Quick Quirks and Qualities

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    Quick Character Quirks and Qualities

    Some players and referees enjoy adding additional substance to their characters to help flesh them out

    prior to beginning game play. This game aid provides a quick and easy method to help determine if a

    particular character has any additional benefits or qualities to bring to the adventuring party without the

    need to prolong character creation with feats, powers, skills, and other such traits to round out thecharacters. All that is required is a single roll of percentile dice prior to the purchasing of equipment and

    to consult the table provided below to determine the result of that roll. This roll is always unmodified and

    each character has an equal chance of possessing some quality or quirk that might assist their

    explorations and adventures. Simply note that quality on their character sheet and proceed to play as

    normal.

    The quirks and qualities on the table were generated with the rules of Labyrinth Lord (available from

    Goblinoid Games) in mind but may be used with almost any old school fantasy role-playing system

    with little or no adjustments by the referee. In addition, a second table is provided at the end of this game

    aid. This second table reproduces the primary table but leaves certain results blank so that the referee

    may add his own contributions to customize that table to his own desires and personal campaign world.

    Table A: Character Quirks and Qualities

    D% Roll Quirk or Quality Possessed by the Character

    01-05 Eye for Horseflesh

    06-07 Eye for Irregularity

    08-09 Free Retainer

    10-12 Hard to Kill

    13-14 Heirloom

    15-20 I Know Something

    21-23 Inspires Loyalty24-26 Keen-eared

    27-28 Natural Climber

    29-32 Natural Linguist

    33-35 Oh Captain, my Captain

    36-38 Orienteering

    39-42 Outdoorsman

    42-45 Owed a Favor

    46-47 Resistance to Venoms

    48-49 Situational Awareness

    50-52 Swift Healing

    53-56 Swims like a Fish57-58 Weapon Adept

    59-61 Well-Read/Mind for Miscellany

    62-67 Windfall

    68-90 No Special Quality

    91-00 Roll Twice (Ignoring This Result Hereafter) or Choose One

    http://www.goblinoidgames.com/labyrinthlord.htmhttp://www.goblinoidgames.com/labyrinthlord.htmhttp://www.goblinoidgames.com/labyrinthlord.htm
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    Quirk and Quality Descriptions

    Eye for Horseflesh: Character always purchases the best mounts & pack animals from the

    available stock. Horses bought by this character never possess negative traits and pack animals

    have a +10% bonus to their carrying capacities.

    Eye for Irregularity: The character receives a +1 bonus to notice secret doors or traps. This

    benefit is in addition to whatever racial bonuses the character might already receive. Thus a

    dwarf with this quirk would notice traps on a 3 in 6 and an elf would notice secret doors on a 3

    in 6.

    Free Retainer: Character begins play with a (mostly) loyal retainer.

    Hard to Kill: Character is treated as being two levels higher when reduced to less than zero hit

    points (Im using Garys house rule that characters are dead when they reach negative hit points

    equal to their level or -10, whichever is lower).

    Heirloom: The character begins play with a small trinket of some special worth. Roll on the

    table below to determine what item the character begins play with.

    D6 Roll Heirloom

    1 Potion of healing

    2 An arrow or bolt +1

    3 Treasure Map (leads to cache of randomly determined treasure)

    4 Silver dagger

    5 Magic scroll (1 appropriate spell for clerics & magic users;protection scroll for other classes)

    6 Silver holy symbol

    I Know Something: The character begins play with the knowledge of one absolutely true

    rumor, legend, or other bit of information about a local adventuring site. This piece of

    information should be determined by the referee and, while the information is true, it may lack

    certain other facts that obfuscate the actual legend in some manner.

    Inspires Loyalty: Character possesses a certainje ne sais quoi that makes his followers and

    employees more prone to follow his commands. All the characters followers, henchmen, and

    hirelings gain a +1 bonus to their morale. This bonus is in addition to any benefits provided by

    a high Charisma and can counteract the detrimental effects of a low Charisma score.

    Keen-eared: Gains a +1 bonus to Hear Noise

    Natural Climber: Has the ability to climb walls as a 1 st level thief. This ability never improves. If

    the character is a thief, he gains a one-time +5% bonus to his Climb Walls ability.

    Natural Linguist: The character begins play with one additional language known.

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    Oh Captain, my Captain: The character has some prior experience in managing large vehicles

    of one particular type based on the circumstances of his or her upbringing, allowing him to

    serve in such a capacity without the need to hire professional help. Examples of such vehicles

    include ships, wagons, and trade caravans.

    Orienteering: The character has a keen sense of direction when traveling outdoors. As a result,the chances of the character and his party becoming lost while moving overland is reduced by

    10%. If more than one character in the party has this quirk, the benefits are cumulative, but may

    never reduce the chance of becoming lost to less than 1%.

    Outdoorsman +1 bonus to outdoorsman checks (foraging, hunting, tracking, etc.).

    Owed a Favor: Somebody, somewhere, owes the character for some boon or service he or she

    provided in the past. At the start of the game, this boon should be left undefined as to what was

    done and who benefited from the characters assistance. At any time during the characters

    career, he or she may decide to call in that favor with the referees permission.

    Resistance to Venoms: Due to a hearty Constitution or previous exposure to toxins, the

    character receives a +1 bonus on all saving throws vs. poison.

    Situational Awareness: Character is only surprised on a 1 in 6 under most normal conditions. If

    alone or using the optional Individual Initiative rule, the character gains a +1 bonus to all

    initiative rolls.

    Swift Healing: The character gains a +1 bonus on all rolls to determine how many hit points are

    recovered from natural and natural only healing (regaining 1d3+1 hp for each full day of

    rest). As always, any interruption of this full day of rest results in no hit points being recovered.

    Swims like a Fish: Character is at home in the water. The character may swim while wearing

    leather armor without the need for a Constitution check each round. Swims at normal

    movement rate.

    Weapon Adept: Character gains a +1 bonus on either to hit rolls or damage rolls (determined

    randomly) with one specific type of weapon (daggers, long swords, spears, short bows, etc.).

    Well-Read/Mind for Miscellany: Character has a 3% chance per level of experience of knowing

    some minor fact or legend about a person, place or thing he/she has never personally seen.

    Windfall: Character begins play with x2 normal starting money.

    Quick Character Quirks and Qualities was created by Michael Curtis for use with Goblinoid Games

    Labyrinth Lord without expressed consent. No infringement on intellectual property is intended. For

    more from this author, please visit The Society of Torch, Pole and Rope(http://poleandrope.blogspot.com).

    http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/http://poleandrope.blogspot.com/
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    Table B: Customizable Character Quirks and Qualities Table

    D% Roll Quirk or Quality Possessed by the Character

    01-05 Eye for Horseflesh

    06-07 Eye for Irregularity08-09 Free Retainer

    10-12 Hard to Kill

    13-14 Heirloom

    15-20 I Know Something

    21-23 Inspires Loyalty

    24-26 Keen-eared

    27-28 Natural Climber

    29-32 Natural Linguist

    33-35 Oh Captain, my Captain36-38 Orienteering

    39-42 Outdoorsman

    42-45 Owed a Favor

    46-47 Resistance to Venoms

    48-49 Situational Awareness

    50-52 Swift Healing

    53-56 Swims like a Fish

    57-58 Weapon Adept59-61 Well-Read/Mind for Miscellany

    62-67 Windfall

    68-70

    71-73

    74-77

    78-79

    80-82

    83-85

    86-8889-90

    91-00 Roll Twice (Ignoring This Result Hereafter) or Choose One