you get a -2 malus on the same stuff and auto fail any wil save against a person of the gender you feel attracted to.

Edit: inspired by your heartbomb and a film you all know:

Crank: you once met a crazy Vivisectionist scientist that implanted an artificial heart into your body. Each day, you need to suffer electricity damage equal to your levelx2, or you get -2 CON. Each consecutive day, the additional CON damage doubles, so you lose 2 at first, 4 at second, 8 at third day and so on.


In reply to Claxon:
Yes, I agree I need to tone town the downside on bird-boned and large lungs. Not all of my ideas are going to be winners, and that's ok. The player that brought up this idea likes a little of that 1st ed. old-school style hazardous consequences in their game, so some of the possibilities for the quirks are supposed to be bad. Something like the original deck of many things. To be fair, I'm giving everyone a choice whether they want to roll on the d100 table of quirks or not, but the result, once rolled, is part of that character for better or worse.

In reply to Prof. Lowenzahn:
Thanks for pointing out the ones with cool potential and for the additional ideas!


Hmmmm. Maybe...pyrophiliac? I have no idea what sort of flavour text to put in, but you'd get a +2 on all rolls to cast fire related spells or in any other way attack enemies with fire (A torch, for example). The drawback though is that you have to make an additional roll whenever doing one of the aforementioned actions. On a 2 or lower "Your lust overcomes you, and you set yourself alight". You can decide on how much burn damage the character takes.

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