Quirks are aspects of a character's personality, background, or physique that makes him better at some activities and worse at others. Quirks are not mutations, but in many ways they resemble both perks and flaws. Each quirk provides some benefit, but carries a corresponding drawback. In addition to their game effects, quirks suggest personality characteristics that might lead to interesting roleplaying opportunities.
Quirks should be picked during character creation at the same time as mutations. A character can begin play with up to two quirks. Since quirks aren't mutations, even non-mutants (such as stock humans) can possess them. Quirks do count towards the mutation limit of mutant genotypes, however. Mutants and furries have a limit of 10 mutations, phrenics are restricted to 6, and near-humans have a limit of 4.
The player can either roll randomly for quirks - in which case they are free (0 BPs!) - or cherry-pick them for a cost of 1 BP each. Unlike mutations, there are no "advanced" versions of quirks - a character can possess a given quirk only once.
| d% | Quirk | Benefit | Drawback |
|---|---|---|---|
| 1-5 | Absent-Minded | +1 to Knowledge checks. | -2 to Awareness checks. |
| 6-10 | Aggressive | +2 to Initiative. | -1 to Defense. |
| 11-15 | Brawler | +1 to unarmed attack rolls. | -2 to all other attack rolls. |
| 16-20 | Detached | +1 on Will saves. | -1 penalty on Reflex saves. |
| 21-25 | Easygoing | +1 to Diplomacy checks. | -2 to Sense Motive checks. |
| 26-30 | Farsighted | +1 to Awareness checks. | -2 to Investigate checks. |
| 31-35 | Hardy | +1 on Fortitude saves. | -1 on Reflex saves. |
| 36-40 | Honest | +1 to Diplomacy checks. | -2 to Bluff checks. |
| 41-45 | Musclebound | +1 on Strength-based skill checks. | -2 on Dexterity-based skill checks. |
| 46-50 | Nearsighted | +1 to Investigate checks. | -2 to Awareness checks. |
| 51-55 | Passionate | +1 on Fortitude saves. | -2 on Will saves. |
| 56-60 | Plucky | +1 on Will saves. | -2 on Fortitude saves. |
| 61-65 | Quick | Base speed increases by 10 ft. | Subtract 1 from your hit points gained at each level (×2 for starting characters). |
| 66-70 | Reckless | +1 to damage rolls after successful melee attacks. | -1 to melee attack rolls. |
| 71-75 | Relentless | +2 on Constitution-based skill checks. | Any effect or condition that would normally cause fatigue instead causes exhaustion. |
| 76-80 | Skinny | +1 on Dexterity-based skill checks. | -2 on Strength-based skill checks. |
| 81-85 | Slow | +1 hit point per level (×2 for starting characters). | Your base speed is halved (round down to nearest 5-foot interval). |
| 86-90 | Specialized | +1 to checks for a specific Craft or Knowledge skill. | -2 to all other checks using the same skill. |
| 91-95 | Suspicious | +1 to Sense Motive checks. | -2 to Diplomacy checks. |
| 96-100 | Uncivilized | +1 to Handle Animal checks. | -2 to Diplomacy checks. |
The following two quirks can only be selected by starting characters (at a cost of 1 BP) with GM permission:
If the GM allows it, players may add quirks to experienced characters. A player may be allowed to assign a quirk to his character after he has roleplayed the PC in a manner consistent with the quirk in question, or after a traumatic or life-changing experience.
Alternately, the following talents can be used to add or modify quirks to existing characters: