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