For my Shadowdark homebrew, I created feats for fighters, thieves, priests, wizards, and all classes. Feats are meant to be even-level customization options, and also may be given out as treasure, story-rewards, downtime training, etc. But also in my system, characters may learn a Feat at 1st level if they choose a Quirk: a challenge facing their PC.
Quirks are an option during character creation, but could also be acquired during play. In general, if characters want an extra Feat at level 1, I require they roll for a Quirk (or select an impactful one).
If a player does not want a particular Quirk for any reason, they can re-roll or select another. Once they have chosen, they should honor their Quirk’s impact on roleplay (e.g., see ‘Compulsive Liar’) or replace it with another one.
I encourage players to play Quirks respectfully: they are meant to add depth and texture, not make other players uncomfortable. Quirk selection is a good time to have a discussion about what a table is comfortable with occurring in-game. These Quirks were designed to hinder PCs and/or make them fallible, while avoiding body-shaming or mean role-play: if you think any of them are not hitting that goal, or use language that could be taken as demeaning, I value your feedback.
Quirks are sorted into categories. If you are rolling for a Quirk, first roll 1d8 for the category, then roll within each category. Alternatively, if you wish to roll with less randomness, you could select your category and then roll, or roll three Quirks and choose, etc.
1- Personality
2- Background
3- History
4- Condition
5- Body
6- Habit
7- Belief
8- Magical or weird
If you like these Quirks and/or Feats, consider buying me a coffee in the new year as I launch my first RPG publication, a Shadowdark supplement with all 100 feats gathered, plus another 30 general feats to share, and 130+ fun Quirks to further customize your characters. If you want to be notified on launch, email thorn at dreamshrike.com or subscribe to this blog.
So here's a partial list (48) of concerning Quirks for Shadowdark and OSR characters:
Quirks
For general interpretation, especially for Quirks, checks are distinct from attacks. Solo reaction rolls are done only if the PC is alone; otherwise, group reaction rolls are affected.
1- Personality
1- Chatterbox: You talk too much, and a bit too loudly. You attract attention when you are traveling, and give things away without meaning to.
2- Compulsive Liar: You lie about everything--even the small stuff. And you won’t back down.
3- Coward: You scare easily. If a check against fear or intimidation is needed, you have disadvantage. You adventure with a lucky charm to be brave; if you lose it, you roll with disadvantage and flee if alone and threatened, for a full day--until you really believe another thing is lucky. What is your charm?
4- Dim: No matter how smart you are, you make uninformed decisions, forget facts, and are easily swayed. Roll with disadvantage on knowledge checks, non-spellcasting INT checks, and against magical persuasion.
5- Forgetful: You can’t remember things when it matters. Additionally, each session, pick one important thing to forget for that session. The GM must approve your choice, write it down for them.
6- Greedy: You have a hard time resisting the lure of coin. If treasure is in reach, roll WIS (DC 12) or go for it--even when it’s clearly a trap.
2- Background
1- Bumpkin: Disadvantage in cities on any checks tied to urban life--and, if solo, encounter checks inside cities.
2- City Slicker: You don’t get nature. Disadvantage on foraging and, if solo, encounter checks outside cities.
3- Cannot Count: You can’t handle numbers above 10. INT checks involving counting or value fail.
4- Cannot Read: You are illiterate. You cannot read scrolls, signs, or books without magical help.
5- Decadent: Unless pampered between adventures, roll all checks with Disadvantage for the first 4 hours of the next adventure.
6- Faction Enemy: A powerful group wants you dead. Once per adventure, GM may trigger a bounty or ambush.
3- History
1- All My Exes: In any town or city, there’s a 1-in-6 chance an ex shows up with drama, debt, or danger.
2- Bankrupt: You can’t keep coin on you. You lose or owe half your treasure between adventures unless you successfully hide (2 in 6 chance) from creditors.
3- Beholden: You owe someone powerful. They will call on you: refusal brings consequences.
4- Blackmailed: Once per session, an NPC may leverage your secret against you. Refusal brings social fallout or danger.
5- Exiled: You’re banished. If recognized (1-in-6 chance in known lands), you’re jailed or chased out.
6- Huge Debts: Half your earnings must go to pay back what you owe, mailed or deposited regularly (quarterly? Weekly?). If you skip a payment when in a town, someone comes to collect.
4- Condition
1- Arthritis: Disadvantage on DEX checks when it’s cold or damp.
2- Combat Paralysis: At the start of any combat, make a CHA check (DC 15). If you fail, you can’t make an attack for 1d2 rounds. You can move and aid allies, but you shy away from shedding blood.
3- Hemophilia: When you take weapon damage, take 1 extra damage.
4- Immature: You are either mentally or physically young--too young to be out on your own, let alone adventuring. Your rolls have Disadvantage when handling 'grown-up’ issues, like haggling or intimidation.
5- Mad as a Hatter: You’re insane. Work out how with the GM. Need inspiration? Roll another Quirk.
6- Migraines: 1-in-6 chance each dawn that you spend the day with Disadvantage on all INT checks until you rest.
5- Body
1- Bad Ears: Disadvantage on all hearing checks.
2- Bad Eyes: Disadvantage on sight-based checks--this can affect you CLOSE or FAR, your choice. Glasses can fix this quirk, but then select another.
3- Bad Nose: Disadvantage on all smell checks.
4- Blind: You cannot see. All sight-based checks fail; melee attacks are at Disadvantage unless CLOSE and unmoving. Monster sight attacks don’t affect you. Take two Feats instead of one.
5- Clumsy: Disadvantage on DEX checks when moving fast, doing fine work (e.g., lockpicking), or under extreme pressure (e.g., jumping a chasm).
6- Deaf: You can’t hear. Fail all sound-based checks, and you have Disadvantage on WIS checks to detect ambushes. You can read lips out to Far, and you are immune to attacks involving sound (e.g., a harpy’s song).
6- Habit
1- Addict: If 24 hours pass without your fix, most checks are difficult (DC 15 or greater). If a week passes, you have disadvantage on all attacks and checks. What are you addicted to?
2- Alcoholic: If you go a day without drink, all checks are at Disadvantage until you drink again. For one hour after you drink each day, you have Disadvantage on all checks.
3- Drunkard: Each day, roll 1d6. On a 1, if it is feasible, you’re drunk from a late bender-with disadvantage on rolls involving coordination, balance, and communication.
4- Firebug: You love fire a bit too much. Set things alight even when it’s stupid.
5- Flirts Constantly: Make a DC 15 CHA check to hold it together for a scene, otherwise have disadvantage on CHA checks when you’re trying to be serious or professional.
6- Fool’s Tongue: You’re a natural at cutting words-but you can’t turn that off.
7- Belief
1- Arrogance: You are clearly better than your inferiors. Roll with Disadvantage in any social interaction and social reaction roll, unless you are being flattered on purpose.
2- Condescending: When you are alone or speaking, you have disadvantage on CHA checks and social reaction rolls with anyone of lower rank, class, or station.
3- Delusion: You believe a blatant lie. You act on it. Disadvantage on WIS checks tied to judgment or intuition even tangentially related to that lie.
4- Fanatic: Your enthusiasm for a topic is absolute. Pick a topic. Everyone else is wrong not to love it too--and you let them know. You will not behave rationally or responsibly when it comes to your fan-dom.
5- Misinformed: You believe something false, and act on it. INT checks to recall facts or lore loosely related to this topic are at Disadvantage.
6- Naive: You have disadvantage on checks to detect lies, trickery, or illusion. You can’t help but trust people.
8- Magical or weird
1- Blighted: You never gain Luck tokens.
2- Creepy: Animals don’t like you. Disadvantage on checks and reaction rolls dealing with animals, domestic or wild.
3- Disloyal Followers: Your henchmen will betray, desert, or blackmail you at the worst time. GM decides when.
4- Evil Lineage: You descend from darkness. Disadvantage on all CHA checks and reaction rolls with unfamiliar good-aligned NPCs.
5- Hideous: Your face or form is cursed. Disadvantage on all CHA and solo reaction rolls not involving intimidation, unless it’s a good friend or unlikely love.
6- Leaves Evidence: Every crime you commit leaves a clue. GM decides what.

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