Quirks

Quirks can be physical, social, virtues, vices, or other noteworthy traits. Quirks have no specific game effect. They could provide modifiers to rolls at the Storyteller’s discretion, but mostly they are just there to spur role-play.

  • Everyone must have at least 2 Quirks. 1 Positive Quirk, 1 Negative Quirk.
  • Code limits the number of Quirks you may have to six. Don't worry about this. You don't need to list every personality oddity that your character has on your sheet.
  • There is no set list of Quirks; you can invent your own. The Quirks found below is just an incomplete list of strong examples.

Choosing Quirks

Quirks are meant to be personality quirks or trivial advantages. They are not meant to influence the dice under normal circumstances, nor may you select quirks that demand specific reactions from other characters.

Positive Quirks

  • Ambidextrous
  • Anointed Knight
  • Attractive
  • Authoritative
  • Can Sell Ice to Wildlings
  • Careful Diplomat
  • Charismatic
  • Chivalrous
  • Compelling
  • Connections: <Who>
  • Courteous
  • Double Jointed
  • Dutiful
  • Face in the Crowd
  • Famous: <Why>
  • Favored of Nobles
  • Favored of Smallfolk
  • Good Vision in Dark
  • Guttersnipe
  • Hardy
  • Honest
  • Internal Compass
  • Iron Stomach
  • Keen Sense: <Sense>
  • Never Forgets a Face
  • Night Owl
  • Pious
  • Respectful
  • Sense of Duty
  • Speed Reader
  • Sponsored
  • Tough
  • Worldly

Negative Quirks

  • Addicted to <This>
  • Allergic to <This>
  • Arrogant
  • Bastard Born
  • Craven
  • Crippled
  • Drinks Like a Fish
  • Dwarf
  • Eunuch
  • Feeble
  • Flashbacks
  • Forgetful
  • Forgettable Face
  • Frail
  • Gossip
  • Haughty
  • Haunted
  • Ignoble
  • In Debt to <Who>
  • Infamous: <Why>
  • Lascivious
  • Maimed
  • Mute
  • Naive
  • Nemesis: <Name>
  • Not All There
  • Outcast
  • Overconfident
  • Paranoid
  • Poor Health
  • Poor Sense: <Sense>
  • Reviled
  • Short Temper
  • Stubborn
  • Troubled Past
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