I had a character that I made around the idea of not having a tragic backstory. Every night before going to sleep he would write a letter to his parents in his journal describing his adventures, and would send it when the journal got full. It confused everyone at first when I explained what I was doing because everyone else's parents were dead, because of course they were. Later in the campaign when we visited my home city, everyone wanted to be adopted by my family because I told them stories of the character's childhood. When the campaign ended, the DM said my character's mom had put all the journals together and had them published, thus our party became even bigger celebrities because everyone knew our adventures. It was a really amazing little detail that we still talk about years later.
I had a ranger who was slightly insane. He had the delusion that his rock was a compass. Because he was a ranger he always new North, South, East, and West, but he always looked at his rock when deciding where to go.
I managed to talk a GM into letting my half-ogre Ranger take rabbits as his mortal enemy... On the condition that when he was surprised by one, I had to roll an "even/odds" check to see whether he'd fight or flee... AND he could usually (inner-conflict rolls, Int v Wis) contain himself ONLY when the rabbit was in a cage AND clearly claimed as property under control of its owner... The results were usually HILARIOUS... we failed at a LOT as a party of rangers, rogues, and a wandering monk... but we certainly had GREAT fun trying... :o)
I had a homebrew Giant who was capable of moving at speed 40, but he always insisted on moving at speed 20 because he wasn't ever in a rush. Whenever someone got angry at him for going so slow he would repeat his name saying, "Bribbog goes at his own pace."
Omg, that's great! IRL I have a tendency to forget to 'move with purpose,' especially if I'm just trying to relax. I might use something like that in the future.
There's a point where a "quirk" is just being an asshole to the party "because that's just how my character is lul". This character is just waiting to meet someone who'd say "Oops, sorry, my character randomly attacks his allies lol".
LOL I actually have an idea for a sorcerer who casts their cantrip attacks using swearwords whether intentionally during combat or accidentally during conversations.
@@Tordek alright, i realize i was unnecessarily rude in my initial comment and response, i'm not sure what made me choose to do that but yeah i'm sorry. i didn't think you thought that tbh i'm just very bad at wording things and i couldn't figure out how to better convey my point, basically what i was trying to say is that as long as everyone had fun with it then there's no reason to say the character shouldn't be allowed to be played or should be discouraged from being played as long as it doesnt bog the game down. and unique character personalities which are clearly fleshed out and not arbitrary isnt a case of "because thats just how my character is lul" thats all i really meant
I once had this pathological liar alchemist who would NEVER tell his real name to anyone, making it so that I had this massive notes referring to which name I used with whom so I'd always reply and not use the wrong name with said person. The character was also a fallen noble, so once he got a group going, he'd proclaim that he was the leader of the group. Long story short, some VERY powerful people are still looking all over the place for FAKENAME's party.
I’m just trying to imagine what that journal could look like… And then I’m going into stories where the FBI find the journal later and wonders if it’s a hit list
I know I’m late to the party, but I have a Barbarian with a quirk I hope you find interesting. You see, his people were very rough and hardy, often greeting each other with minor acts of violence. So whenever he meets someone new, he grasps their shoulders (rolling for grappling regardless of whether we are in combat), yells “THIS IS THE GREETING OF MY PEOPLE,” and then smashed his head into that of the person he is greeting. Came in handy when that evil necromancer first greeted us.
I think a distinction needs to be drawn between quirks/nuances and actual flaws. Both of which have their place. For example, a character might have an utter phobia of getting dirty or some other reason they avoid filth. In certain systems they might suffer penalties to certain checks if they are dirty (Cat Totem Shamans in Shadowrun for example). They will outright reject plans like "Let's sneak in through the sewers." unless inconveniently extreme measures are taken to ensure their persons are not soiled. This is a flaw. On the other hand, a character might just very much prefer not to get dirty. They might head straight for a bathhouse immediately upon getting into town. They might absently use magic to ensure mud is cleaned off their boots. They are quite willing to go through the sewers if that's the best plan, but they make it absolutely clear that they aren't looking forward to it and that the character who proposed the plan will be footing a rather large laundry bill on their behalf. This is a quirk.
Nick Williams Yes… I am new to this and I’m creating my first characters… I wanted to do something like this but I didn’t know whether to put it into flaws… Or personality traits
Had a player in a game I was running. He insisted on rolling his stats/class/race and randomizing the whole character. he ended up with an Elf ninja but with a 7 constitution score. He wanted to run with it. First game in, the party is in these mines working on a murder mystery. They find some bad guys, and the ninja says "I'll stealth ahead and see how many they are". Well they knew there were traps so he made an acrobatics check to avoid them. Prior to the game he and I had talked, whenever he makes an acrobatics check he has to make a constitution check or else he goes into an uncontrollable coughing fit due to his poor health (see low constitution). The party survived and it became a running gag whenever he'd say "i'll sneak ahead to scout be right back" everyone would just draw their weapons and get in formation.
i actually just made a character of con 7 shes a rouge she might spend more time sneaking and shooting than stabbing. also i don’t know if we have a cleric in the party yet cause we haven’t started yet so wish me luck.
I love quirks. Several have carried on in history at the table but the one I am most happy with was a mindflayer who didn't approve of slavery, but you can't have a slave-less mindflayer without being a joke among your peers, so he hired impoverished people to act like slaves, but would pay them wages on the side. The memorable part came when I had to ask the first person to volunteer for 'slavery', the line was: Have you ever considered the opportunities of Illithid employment? It was mildly funny and I used it whenever I would recruit a new 'slave'. But what made it memorable however, was when I found myself separated from the rest of the party, exploring a ruined city, and stumbled into an adult red dragon that I knew I could never kill solo. Knowing I had nothing that could even protect me for long enough to be rescued, I looked up at the dragon and asked him if he had ever considered the opportunities of Illithid employment. That's how you go out like a boss.
I have a paladin who, being a bit eccentric and a little bit of a medieval hippy, was known to mention the fact that she LOVED TREES every time the party entered a forest. The payoff when I used Ensnaring Strike for the first time (and happened to get a really good set of rolls for it), and essentially crushed an enemy to death with vines was perfect, because my character turned to the rest of the party and deadpanned "Have I ever told you I like trees?" Sure, vines aren't exactly trees, but the timing was perfect.
N.M. Dimmick god that sounds epic I also had a tree thing once Playing a Sylvari rogue (sentient plant people if you don't know. my DM insisted I take this homebrew race) I scored a killing blow on a boss. Now, my character was the typical no-nonsence, tad bit cynical assassin. So no one expected it when just before finishing the boss off, I closed in and whispered in a soft voice with a slight celtic accent "you were killed... by a fucking tree"
I have a similar character concept. An enthusiastic birdfolk palidin, who's happy place is a lush forrest. His favorite weapons are spears and pole arms.
My character (a bard) has a unique quirk, where he refers to the passage of time in units of "sessions" rather than minutes, hours, or days, one session being equal to the night of role-playing (for my group, around 5-6 real-time hours). Then, when a new session would start, my character would recap what had happened in the previous session, which was a great way for everyone to remember what had happened the previous week. He also had difficulty with directions, unless if told in a very specific way. If someone would tell him "Go North", he would respond "My North or your North?" Failure to answer his question would result in getting lost.
I'm not familiar with The Bard's Tale (just that it's a PS2 game). I've never questioned monster loot, but at the same time, the DM always had loot that made sense to whatever we were fighting. However, my party members would always be aware of my recapping, and would find it very bizarre. It also gives me a terrific excuse to burst into a soliloquy in the middle of a session, with everyone else silently judging me (in character).
Ahhhh hahaha sounds like a lot of fun. And yeah, throughout the bards tale game, he breaks the fourth wall quite often, which is why i made the correlation :p
My character has lived all his life at a temple to Kelemvor in Phlan, a giant graveyard, so he's used to starting conversations saying, "Hello, I am Gaylord Halsing. How do you wish to be buried, or do you prefer cremation?"
Had a character jump into a game mid-session. As a joke the DM said my character was hiding in a barrel all this time. One of the other players blurted out that several days had passed since the party had set out and the only barrels they had with them was a barrel of pickles so my character must have reeked. Sealed in a barrel for several days? Where did I do my "business"? Thus was born my favourite quirk, obsessive cleanliness. Before every fight he'd mutter "Great! I'm gonna hafta go wash after this." After the fight, he'd say "I knew it. I gotta go wash." and promptly wandered off to find a place to wash. Fortunately, the other characters made sure he got his fair share of the loot. At every town, he would immediately search out a place to go wash. Before setting out from a town, he would make sure to buy extra soap. Never mind better gear, armor, weapons or magic stuffs; his first item of must have status was always good quality soap. We had a lotta fun with that guy.
I had an insane sorcerer who was the world's best chef. In any given situation, he would try and eat something (including dirt the time we ran out of rations) so that he could find, "the perfect flavour."
@Royal 97, Speaking of smashing things I met an imperial navy captain once who had this strange quirk whenever he pressed the exterminatus button he always did so by smashing the button with his forehead repeatedly. To this day I have no idea why he did that but I do know that the Adeptus Mechanicus despised him for it as they feared it would hurt the button's machine spirit.
I had a character who developed a fear of statues. We fought so many statues in this one adventure that came to life, that whenever he would see a statue he would either a) strike first, even if it did not later come to life OR b) would lose his perception check because he could not take his eyes off the statue. Fun to play, especially when they are caused by the adventure.
I had a warforged wizard who used to talk slower to anyone that he felt was not as knowledgeable as himself. Tended to piss off a lot of people, including party members at times. It got a bit better once he learned more about them and started talking at normal speed to them.
I had a cryomancer who would be doing the cooking and it became a joke around our table that everything she cooked was cold & that she was well known in the town because she made ice cream.
I had the idea for a rogue who just can't keep his hands still. He's always doing something with his hands whether it's fidgeting with a coin and doing little tricks, or playing with a knife. When he gets really tense and serious though, he'll start grooming his fingernails with his knife. If he gets like that, messing with him could be deadly. That last bit is inspired by the character Raven from The Black Company. For another character, this one a warforged who spent his earliest years fighting in a gladiator area, mentored by a veteran. Since he learned to fight in the arena, he knows that if he isn't putting on a show for the crowd, he ain't doing it right. So whenever there is any NPCs around to watch him fight, he will showboat as much as he possibly can, trying to 'entertain his audience.'
I wanna thank you not just because I like the quirk idea, but because I WAS LOOKING FOR FOREVER for what the book series was called. I loved the Black Company books and lost my only copy so I forgot what the series was called.
I had a barbarian who worshipped a goddess named Tulis. Her followers are brave and always prepared to give thier life if needed, and also wanted to appear intimidating in the process. So, every time we went into a forest, cave, or dungeon, I would take out a horn and let off a blast of noise, to announce my presence, basically telling the beasts within that I was there and would defeat them if they challenged me.
I once played a Kobold Cleric who would cast healing spells by clonking team mates in the head with a hollow gourd on the back end of his spear because he thought the sound of the hollow thunk helped to heal better
My group has: A Cleric that refuses to use stealth or guile when dealing with known enemies, preferring to destroy them outright. A Warlock that constantly lies about the situations that led to him becoming a Warlock (a lot of them are "No way. The last time I did that, I woke up the next morning with a pact to serve an entity beyond comprehension.") A Barbarian that doesn't trust people that aren't "reliable" (translation: good in a fight). A Sorcerer with a bad approximation of a Russian accent, complete with the "How you say" tic. And a Paladin that will try to either fast-talk or intimidate enemies in order to avoid or shorten combat, usually failing due to the Cleric's refusal to play along. The most recent attempt to fast-talk enemies was foiled by the Cleric attacking one of the enemies... after I'd already convinced them that the reason we didn't give them the password they asked for was "the boss didn't give us the new password", and that we'd picked the enchanted signet rings we were wearing off the corpses of some invaders we killed.
A fellow player in a superhero game I once played had a character called The Cheese Monger. He had a 3 page document full of cheese-related puns that his character would use at every opportunity. It was great, made him very memorable. (all his super powers were cheese-related, too...)
Edam up, that's what I say! Keep those puns coming for cheddar & cheddar & cheddar. You're a right Brick, you are, just don't be as thick as a Brick. I give you a Port Salut!
Many years ago I played a wemic character, a wemic being a lion-centaur. His particular quirk was an action quirk. Whenever he sensed danger the fur at the end of his tail would poof & I would exaggerate saying "Poof" to indicate whenever it happened. A more recent character was a 21st century man wandering (how he got there is a very long story) about in my Tolkien-esque, homebrew RPG world, and he'd make a comment that made perfect sense...in the 21st century, yet created some hilarious & awkward moments in that world. For example: He had a drinking contest with a barbarian, which he won. His parting words to this barbarian was: "You can't drink dwarven whiskey like it's Kool-Aid." No sooner had he finished saying this, he realized his mistake, did a serious face palm whilst muttering to himself. Then he sheepishly made a correction: "You can't drink dwarven whiskey like it's sweet cider." I soon realized that though this is a fun quirk for this character, it can descend to being annoying real fast...so I'm keeping a check on his awkward comments to when he's genuinely surprised, frustrated, or angry.
One of my group's player's sayings has been "I'm good at this..." When you're about to attempt something using a skill you have low or negative modifiers in, because the character has so much faith themselves that they refuse to acknowledge their limitations. Another of his characters was a nihilistic old halfling oracle with 9hp at level 5 who would always go out into the town whenever we stopped at one and declare: "Is anyone willing to bet against a single roll of the die...?" At which point he would use his foretelling rolls to win, and it would often get him into trouble away from the rest of the party. It happened so often and became so entrenched as a ritual that it became a bit of an in joke. The best thing was when he proclaimed at the council with the king of the dragons that he would be the one to slay the level 20 archdemon the destroyer and everybody laughed; however, in the big battle, the level 5 frail old halfling did indeed land the finishing blow, because my character just barely failed to do enough damage. It was huge payoff for everyone.
I remember I had a ranger, A ship Captain, who had nerves of steel and was unflappable during combat. However he was deathly afraid of his own mortality, so the moment combat subsided he would vomit and faint, if he didn't sit down.
Oh god, I love some of these quirks in the comments. I'll add my own. I once played a gnoll who never bothered to remember any of the party members names and would always just call them whatever name came to his mind, usually Jimmy. "Oi, Jimmy com'ere and look at this inscription." "For the thousandth time, my name is Bernard." "Yeah, yeah. Just come'ere bob."
I loved the example of the talking leathers and fighting leathers! I always try to use some sort of accent for my characters so it's not just my default voice. My favorite quirk is to have my characters be ignorant about sex. There's nothing more fun than having to give the paladin "a birds and bees" talk from the ranger and no one gets anywhere because he is an innocent cherry boy.
I mean it's better than my team mate who had as a quirk using all her MP to clone the enemies as many times as possible, while my other teammate was destroying all save points and healing stations before anyone could use them. If it wasn't for the second one dying and everyone healing up before reviving him, we would've never beaten the first dungeon.
Matt Desmond 5 months ago (edited) I had a character that I made around the idea of not having a tragic backstory. Every night before going to sleep he would write a letter to his parents in his journal describing his adventures, and would send it when the journal got full. It confused everyone at first when I explained what I was doing because everyone else's parents were dead, because of course they were. Later in the campaign when we visited my home city, everyone wanted to be adopted by my family because I told them stories of the character's childhood. When the campaign ended, the DM said my character's mom had put all the journals together and had them published, thus our party became even bigger celebrities because everyone knew our adventures. It was a really amazing little detail that we still talk about years later.
I had an elf whose father had single-handedly saved a town from a band of giants. The town then offered to pay him to just live there as insurance against the giants or other bandits coming back. Dad accepted. He married a nice elf lady who ran the town apothecary and my character was born 50 years later. I was largely a disappoint to dad as I was a bit pampered (I was the third child). I refused to grow up and spent most of my time causing mischief. I had to skip town though after casting stinking cloud on the mayor's son because he thought it was a waste of the town's money to still be paying dad a stipend after 100 years of peace. And thus my adventuring career began. Actually, most of my characters have both parents still alive. Robert Taleswapper was the son of tavern owners who had heard the tales of adventure all his life from bards passing through and decided to go live his own. Serrilis Argentum hired himself out to a high level adventurer as an assistant and after a year of setting up camp, cleaning armor, and trimming toenails, the adventurer went missing. My latest character is a gnome whose father is a tutor in Waterdeep and whose mother is an agent for the Harpers. He's completed his apprenticeship as a magic item crafter and has been sent out as a journeyman (the fastest way to grow in abilities is through adventure). He's not very happy about it but he knows if he wants to be as good as his elf mentor he doesn't have 600 years to learn things out of books. He's a bit of a neat freak who spends a few minutes prestidigitating all the corpses clean before he loots anything.
MrGamernova Hah. That's not hard at all. I made a Pathfinder character who is a traveling policeman. Although he spends most of his time traveling and providing his services to improve various guard forces, he is happily married and has a child. He talks to them and sends them letters as often as he can and eagerly anticipates visiting home.
Done. Wasn’t his parents, and he had an okay childhood. (His wife was killed. He’s a warlock, and pretends to be her (a rogue) now. It’s fun because I’ve not told any of my party-mates, and only my GM knows.)
I recently had a PC in a adventure that was spitting on the ground everytime that he was nervous. That was fitting so well into his role of a cool and charming pirate on the outside who had more things running around his mind in reality. At a certain point of the game we others got what his spitting means and our PC's were helping him by calming him down or by keeping is cool look for the rest of the world....that was awesome!
I know I've mentioned my goblin priest of light in the comments of another of your videos. I want to mention one more. This character became famous because of two reasons. He was a halfling cleric in 4th edition d&d named Yew Meadowstep. Not just any cleric, but one purely devoted to healing and based around another character's god. A few new spells were invented for him that were pretty awesome. The downside was my character was terrible in terms of any combat prowess (except against undead) XD. His name was the first thing that stuck. "Yew". When someone names a character that sounds like a commonly used other word, the jokes and puns keep rolling. It was fun. Any mention of "you" immediately springs up, "Yew, the halfling cleric". The second thing he became famous was more of something I did. I was absent for sessions so they played ahead of me, which was fine. I don't want to be the one that's holding up a game so making progress without me was completely fine. I didn't even mind being behind in experience. We had one very capable character that was the wall of pain and death, everyone else filling out his weaknesses (Gruff McGruff of the line of Gruff, a very tanky half orc barbarian). Every time I'd be participating in the game again, Yew would mystically just show up where ever the players have trekked to. So this became the famous "Yew, the halfling cleric that is just everywhere". So long after the game had stopped, his name and his uncanny ability to be anywhere at any time is still known and joked about. As his legacy I actually paid to have his name added to Starbound's name generator. There's a chance you'll be able to find an NPC sporting the name " Yew Meadowstep".
I had a quirk in Deadlands: Hell on Earth where he constantly was in search of rootbeer. If it was for sale, he bought it all. It was all he drank at the bar. For him, rootbeer was the first normal thing he had after the world ended. A gift from another PC to quench his thirst after a storm. It was his thing. When driving in a car battle, he tossed some rootbeer to pelt his pursuer, and rolled a critical, causing the driver to be distracted enough to crash. The party and GM pounced on the quirk. Eventually, my character founded a religion where the sacramental wine was rootbeer, and it became one of the 3 dominate religions of the game world.
My current ranger has this (morbid) quirk of collecting 'fluids' from slain enemies. Blood, snot, goop, you name it. He's got vials of random, (probably) valueless junk...because. He's a follower of Maccha (a campaign specific goddess of scavengers) so he takes the waist not, want not to an extreme. "Just because I can't understand why say, a wizard, might want it, doesn't mean they might not." Everyone was weirded out by the quirk, until he sold some owlbear eggs to an eccentric desert mage. They didn't think the sum of gold he got was so weird then.
The story about the character with the different leathers reminded me of a session. There was a one-time guest PC who was looking for an "important box", asking the regular PCs to help find it. Whenever anyone said just "a box", he'd say, "not a box, an IMPORTANT box". So I picked up on it, and whenever anyone said just "a box" or "black box" (it was black) or "the holy box", I'd correct them by saying, "no no, an IMPORTANT box!"
I'm playing a lizardfolk barbarian in 5e D&D. He has frills that prop up depending on the situation. Most commonly the frills are completely up and rattling when he's raging, and they pop up when he's upset.
I have a fighter who has given himself the title “greatest fighter in the land”. It really made him stand out and he is referred back to when we make new characters. I like this for characters and can really make the game come to life.
My favorite character is a Tiefling who carries 2 little pouches of ashes that were once his elven wife and child who where butchered and burned by a mysterious cult of which he knew not the god they followed. As such he is immediately suspect (but not antagonistic, he's a gentlemen with a kind soul) to any devout followers of any diety. For all he knows it's a cultist attempting to do him in. A quirk for him is to clutch the pouches when in close/sudden proximity to the devout as a protective reflex to what remains of his family.
First got introduced to quirks when I was introduced to GURPS, and read about taking them (adding 1-5CP for each) as "disadvantages" in character-builds... I rather appreciate someone offering this kind of advice about it. It's nice to get some different points of view on the matter... As to my favorite? I don't know about any particular favorite... There have been so many, from sticking one's finger a couple knuckles deep in his nose and then flicking the results at someone else to start a fight... to polishing a broad-axe on the seat of his pants after battle (yeah, you're welcome for that visual)... I really don't know which would be a favorite. I've done a few others more and less ridiculous... AND when my office decided to gift-coffee mugs around, mine said, "F*** this sh*t!" so... there is that. :o)
My friend has a gunslinger who's quirk is that he mutters "Pickle S---t" whenever anything goes wrong. It's awesome because he normally talks really reserved, and we didn't actually know what he was saying till about halfway through the campeign.
I created a character dubbed the soldier of misfortune. He was a really skilled fighter but had absolutely no luck. If something could go wrong chances are it did. It got him into funny moments like an elderly woman chewing him out cos he toppled a vase. I miss DnD never get to play anymore.
I'm currently playing an Aasimar paladin who is a devotee of Torm God of Justice. "Torm be with you." has quickly evolved into his catch phrase of choice. It can mean anything from literally may you be blessed by my god to "Fuck You!"
I once created a Tabaxi monk who while willing to help, would occasionally overlook a problem in order to make notes in a little book he kept. Anatomical diagrams of a new monster, or sketches and notes on an interesting object or plant, or lists of unusual observations. Sadly i didn't get to play him for very long, as due to poor positioning on a fortress battlement, he was vaporized by a blue dragon in his second session. Even had i made the saving throw, he still took more than double his health in lightning damage. So i played an aasimar paladin for the rest of the campaign.
I had a character who before doing anything he had to take a swill from a flask he had, no one knew what was in it... it was actually ambrosia to keep him immortal, was very fun to work out with the DM
I once had a lawful character who took meticulous logs of the adventure, who we fought, when, where, hoe much food and drink we used, how many times we made camp, every financial transaction, every piece of treasure was recorded in, everything, so that when we czme back to town, she can give it to the guard captain since she was in his employment.
One character i made in a modified game of cyberpunk who was named Markus Vunich, the unique from Munich (German character who repeated that all the time). Also had an excellent taste in butters (This actually saved us from a Cyberpsycho who was obsessed with butter). He never used guns, but used a sword and explosives, saying they were "Exploding long range swords" everytime he was asked. also happened to develop a habit of shining a UV light at everyone he saw cause of one campaign where we had to fight Vampires (the GM liked mythical things).
Had a rogue named Roland who couldn't find his way around an empty room even with the help of a map or compass. Lead the party on multiple false adventures because he basically never knew which way was what. However, eternally being lost made him an expert labyrinth navigator.
I started my current campaign with an extremely devout Tiefling Bard. The DM loved my constant little interactions with Pelor and little improvised anecdotes about times Pelor and I had hung out or talked about things. So much so that he’s basically made me a super-ultra-demigod-Bard with a blessed violin. That’s a bit of an exaggeration, but that’s what it feels like. I named the violin Sanctus. It’s pretty dope.
My current PC is an overly competitive archery Ranger. If you take a shot with a bow. He will always try to beat it. A rogue hunted a rabbit with a bow and rolled a natural 20. Preserving all of the meat....... the squirrel hunt began. And didn’t end until I rolled a natural 20.
I’ve been binge watching your “how to be a great player” videos for the better part of my day, and I must say that they are really well put together, and you articulate yourself very well. I’ve been trying to flesh out my new character for an upcoming campaign, and thanks to this particular video, my character simply will NOT sleep somewhere unless he lights an aromatic candle that matches the atmosphere of the location. e.g.: (at a cozy, new inn), “this place seems like a raspberry tart... or perhaps, a peach blossom?”
I played a character who absolutely hated having a particular PC being behind them... The PC in question was a highly eccentric sorcerer who would do the "hand on the shoulder" thing a lot. Fun campaign with a lot of flavor to it.
My Paladin in my friend's campaign is an Archaeologist who worships Ioun. His quirk involves preparing for his spells by putting a monocle to his eye, the trinket without the lense, and using it to study whatever artifacts he comes across. It'll be interesting to see what happens when my character can't find it. He also watches your channel, but is a great storyteller and doesn't need the prompting to get the antics started.
Something I feel may help, especially for anyone who is in long games is that naturally, people tend to pick up quirks and characteristics from roughly the five people closest to you/you are around often. It can be certain hand gestures, phrases, way of typing or speaking, etc. along with our own traits.
I once played a scholar who, due to a massive inferiority complex, would never address anyone directly by name but always "sir" or "ma'm" out of deference. The only time when this would not apply would be when dealing with servants, beggars, peasants and other low status individuals but only if they were close friends. It was just a small little quirk but one that other players have fondly remembered for years.
That would be more like "sir, sir, I'm terribly sorry, sir, but sir, your behaviour, sir, is completely unacceptable and sir, you know I don't often get become forceful, sir, but sir, I'm afraid you've left me no choice sir. "If that's all okay with you, sir." But yes. Such a fun character to play :).
I don't know if you're familiar with the Vampire the Masquerade and Vampire the Requiem games, but this very much reminds of me of the Ventrue Clan (for the former) and the Invictus Covenant (for the latter); in both cases, members of the Clan/Covenant are encouraged (often with "gentle" reminders) to always address someone by a title. In the context of both games/groups, it implies a level of familiarity that one should never presume for reasons of propriety or, in the case of the Invictus, unless one wishes to announce an intimate relationship with someone to the general public. It can be a great roleplaying tool that I think gets overlooked by a lot of people; in any sort of setting with stratified, recognized social stations it should be a lot more common to hear people using some sort of title when speaking to people who may be equal to or above their station, while omitting any such courtesy when speaking to someone who is beneath them. I'd love to see a campaign where anyone not using social conventions like titles is actually viewed as a rogue, an outsider, someone who is willfully breaking the social contract and is therefore treading on dangerous ground, so to speak.
When my friends and I played a Star Wars campaign separate from, but along with the movies saga; I played a Lethan Twi'lek girl named Sha'Taah (a pun with "shuttah", as she was very persuasive). She had quite a few quirks; being a rich brat daughter of a spice mine owner, conveying a constant need to tote way more firepower than was needed, and a familial bond with another PC's Togorian character (her "little" brother) to name a few. However, probably her greatest quirk was her refusal to be anywhere other than the front lines in battle, where she was least equipped to be and most vulnerable. This quirk led to Sha'Taah losing one of her legs early on in the campaign during the Battle of Naboo to a droid tank. She later intentionally replaced her missing leg with an obvious, clunky cybernetic replacement to further show her enemies that she had nothing to lose.
My warlock had an imp familiar named Khadgar that's always disguised as a raven, and I make a point every session to have him say the phrase "It's tough being Khadgar!" In short, the familiar is more recognizable than the actual character and it's pretty funny.
My favorite thus far has been an ex-noble who lost a spat and was run out, caught, tortured, and escaped. Three months later he joined an adventure guild in an attempt to get back on his feet and rebuild his house. Now obviously a person like this is going to be VERY quirky and eccentric. But to keep myself on track and from becoming a nut bag in our moderate group- I stuck to two quirk-esc features. One quirk of his was replying "No." to everything. Then he would put some thought into it and give an actual answer if he felt it was necessary. Sometimes he didn't even correct his answer he just acted as if he agreed to it- despite saying no. While not a huge game changing quirk its put my GM off more then once- and I've gotten funny looks from the party members who have not caught on yet. Obviously such a quirk has put my character at odds with the team leader about damn near everything- and has gone so far as for him to request my character be removed from his team- which was denied do to lack of justification. (IE GM ruled it no because it would be funny.) His second quirk would be breaking down into a panic attack, mostly in the middle of anything more then lightly stressful conversation. The random lash outs twist/redirect caught the GM and party off guard numerous times, and has managed to both get us into and out of trouble. IE when the guild started questioning our ethics my character had a break down despite having done nothing wrong- with a high charisma score and social skills like a four year old, he managed to shake the NPC out of their own boots. In what was suppose to be a 60 second interview he turned it into a 5 minute game of survive the blubbering nut bag. By the end of the event the NPC investigating into our party had quite their job and moved on to be a writer. In the worse case my character accidentally "stunned" himself for approximately a minute- just a moment before our team was asked to roll initiative. I don't know if it counts as a quirk, but he always had a dog with him to carry his stuff- either out of laziness, noble heritage or w/e. With moderate animal skill it wasn't much of an issue till the dog started dashing through the dungeon after "something" and triggered half the traps- getting itself nearly killed, and destroying the majority of "My stuff!" Obviously the noble had to attempts to preserve such an expensive creatures life- but also salvage his belongings in the middle of a would-be minefield. From that point on dog has been dubbed "My stuff," with no proper time, though it has been clarified the dog responds to whistles and clapping. In a game with a party who likes rolling dice and killing stuff- bringing such strange twists into the social side and role play parts of the game has been quite fun for me- half of it seeing my team put off- and yet inspired to invest more into their characters. DND has taught me a lot. I grew up being told role playing was for nerds and children. In all honesty I put more heart into characters and the thought of their existence then I see parents put into their own children sometimes. There is nothing wrong with DND, role-play, rolling dice, telling stories. Just rambling but in the end it all boils down to the classic - they're entitled to have their wrong opinions. You have a very mature and powerful video series and I greatly enjoy how thought provoking it is sometimes. Thank you and keep up the good work.
Yeah, I started D&D with friends in school back in the 80's... When my mom found out, it was the kind of reaction you might expect from something more like coming home and saying, "Oh hi, Mom. Franky brought his dad's crack pipe in for show and tell today, and I'm f***ed up off my ass!" Those were dark days, and the 90's didn't make it much easier... Frankly, I kind of love the general attitudes I've seen around YT about it. You seem to relish tormenting the party... lolz. I'd have to find it hilarious, but we might end up in competition at the same table. Between a half-orc who spends his "bored" moments with a middle finger two-knuckles deep in his nose, to the over-sized coffee mug I actually have with a "middle finger" printed clearly on the bottom... We'd either win D&D or get laughed out of the group... lolz... :o)
Nothing like coming out of the closet to your parents about being a DND player of all things. LOL While I would agree abusing our GM is fun- there aint anything in the world like thumbing your nose at god, as he sits in front of you. I would have to disagree with the party part. Never been intentionally- well one time I was to their characters- never been intentionally malicious towards the party- more so just love the reactions and cause and effect of my characters influence. For better or worse even my most boring character has left their mark in the groups of players. IE my necromancer who denied to go on the adventure because he didn't see any gain out of it... The hook the party an GM used were dull. They were set to go visit a harpy tribe for something or other- while I decided there was absolutely nothing I wanted in that general direction, so flat out said no. That was the first character I had made and played with the group- and watching everyone's chin drop at the same time was hysterical. To this day they remember my first character as one of the strangest encounters they have had.
T.turner, I would like to "set the record straight" in regards to tormenting the party... though at least occasionally it is great for laughs... Generally, my whole effort is to attain some level or other as the "On table joke" so while my personal efforts tend more toward some level of unraveling the best laid plans of the GM, the odd chance to shout very loudly down a horribly echo-worthy hall at "our" sneaking rogue "FIND ANYTHING YET!?!" is occasionally just too sweet a venture to miss out. In the GM's best interests to find any way he can separate me from a valued resource (or ally) he has occasionally made the horrible mistake of setting my character(s) loose on the one depravity-laiden and HUGE enemy airship... SO the fact it came racing down in the middle of town was pretty much a foregone conclusion (left to the dice as only a matter of when, rather than if)... In the case that you have authentically never taken honest actions completely against your own party, I might also advise you even consider "conspiratory" efforts in "meta-gaming" as they seem to call it with the GM on the matter, but I'd highly advise you do this part AWAY from prying ears so that you might reap the least disadvantages later on... There's actually NOTHING IN THE WORLD quite like BEING the big reveal when part of the campaign is authentic betrayal... And being a GM, myself relatively often, I rather enjoy encouraging "inter-party frictions" along with the occasional "volunteer" for such lurid duties... I mean, your character probably won't survive the eventual outcome, but it can sure put a "twist" in the plot that even the most seasoned of veteran players RARELY see coming... And once everyone gets over the initial trauma of the immersion-plus-shock (usually a very temporary while VISCERAL effect)... You'll be able to reassure everyone that you're not authentically pissed or anything. It was "just an experiment"... And yes, in fact, I really have had fun doing it... to be honest. Maybe I am a truly twisted bastard... :o)
My group likes to sum that up as under the great meme "It was a social experiment." with a #Mindgames - no matter how good or bad the outcome of such events have been. But I have never been of such a grand act- few suit my taste and my dm is hardly capable of pulling it off well. The two events I can recall were pretty poorly shoehorned in. But I agree- if i t wasn't for the fact half our party is umm.. skeptic of pretty much everything. Proposal- fabricating a betrayal. Would probably be much more effective with my group. The issue is it does require a lot of experience and work on the GMs part.
In regards to fabricating a betrayal... This can be (note the "can be" part as opposed to "would be" even insinuated there)... BUT it CAN be fairly lenient in terms of the GM's mastermindary... Of course, everything is still checked in with him (bottom line in RPG's) but with the two of you "in cahoots" you can manage the arch-nemesis strategy through the underhanded and diabolically mysterious technique of slipping notes under the table in play... Of course, in personal preparations for this, I might suggest (just for the sake of appearances) that you start keeping a carefully constructed obstruction about your position at the table, just a private sort of space where you'll have room for some personal note-making without the hazard(s) of prying eyes, and slowly ease your general table position closer to the GM, even a couple of games or sessions prior to the actual proposal... Then just plant a little seed of "wouldn't this be devilish in a campaign, somewhere?"... careful not to raise suspicions around the table while you build and cover this little conspiracy... The actual construction is fairly simple. You and the GM only really need to agree about what "kind" of evil bastard your character is going to be (other than the obvious "anti-party" answer)... Since you'll be "mostly" playing as a PC, the whole of the plot is going to rely on NPC's anyway, building this grander conspiracy and the "power behind the plots" with various minor villains. SO you can raise and cultivate the PC as normal in-game... Don't forget low-level characters tend to stink at stuff from the onset, so even if you are allowed "bonuses" for the game's "credibility" do your best to underplay them... at least in front of the party. During the campaign, you can swap the notes with the GM in-game, for hooks or tactics that might better suit the orders of your character "behind the scenes" or to settle and agree on developments while the story unfolds. Some but not all the work is still "field decisions" by the GM anyway, so... be flexible. BUT this can give you an excellent chance to "coach" the story development and plotting "sinister" side of the GM to a far greater degree than just the usual "post-session debrief" about what's working and what's not so much. You can even cover this covert operation (in case other players start to act suspicious) with "visions" or "premonitions" in character or even some other weirdness for the in-game "cover" even if it's somewhat delusional, or silly... The bottom line is, that your work with the GM adds up to some "co-GM-ing" capacity that (when well coordinated) can truly deliver remarkable role playing opportunities that the rest of the group might learn to appreciate... and most wouldn't ordinarily have been able to enjoy in the process (like a "big-bad" that lives up HONESTLY to being a "BIG BAD"...) including the right and epic moment of the "grand reveal" as you've put the party in a terribly vulnerable position, revealed your evil scheme of using them to eliminate competition among evil-doers (whatever) and then ride triumphantly away to "leave them to their inextricable fate"... which (of course) they can probably find a way out of... that depends on the GM... Now, granted, it takes a certain level of effort from the GM, but not so much if you're there to work with and help him along. That's the conspiratory side... lolz. If he can manage to try to stick to the plan, your character can truly conspire to "urge" and coax the party into the "right" directions the whole time, too... So the plan might still have to bend and be fluid enough to work with, but should hold together with just a little occasional "campaign duct-tape"... Like I said before, as a GM (granted of some considerable experience) I am delighted to find a player ready to "come to the dark side" for me... It really does take loads off. AND maybe I was lucky in the day (quick study? really great teachers?) but I was coached through the first time I ran this sort of thing... and it still managed to be pretty f***ing epic! :o)
My aasimar fighter shouts out "For the light!" Whenever he attacks an enemy. It very quickly became a memorable line that helped to define the character. Just a small phrase that seemed to catch on and make him standout a little.
Not every character has had them. - Ilero is very impulsive- done things like jumping down a well to explore, forgetting he can't swim; threatening a vampire in his own castle with a non-magical axe; jumping on the back of a wyvern to distract it from the sleeping party members nearby, etc. - Gar, the 5 Int Barbarian, always bought a polearm every time they visited town, even though he didn't know how to use them. And he would use it exclusively until it broke or was dropped, and only then would he pull out his double-specialized bastard sword. I rolled randomly to pick which one he bought, and the rest of the party had to drag him away from the 30' Awl Pike three times (30' polearms don't work in dungeon crawls). - Figgle, elven mage, used his spells creatively in battle and called it 'Figgling the odds'.
Thanks, I just figured out a quirk I want to give my character. It's actually something I've been doing already now and again but I'll do it before every fight now.
In one group i’m kinda making my character a bit of a goof. Druid gave him a goodberry and i rolled a int check to see if he just ate it. Got a 2 on the die with a -1. So he went “ooh berry” and popped it into his mouth.
My 2ed rogue was so bad at opening locks he had taken to knocking on every door they came to hoping someone on the other side would just open it for him.
For one of my favorite characters that I wish I could play again. So he kind of had two quirks in a way. He was a Half-Elf Cleric of Pelor, his holy symbol being an amulet of a Sun. For those of you that are familiar with Pelor, his symbol is that of a Sun. He was generally a well mannered man with a devious sister who was another PC, mind you he was the protective older brother type. His sister was well aware of her brothers issues and problems. Of which the holy symbol helped with and made him stable. If he lost it he then would begin to spiral. At first he would just look for it calmly, he would steadily become more and more frantic. The only thing that could calm him at that point would be his sister. However that would only help for a time as my character had a curse on him. The curse was place on him be the followers of The Chained God Tharizdun. On his skin underneath where the amulet would normally hang was a tattoo of a dark spiral, Tharizdun's symbol. If he were to reclaim his amulet and put it back on, he would quickly stabilize. If didn't find it or it was destroyed, he would eventually lose himself. Now all of this would happen in less than a day. Another trigger would be if his sister was hurt, one instance of which was cause by a friendly wild mage. While on the surface my Cleric was a fairly normal Cleric, one thing stuck out like a sore thumb making anyone who saw him know. He's anything but a normal Cleric because of the fact that his weapon of choice was a scythe((Yes I know how edgy this character is)). When the battle was over and we were about to head to the next room, my character stopped and raised the scythe to the Dragonborn Wild Mages throat. He proceeded to threaten his life if he ever brought harm to my characters sister ever again. I did have to role an intimidation check for that, nat 20, and needless to say the character was unable to cast wild magic from that point forward. Now for those of you that have made it this far, what fully happens if my character had lost it. He would become a Warlock and virtually a different person entirely. He would have wanted nothing less than to kill everything around him, how he would have gone about it would have varied wildly. Also this end result would have also happened if his sister were to die in front of him, regardless of whether he had the amulet on or not. In fact if he were to witness his sisters death the amulet would have probably been destroyed in the cascading emotions of grief and probably hatred for what ever caused it. Lastly this character was not a cross class. I had two character sheets with the same stats and everything. Only differences were the classes, Cleric and Warlock. Both personalities wanted to stay in control and had their ways of doing so, the Warlock having the strongest way as if it took control it could keep it unless he was somehow subdued and the amulet put back on him. The Cleric only having the amulet to seal it and the sister to slow his spiral. To anyone that may have taken the time to read all of this, thank you for your time and have a wonderful day.
Good stuff. What do you think of Coup counting? a practice of Native American Plains Indians, where the Brave would touch an enemy/opponent with their hand during combat, placing themselves in dangerous situation. But all to show their skill and bravery. Often a coup stick was used to denotes these acts of bravery, and sometimes using the coup stick to do the touch. This could be a quirk of a Barbarian or Ranger character, where he attempts to coup count against impressive foes. makes it a signature move, such that they only count the combat as successful with a successful coup attempt.
My current characters “item” besides her grandfathers monk staff, is her mother’s duct flute. The mother went on a trading trip when my character was 4yo, and never came back - the villagers just assumed she died during the trip. My character has head ticks (muscle spasms, not bugs) bc I do, and uses the flute to calm the ticks as well as herself down when she’s upset. She also likes to play it when she feels lonely or tired to remember her grandfather. She painted little decorations on it, while her grandfather did smaller carving designs that meant something to him. She keeps it on her person everywhere she goes and doesn’t like other people touching it, or really doing anything regarding the flute besides listen to it. She likes to say she has no attachment to her mother, and that she doesn’t really care much to know who she was, but inside she really wishes she could’ve gotten to know the woman her grandfather talked so much about. The father isn’t in the picture bc she’s an earth Genasi, and her father’s a Dao, a creature who doesn’t really care for their children. Also, “calming the ticks” is bc she ticks more when she’s stressed or upset, and a lot of the time irl, ticking is worse when you’re not focused on something. So, focusing on playing the instrument would “calm” the ticks.
Three little Quirks I've apparently come up with are a verbal one and two physical ones. The first physical is whenever my Barbarian wakes up in the morning she *always* checks her hair- It's dyed red at the front so it occasionally needs a little touching up. The second is whenever they pass the Shrine of Tymora in the village, she leaves a gold on it for luck (So much so that even the GM noticed and used it to give her a vision.) The verbal one is her saying 'O'roit then' whenever she's making a big decision or trying to get the others to make their minds up about something, along with a clap of her hands. It's surprisingly fun to think of these little habits and quirks the characters can do. ^_^ I didn't even realise I had so many before this vid got my attention!
I had a Dwarf rouge who would use a bubble pipe every time he had to do a knowledge check. I also have a character have their hair color change with their mood.
I like creating al my charakters as goody two shoes until (insert randome triggerevent)... I basicaly pick a event wich would have little to no efect on his personality, and start a massive overhaul. Time is also a factor. Most times the other charakters don't even notice untill far later. My favourite was a pacifist'ish person. He never killed anything befor he mett the other groupmembers. He was a rouge wich alwhays acted as pathfinder (Disamnteling trapps, unlocking doors, scouting ahead, drawing and reading the mapps...). He was also the one who took the more dangerouse rols, such as "Bait". He was actualy more of a crafty paladin. At least that's what my friends alwhays told me. ^^
Welp, after getting dumped by the girl he fell in love with in the first town, he focused on magic research to vorgett the pain. The research was fascinating and he spent day and night on experimenting and researching... wich is how he mett with a female mage. Wich he shared manny pasionate nights with (discussing their research of corse). They also got closer and ended out sharing the "Fade to black" not out of love but to releave their urges as friends and colegs. He got into it, and started to establish similar relationshipps in every town the group whent to. In the end he was more of a scirthunter than a researcher, but his storrys made even bards blush.
As a Marine you are constantly taught about the importance of gear accountability (losing track of your rifle, canteens, Kevlar etc. could cost you your life) and manning your post properly (if you fall asleep on watch it could cost your entire squad’s lives). I implemented this into my Tiefling fighter. He touches his sword every 15 mins or so to make sure he’s got it on him at all times, and if he catches you sleeping on watch...
I have a character who always tries out the region specific food of any place we visit. It was so cool, the GM picked up on this and started preparing one and would give some lore through it. One town had a potato crop with a specific mutation that they kept very secret, but it was unfortunately killed off by disease, so now they put a variety of seasonings into their potato to try to recreate it.
A long time ago, I had a character who always introduced himself with his full name and where he was from. Think of something like "Domingo Montoya de Colinas del Campo", only less pronounceable, and with a few glottal stops. Of course, no one actually called him that, ever. Everyone always used his nickname, which was just the first syllable of his full name. But he insisted upon introducing himself properly. (He would have preferred someone else introduce him, but since no one else could do it properly...)
i used to play a ex cleric of pelor that carry's a somewhat defaced symbol of pelor and when ever someone asks why this death cleric of the raven queen is helping them she pulls out her old symbol and tells them " Remember to smile! life gets hard! don't give up on being happy because i won't ether!"
I absolutely love stuff like this and I always try and work something in, though sometimes its things I don't even come up with myself. With my Elf Rogue, his first quirk was one I hadn't planned; I'd literally had the character 5 minutes, just got into the game, and I was introduced to the party by recruiting them for a mission. We got so caught up in discussing the quest and the details that I never answered the question of what my name was. This became a running quirk that if the question of his name ever came up, he would end the conversation with some sort of segue like "Lets get started" or "Away we go". The other quirk I gave him was that, in times of personal crisis or a need of deep thought, he always needed to keep his hands busy; often it would be rolling a coin from knuckle to knuckle, or doing a bit of contact juggling, or doing some very basic sleight of hand tricks. Anytime someone would interrupt this or try to stop it, he'd always get extremely frustrated and angry, usually completely derailing whatever thought process was going on. For a different campaign, with my Human Warrior, I went for a couple of more subtle things; in his back story, standing out, being recognized as a skilled warrior and important person of the community had caused him some trouble in the past and so he tries to avoid taking those sort of prominent roles whenever he can and will only reluctantly step into any sort of authoritative or leadership role. The other is that, since he worships Gorum, the Lord in Iron (from the Pathfinder Golarion setting) he always has something iron against his skin; usually a medallion or charm of some sort, though bits of mail made from iron, weapon hilts, etc. will work as well.
My character was a lich that after many ages revived himself and went on a redemption arc. One of the things he did was Wright the names of all his friends, enemies,and colleges in a series of books with notes and fun storys about each of them and he always had at least one volume on him at a time during his redemption
I had a 5e Warlock who constantly tried to manipulate events in-game through the use of his many cantrips. He eventually became a saint of the god of justice after the umpteenth trial he had intervened in by using thaumaturgy & prestidigitation to convince weak links in various legal cases that they were hallucinating said justice god's icon in various places, and needed to confess their guilt NOW. That was more than a little ironic. Did I mention he could disguise himself and speak to animals at will?
I'm not sure this counts as a quirk, but my 4e D&D Goliath Warden would shout "ROCK" at random times or whenever someone asked for his opinion/thoughts on something. Needless to say, fewer and fewer questions were directed towards him as the campaign went on.
I play an Elven ranger whose arms are covered in tatoos, but since she's afraid of needles, she paints them on, all while insisting they're real. Needless to say that every time water is involved, she freaks out and runs to apply wax, to avoid them getting erased and therefore being exposed before her peers.
I'm currently playing a dragonborn eldritch knight who narrates everything he does in the third person. Oh, and he also forgets to summon his weapons and just punches things (He has tavern brawler).
i recently started playing a changeling. its a whole lot o fun playing around with changing apperances for moods, and reactions and everything. being able to change form for every occation is one of the most fun quirks ever
I cut ears of my enemies and make a collar with them. I also tend to throw my axe instead of running and hiting. I often lost it during fights because of this. Last week, we found two stones that can be used to upgrade a weapon making it "magnetic" (able to repulse/attract each others). ... When we found it the GM gave me a wink
I have a Dragonborn Palidan, and she calls out her attacks. Like an uppercut with the mace is "BAHAMAT'S FLIGHT!" and when she strikes from above "BAHAMAT'S WRATH!". Things like that
First time creating a character in D&D 5th edition making a character I've always wanted to try. An actual adventurer as opposed to a murderer. A dungeon delving professional hunting knowledge and relics. The bigger the challenge the better. Money is only important to get enough perceived gear for the job. There really isn't a single class that focuses on this aspect as all classes are combat wombats. The closest class I could imagine is the rogue for the amount of skills they have access to at beginning. As we were starting with level 2 characters, I thought my character would know a few cantrip spells that would assist in dungeon delving. Wizard is too much of bookworm, sorcerer isn't appealing due to how they manifest their spells but a Bard! Oh yes, that sounds like a pretty neat concept. Adventures can be a little dreary and singing could be just the thing he would do, humming or softly singing to himself while at work. It gave him a great range of low level spells too: light, prestidigitation, identify all which are amazing dungeon delving abilities to have and finally sleep, the only "attack" spell. Later I've already looked at the other kinds of things I will need to round out my character. Ranger would be the next class to obtain because knowing the outside world may be just as important as architectures and caverns which will allow me to eventually get a pet - a mongoose or ferret. Portable, teachable and applicable to many situations (comic relief especially). Combat? Well for once I'm not building a character around that aspect. I feel I've had enough of my share of combat heavy games and while they were fun here and there I want to play a character that is a little more grounded in a non-combat profession. More than anything I like having characters that aren't cliche but do have personality. I build my characters as I create them looking through the options available to me to spark ideas. The minor details generally get filled in as I play, learning the character as much as creating them at the same time. My view is players are never their characters but do have control over most of their being. While you could have an encyclopedia size backstory, it is more important that a character grows in personality as the story goes. No personality and you may as well be playing one of the many hack and slash video games that are out there. I mean, I certainly don't need to be with other people to enjoy mindless repetitive motions. Quirks certainly do make characters more interesting and memorable.
Not etsactly a Quirk, but one of our old friends made a caracter once, a Cleric. He used a warhammer and had the Run feat, so his actions were always one of these, run or warhammer. Kind of refreshing to have action oriented moves / "Quirks" :)
My first character was an Aarakokra that was terrified or being touched (specifically hands), or directly touching others. As things turned out, he ended up as the only healer with cure wounds - a touch spell. It turned into an interesting development of getting close enough with the group to get over his fear and save dying party members, but still a bit of fun when the GM purposefully had a friendly NPC clap him on the back and scare a thunder wave out of him The second was animated armor that gained sentience and basically imprinted on the first few people he met, forming the party. He knew very little about actual civilization, and was extremely gullible with social things. The rest of the group had a lot of fun getting him in trouble. Both turned out to be a lot of fun.
Playing Baldur’s Gate with some friends as a LAN party sort of thing, I had a paladin that had an Int of 3. Every time I saw a squirrel in the game, I shouted, “SQUIRREL’S BANE!” And charged at the squirrel to kill it. I’m pretty sure everyone remembers it. ;) It was just so silly.
I don't use it often, unfortunately. Thanks for giving me advice to do it more. In our party, there is a fighter who comes from the temple of St-Cuthbert (in Greyhawk). He's often misquoting the sacred teachings of his god. It's always hilarious, but it's still fully in character and shows his full reverence for his god even if he has not a good memory.
I had a character who developed her own quirks- She started out as a troll-kin Shadow monk assasin type, a real nihilistic fuck- then after numerous rough-and-tumble adventures she had a real soul-jerking one involving trials in the temple of a God. Well, we just so happened to level up after that one, so she became a monk-cleric who had sworn her meaningless life to the tempest God Vehemon. She then had a few other religious experiences involving being drugged and tripping balls, and I really think a few screws got knocked loose. After that, any time our Dm made it rain she would strip off all of her clothes and go stand naked in the storm, to get closer to her God. What a great character. She sort of got away from me, took on a life of her own.
I had a character with two quirks, and both actually weirdly worked out well together! This character was from a desert city where the religion was around the Goddess of the Sun. My character was a wannabe priest for this Goddess, and because of the desert and his status he had to wear thick clothing to protect himself from the sun and sand. The result of this was that his mouth was also covered, so every time he spoke he ended up sounding like Kenny from South Park. And on his travels he HAD to stop for a moment every evening as the sun set to pray to his Goddess, and would get very upset when his party would insist on not stopping for it. But because the poor fellow had his mouth covered, his cries of protest ended up being completely muffled. That soon became a little ritual we had going on.
Have a bagel. Eat just one chip. Question why grandma smells like that. Walk into Mordor. Do THAT sort of thing. Do the Macarena. Walk and chew bubblegum.
I had a character who was a dragon born bard named 16 (being the 16th child and running out of names) But he loved sausages and selling them and just thought they where great and could solve all problems Ended up with grease oil from cooking them was just like holy water and started a small cult following in a few smaller villages It’s a slight shame that he had the same voice as the old guy from family guy. And when your offering a slaver a sausages to sail in there boat it can lead to a broken GM because they are laughing so hard
My Halfling Ranger is very devout. Also loves tea. And cooking, and sewing. My Half-"Elf" Oracle-Bard flips his hair a lot in a sort of "I don't care" or "I'm pretty, look at me" way. He also has a serious coffee addiction. We were in the middle of a Pathfinder Society scenario, in a functioning kitchen in a prison. My Oracle-Bard sort of zoomed in and made a pot of coffee for himself. Everyone else was like "FOOD! :D", he was "Feck off, my coffee". My Human Cleric is often of the phrase "Sarenrae says no", when her party wants to do something suspicious. There's 2 good characters in her party (her and the party leader [Investigator]), and her archetype (Angelfire Apostle) mechanic is "if a non-good creature/person is affected by her channeling, they are dazzled for one round". So, she's extra goody two-shoes, even by her character mechanics, and tries to get her party to do good. Oh, she's also Healing domain primarily, so always trying to stop the party drinking. "Do you know what it's doing to your liver..." type stuff.
One of my characters often said “I have a mouse!” because he convinced a field mouse to join his pirate crew he was putting together. It turned into a running gag joke, especially after dinner at another party members characters fathers home. (Geez that was a lot) There was a funny conversation where the rouge of the party randomly said “He skinned a man,” as he pointed to the Knight (the son of the dinner host). I won’t give backstory unless anyone wants it, but it turned into a somewhat heated argument and I went to the bathroom as it was happening. When I returned, I had my character say in the middle of the whole thing “I have a mouse!” Everyone laughed a lot at the silly randomness of the whole thing. It was great XD
I didn’t think about it this way before, but my past two characters have had quirks. My paladin would often say “By Ragathiel’s burning feathers!” when something weird or shocking happened. My current barbarian takes little ‘trophies’ after a battle that might be totally worthless and writes his name on them in the hopes that when he dies they’ll be put in a museum or something and his great deeds will be immortalised, even if he’s dead. It also extends to party loot; if he’s taken his trophy he’ll offer the ‘good’ loot to other characters first because in his mind he’s already taken his.
I had a character that I made around the idea of not having a tragic backstory. Every night before going to sleep he would write a letter to his parents in his journal describing his adventures, and would send it when the journal got full. It confused everyone at first when I explained what I was doing because everyone else's parents were dead, because of course they were. Later in the campaign when we visited my home city, everyone wanted to be adopted by my family because I told them stories of the character's childhood. When the campaign ended, the DM said my character's mom had put all the journals together and had them published, thus our party became even bigger celebrities because everyone knew our adventures. It was a really amazing little detail that we still talk about years later.
I love that !! My current character is a great great grandma - it was so fun to bring my party to her home town
That's really wholesome, I love it... Both of you!!
A. I love it. B. "everyone else's parents were dead because of course they were" ROFL. Of course! And they didnt have a friend in the world either :P
AlniyatSC What a deep story XD
AlniyatSC Of course Player Characters don’t have loved ones, they have plot hooks that the DM will horrifically murder for drama.
I had a ranger who was slightly insane. He had the delusion that his rock was a compass. Because he was a ranger he always new North, South, East, and West, but he always looked at his rock when deciding where to go.
I managed to talk a GM into letting my half-ogre Ranger take rabbits as his mortal enemy... On the condition that when he was surprised by one, I had to roll an "even/odds" check to see whether he'd fight or flee... AND he could usually (inner-conflict rolls, Int v Wis) contain himself ONLY when the rabbit was in a cage AND clearly claimed as property under control of its owner...
The results were usually HILARIOUS... we failed at a LOT as a party of rangers, rogues, and a wandering monk... but we certainly had GREAT fun trying... :o)
That's hilarious.
😂😂 I don't know why but I love that.
luke holmes I love that!
This is fucking genius man
I had a homebrew Giant who was capable of moving at speed 40, but he always insisted on moving at speed 20 because he wasn't ever in a rush. Whenever someone got angry at him for going so slow he would repeat his name saying, "Bribbog goes at his own pace."
Omg, that's great! IRL I have a tendency to forget to 'move with purpose,' especially if I'm just trying to relax. I might use something like that in the future.
There's a point where a "quirk" is just being an asshole to the party "because that's just how my character is lul". This character is just waiting to meet someone who'd say "Oops, sorry, my character randomly attacks his allies lol".
LOL I actually have an idea for a sorcerer who casts their cantrip attacks using swearwords whether intentionally during combat or accidentally during conversations.
They are a hasty folk aren't they...
@@Tordek alright, i realize i was unnecessarily rude in my initial comment and response, i'm not sure what made me choose to do that but yeah i'm sorry.
i didn't think you thought that tbh i'm just very bad at wording things and i couldn't figure out how to better convey my point, basically what i was trying to say is that as long as everyone had fun with it then there's no reason to say the character shouldn't be allowed to be played or should be discouraged from being played as long as it doesnt bog the game down. and unique character personalities which are clearly fleshed out and not arbitrary isnt a case of "because thats just how my character is lul" thats all i really meant
I once had this pathological liar alchemist who would NEVER tell his real name to anyone, making it so that I had this massive notes referring to which name I used with whom so I'd always reply and not use the wrong name with said person.
The character was also a fallen noble, so once he got a group going, he'd proclaim that he was the leader of the group.
Long story short, some VERY powerful people are still looking all over the place for FAKENAME's party.
This a hard feat to pull off, good job on it.
I’m just trying to imagine what that journal could look like… And then I’m going into stories where the FBI find the journal later and wonders if it’s a hit list
I know I’m late to the party, but I have a Barbarian with a quirk I hope you find interesting. You see, his people were very rough and hardy, often greeting each other with minor acts of violence. So whenever he meets someone new, he grasps their shoulders (rolling for grappling regardless of whether we are in combat), yells “THIS IS THE GREETING OF MY PEOPLE,” and then smashed his head into that of the person he is greeting.
Came in handy when that evil necromancer first greeted us.
I think a distinction needs to be drawn between quirks/nuances and actual flaws. Both of which have their place.
For example, a character might have an utter phobia of getting dirty or some other reason they avoid filth. In certain systems they might suffer penalties to certain checks if they are dirty (Cat Totem Shamans in Shadowrun for example). They will outright reject plans like "Let's sneak in through the sewers." unless inconveniently extreme measures are taken to ensure their persons are not soiled.
This is a flaw.
On the other hand, a character might just very much prefer not to get dirty. They might head straight for a bathhouse immediately upon getting into town. They might absently use magic to ensure mud is cleaned off their boots. They are quite willing to go through the sewers if that's the best plan, but they make it absolutely clear that they aren't looking forward to it and that the character who proposed the plan will be footing a rather large laundry bill on their behalf.
This is a quirk.
Nick Williams Yes… I am new to this and I’m creating my first characters… I wanted to do something like this but I didn’t know whether to put it into flaws… Or personality traits
Thank you for that distinction that is actually really really helpful for me right now
Had a player in a game I was running. He insisted on rolling his stats/class/race and randomizing the whole character. he ended up with an Elf ninja but with a 7 constitution score. He wanted to run with it. First game in, the party is in these mines working on a murder mystery. They find some bad guys, and the ninja says "I'll stealth ahead and see how many they are". Well they knew there were traps so he made an acrobatics check to avoid them. Prior to the game he and I had talked, whenever he makes an acrobatics check he has to make a constitution check or else he goes into an uncontrollable coughing fit due to his poor health (see low constitution). The party survived and it became a running gag whenever he'd say "i'll sneak ahead to scout be right back" everyone would just draw their weapons and get in formation.
That's hilarious
i actually just made a character of con 7 shes a rouge she might spend more time sneaking and shooting than stabbing. also i don’t know if we have a cleric in the party yet cause we haven’t started yet so wish me luck.
I love quirks. Several have carried on in history at the table but the one I am most happy with was a mindflayer who didn't approve of slavery, but you can't have a slave-less mindflayer without being a joke among your peers, so he hired impoverished people to act like slaves, but would pay them wages on the side. The memorable part came when I had to ask the first person to volunteer for 'slavery', the line was: Have you ever considered the opportunities of Illithid employment? It was mildly funny and I used it whenever I would recruit a new 'slave'. But what made it memorable however, was when I found myself separated from the rest of the party, exploring a ruined city, and stumbled into an adult red dragon that I knew I could never kill solo. Knowing I had nothing that could even protect me for long enough to be rescued, I looked up at the dragon and asked him if he had ever considered the opportunities of Illithid employment.
That's how you go out like a boss.
Props to you
Indeed
That’s amazing!
That sounds hilarious!
I am your 100th like!
I have a paladin who, being a bit eccentric and a little bit of a medieval hippy, was known to mention the fact that she LOVED TREES every time the party entered a forest. The payoff when I used Ensnaring Strike for the first time (and happened to get a really good set of rolls for it), and essentially crushed an enemy to death with vines was perfect, because my character turned to the rest of the party and deadpanned "Have I ever told you I like trees?" Sure, vines aren't exactly trees, but the timing was perfect.
N.M. Dimmick god that sounds epic
I also had a tree thing once
Playing a Sylvari rogue (sentient plant people if you don't know. my DM insisted I take this homebrew race) I scored a killing blow on a boss. Now, my character was the typical no-nonsence, tad bit cynical assassin.
So no one expected it when just before finishing the boss off, I closed in and whispered in a soft voice with a slight celtic accent "you were killed... by a fucking tree"
I have a similar character concept.
An enthusiastic birdfolk palidin, who's happy place is a lush forrest.
His favorite weapons are spears and pole arms.
My character (a bard) has a unique quirk, where he refers to the passage of time in units of "sessions" rather than minutes, hours, or days, one session being equal to the night of role-playing (for my group, around 5-6 real-time hours). Then, when a new session would start, my character would recap what had happened in the previous session, which was a great way for everyone to remember what had happened the previous week.
He also had difficulty with directions, unless if told in a very specific way. If someone would tell him "Go North", he would respond "My North or your North?" Failure to answer his question would result in getting lost.
Seanical reminds me of The Bard's Tale... Did you ever question monster loot? Lol
I'm not familiar with The Bard's Tale (just that it's a PS2 game). I've never questioned monster loot, but at the same time, the DM always had loot that made sense to whatever we were fighting. However, my party members would always be aware of my recapping, and would find it very bizarre. It also gives me a terrific excuse to burst into a soliloquy in the middle of a session, with everyone else silently judging me (in character).
Ahhhh hahaha sounds like a lot of fun. And yeah, throughout the bards tale game, he breaks the fourth wall quite often, which is why i made the correlation :p
Seanical "my north or your north"
Oh god that must be the best "bad with directions" character I've heard of
@@Konpekikaminari So it would seem...
[He's a Pirate starts playing]
My character has lived all his life at a temple to Kelemvor in Phlan, a giant graveyard, so he's used to starting conversations saying, "Hello, I am Gaylord Halsing. How do you wish to be buried, or do you prefer cremation?"
Had a character jump into a game mid-session. As a joke the DM said my character was hiding in a barrel all this time. One of the other players blurted out that several days had passed since the party had set out and the only barrels they had with them was a barrel of pickles so my character must have reeked. Sealed in a barrel for several days? Where did I do my "business"? Thus was born my favourite quirk, obsessive cleanliness. Before every fight he'd mutter "Great! I'm gonna hafta go wash after this." After the fight, he'd say "I knew it. I gotta go wash." and promptly wandered off to find a place to wash. Fortunately, the other characters made sure he got his fair share of the loot. At every town, he would immediately search out a place to go wash. Before setting out from a town, he would make sure to buy extra soap. Never mind better gear, armor, weapons or magic stuffs; his first item of must have status was always good quality soap. We had a lotta fun with that guy.
I had an insane sorcerer who was the world's best chef. In any given situation, he would try and eat something (including dirt the time we ran out of rations) so that he could find, "the perfect flavour."
"Now what do I mean when I say quirks...."
SMASH! *breaks arm*
Royal 97 REFERENCES!
Same here
i thought the exact same thing
I can't hear quirk anymore without You Say Run blaring through my head XD
@Royal 97, Speaking of smashing things I met an imperial navy captain once who had this strange quirk whenever he pressed the exterminatus button he always did so by smashing the button with his forehead repeatedly. To this day I have no idea why he did that but I do know that the Adeptus Mechanicus despised him for it as they feared it would hurt the button's machine spirit.
I had a character who developed a fear of statues. We fought so many statues in this one adventure that came to life, that whenever he would see a statue he would either a) strike first, even if it did not later come to life OR b) would lose his perception check because he could not take his eyes off the statue. Fun to play, especially when they are caused by the adventure.
To be fair, Smeagol was given a chance by the DM, he just failed his Dex saving throw when he fell towards the lava. XD
I had a warforged wizard who used to talk slower to anyone that he felt was not as knowledgeable as himself. Tended to piss off a lot of people, including party members at times. It got a bit better once he learned more about them and started talking at normal speed to them.
I had a cryomancer who would be doing the cooking and it became a joke around our table that everything she cooked was cold & that she was well known in the town because she made ice cream.
ladydarkangelyuki did she constantly make ice puns?
No my DM would have killed me if she did.
I used to play a Barbarian who always laid down a circle of salt around his bedroll every night "to keep evil spirits away."
Glenn Rauch Was he/she able to enter the circle? Or was 'kept away'?
I had the idea for a rogue who just can't keep his hands still. He's always doing something with his hands whether it's fidgeting with a coin and doing little tricks, or playing with a knife. When he gets really tense and serious though, he'll start grooming his fingernails with his knife. If he gets like that, messing with him could be deadly. That last bit is inspired by the character Raven from The Black Company.
For another character, this one a warforged who spent his earliest years fighting in a gladiator area, mentored by a veteran.
Since he learned to fight in the arena, he knows that if he isn't putting on a show for the crowd, he ain't doing it right. So whenever there is any NPCs around to watch him fight, he will showboat as much as he possibly can, trying to 'entertain his audience.'
Great ideas. I can already imagine a warforged suplexing a bandit a la WWE.
I wanna thank you not just because I like the quirk idea, but because I WAS LOOKING FOR FOREVER for what the book series was called. I loved the Black Company books and lost my only copy so I forgot what the series was called.
I had a barbarian who worshipped a goddess named Tulis. Her followers are brave and always prepared to give thier life if needed, and also wanted to appear intimidating in the process.
So, every time we went into a forest, cave, or dungeon, I would take out a horn and let off a blast of noise, to announce my presence, basically telling the beasts within that I was there and would defeat them if they challenged me.
I once played a Kobold Cleric who would cast healing spells by clonking team mates in the head with a hollow gourd on the back end of his spear because he thought the sound of the hollow thunk helped to heal better
Lololol that’s amazing
My group has:
A Cleric that refuses to use stealth or guile when dealing with known enemies, preferring to destroy them outright.
A Warlock that constantly lies about the situations that led to him becoming a Warlock (a lot of them are "No way. The last time I did that, I woke up the next morning with a pact to serve an entity beyond comprehension.")
A Barbarian that doesn't trust people that aren't "reliable" (translation: good in a fight).
A Sorcerer with a bad approximation of a Russian accent, complete with the "How you say" tic.
And a Paladin that will try to either fast-talk or intimidate enemies in order to avoid or shorten combat, usually failing due to the Cleric's refusal to play along. The most recent attempt to fast-talk enemies was foiled by the Cleric attacking one of the enemies... after I'd already convinced them that the reason we didn't give them the password they asked for was "the boss didn't give us the new password", and that we'd picked the enchanted signet rings we were wearing off the corpses of some invaders we killed.
A fellow player in a superhero game I once played had a character called The Cheese Monger. He had a 3 page document full of cheese-related puns that his character would use at every opportunity. It was great, made him very memorable. (all his super powers were cheese-related, too...)
Multiklaaas that sounds Brieautiful
J Gibson exactly like that :-D
I don't know, seems a bit cheesy to me.
Well, it really is a muenstrous task if not tackled correctly, it can become a goopy mess.
Edam up, that's what I say! Keep those puns coming for cheddar & cheddar & cheddar. You're a right Brick, you are, just don't be as thick as a Brick. I give you a Port Salut!
Many years ago I played a wemic character, a wemic being a lion-centaur. His particular quirk was an action quirk. Whenever he sensed danger the fur at the end of his tail would poof & I would exaggerate saying "Poof" to indicate whenever it happened. A more recent character was a 21st century man wandering (how he got there is a very long story) about in my Tolkien-esque, homebrew RPG world, and he'd make a comment that made perfect sense...in the 21st century, yet created some hilarious & awkward moments in that world. For example: He had a drinking contest with a barbarian, which he won. His parting words to this barbarian was: "You can't drink dwarven whiskey like it's Kool-Aid." No sooner had he finished saying this, he realized his mistake, did a serious face palm whilst muttering to himself. Then he sheepishly made a correction: "You can't drink dwarven whiskey like it's sweet cider." I soon realized that though this is a fun quirk for this character, it can descend to being annoying real fast...so I'm keeping a check on his awkward comments to when he's genuinely surprised, frustrated, or angry.
One of my group's player's sayings has been "I'm good at this..." When you're about to attempt something using a skill you have low or negative modifiers in, because the character has so much faith themselves that they refuse to acknowledge their limitations. Another of his characters was a nihilistic old halfling oracle with 9hp at level 5 who would always go out into the town whenever we stopped at one and declare: "Is anyone willing to bet against a single roll of the die...?" At which point he would use his foretelling rolls to win, and it would often get him into trouble away from the rest of the party. It happened so often and became so entrenched as a ritual that it became a bit of an in joke. The best thing was when he proclaimed at the council with the king of the dragons that he would be the one to slay the level 20 archdemon the destroyer and everybody laughed; however, in the big battle, the level 5 frail old halfling did indeed land the finishing blow, because my character just barely failed to do enough damage. It was huge payoff for everyone.
I remember I had a ranger, A ship Captain, who had nerves of steel and was unflappable during combat. However he was deathly afraid of his own mortality, so the moment combat subsided he would vomit and faint, if he didn't sit down.
I'm not sure why, but I really expected that to end: "... he was deathly afraid of his own mortality, so he killed himself."
Oh god, I love some of these quirks in the comments. I'll add my own. I once played a gnoll who never bothered to remember any of the party members names and would always just call them whatever name came to his mind, usually Jimmy.
"Oi, Jimmy com'ere and look at this inscription."
"For the thousandth time, my name is Bernard."
"Yeah, yeah. Just come'ere bob."
I loved the example of the talking leathers and fighting leathers! I always try to use some sort of accent for my characters so it's not just my default voice. My favorite quirk is to have my characters be ignorant about sex. There's nothing more fun than having to give the paladin "a birds and bees" talk from the ranger and no one gets anywhere because he is an innocent cherry boy.
My character has a great quirk. He dies randomly.
I love playing as a Halfling Bard named Kenny too!
I mean it's better than my team mate who had as a quirk using all her MP to clone the enemies as many times as possible, while my other teammate was destroying all save points and healing stations before anyone could use them.
If it wasn't for the second one dying and everyone healing up before reviving him, we would've never beaten the first dungeon.
Is your character Kenny?
@@3OrMoreBones How ironic my tiefling rouge hexblade is named Kenny too
Elaborate
Challenge
Make an interesting Character that has Both parents still alive & a nice happy childhood in their not burned down home town/city/etc.
Matt Desmond
5 months ago (edited)
I had a character that I made around the idea of not having a tragic backstory. Every night before going to sleep he would write a letter to his parents in his journal describing his adventures, and would send it when the journal got full. It confused everyone at first when I explained what I was doing because everyone else's parents were dead, because of course they were. Later in the campaign when we visited my home city, everyone wanted to be adopted by my family because I told them stories of the character's childhood. When the campaign ended, the DM said my character's mom had put all the journals together and had them published, thus our party became even bigger celebrities because everyone knew our adventures. It was a really amazing little detail that we still talk about years later.
I had an elf whose father had single-handedly saved a town from a band of giants. The town then offered to pay him to just live there as insurance against the giants or other bandits coming back. Dad accepted. He married a nice elf lady who ran the town apothecary and my character was born 50 years later. I was largely a disappoint to dad as I was a bit pampered (I was the third child). I refused to grow up and spent most of my time causing mischief. I had to skip town though after casting stinking cloud on the mayor's son because he thought it was a waste of the town's money to still be paying dad a stipend after 100 years of peace.
And thus my adventuring career began.
Actually, most of my characters have both parents still alive. Robert Taleswapper was the son of tavern owners who had heard the tales of adventure all his life from bards passing through and decided to go live his own. Serrilis Argentum hired himself out to a high level adventurer as an assistant and after a year of setting up camp, cleaning armor, and trimming toenails, the adventurer went missing.
My latest character is a gnome whose father is a tutor in Waterdeep and whose mother is an agent for the Harpers. He's completed his apprenticeship as a magic item crafter and has been sent out as a journeyman (the fastest way to grow in abilities is through adventure). He's not very happy about it but he knows if he wants to be as good as his elf mentor he doesn't have 600 years to learn things out of books. He's a bit of a neat freak who spends a few minutes prestidigitating all the corpses clean before he loots anything.
Volpe Last Name I was going to direct this person to your comment
MrGamernova
Hah. That's not hard at all. I made a Pathfinder character who is a traveling policeman. Although he spends most of his time traveling and providing his services to improve various guard forces, he is happily married and has a child. He talks to them and sends them letters as often as he can and eagerly anticipates visiting home.
Done. Wasn’t his parents, and he had an okay childhood. (His wife was killed. He’s a warlock, and pretends to be her (a rogue) now. It’s fun because I’ve not told any of my party-mates, and only my GM knows.)
"I am prepare to die." God me too.
This made me laugh pretty hard, didnt expect this gem here
I recently had a PC in a adventure that was spitting on the ground everytime that he was nervous. That was fitting so well into his role of a cool and charming pirate on the outside who had more things running around his mind in reality. At a certain point of the game we others got what his spitting means and our PC's were helping him by calming him down or by keeping is cool look for the rest of the world....that was awesome!
I know I've mentioned my goblin priest of light in the comments of another of your videos. I want to mention one more. This character became famous because of two reasons. He was a halfling cleric in 4th edition d&d named Yew Meadowstep. Not just any cleric, but one purely devoted to healing and based around another character's god. A few new spells were invented for him that were pretty awesome. The downside was my character was terrible in terms of any combat prowess (except against undead) XD. His name was the first thing that stuck. "Yew". When someone names a character that sounds like a commonly used other word, the jokes and puns keep rolling. It was fun. Any mention of "you" immediately springs up, "Yew, the halfling cleric".
The second thing he became famous was more of something I did. I was absent for sessions so they played ahead of me, which was fine. I don't want to be the one that's holding up a game so making progress without me was completely fine. I didn't even mind being behind in experience. We had one very capable character that was the wall of pain and death, everyone else filling out his weaknesses (Gruff McGruff of the line of Gruff, a very tanky half orc barbarian). Every time I'd be participating in the game again, Yew would mystically just show up where ever the players have trekked to. So this became the famous "Yew, the halfling cleric that is just everywhere". So long after the game had stopped, his name and his uncanny ability to be anywhere at any time is still known and joked about. As his legacy I actually paid to have his name added to Starbound's name generator. There's a chance you'll be able to find an NPC sporting the name " Yew Meadowstep".
I had a quirk in Deadlands: Hell on Earth where he constantly was in search of rootbeer. If it was for sale, he bought it all. It was all he drank at the bar.
For him, rootbeer was the first normal thing he had after the world ended. A gift from another PC to quench his thirst after a storm. It was his thing.
When driving in a car battle, he tossed some rootbeer to pelt his pursuer, and rolled a critical, causing the driver to be distracted enough to crash.
The party and GM pounced on the quirk. Eventually, my character founded a religion where the sacramental wine was rootbeer, and it became one of the 3 dominate religions of the game world.
As someone who loves rootbeer, I approve of this.
My current ranger has this (morbid) quirk of collecting 'fluids' from slain enemies. Blood, snot, goop, you name it. He's got vials of random, (probably) valueless junk...because. He's a follower of Maccha (a campaign specific goddess of scavengers) so he takes the waist not, want not to an extreme. "Just because I can't understand why say, a wizard, might want it, doesn't mean they might not." Everyone was weirded out by the quirk, until he sold some owlbear eggs to an eccentric desert mage. They didn't think the sum of gold he got was so weird then.
The story about the character with the different leathers reminded me of a session. There was a one-time guest PC who was looking for an "important box", asking the regular PCs to help find it. Whenever anyone said just "a box", he'd say, "not a box, an IMPORTANT box". So I picked up on it, and whenever anyone said just "a box" or "black box" (it was black) or "the holy box", I'd correct them by saying, "no no, an IMPORTANT box!"
I'm playing a lizardfolk barbarian in 5e D&D. He has frills that prop up depending on the situation. Most commonly the frills are completely up and rattling when he's raging, and they pop up when he's upset.
I have a fighter who has given himself the title “greatest fighter in the land”. It really made him stand out and he is referred back to when we make new characters. I like this for characters and can really make the game come to life.
My favorite character is a Tiefling who carries 2 little pouches of ashes that were once his elven wife and child who where butchered and burned by a mysterious cult of which he knew not the god they followed.
As such he is immediately suspect (but not antagonistic, he's a gentlemen with a kind soul) to any devout followers of any diety. For all he knows it's a cultist attempting to do him in.
A quirk for him is to clutch the pouches when in close/sudden proximity to the devout as a protective reflex to what remains of his family.
Edgy
First got introduced to quirks when I was introduced to GURPS, and read about taking them (adding 1-5CP for each) as "disadvantages" in character-builds...
I rather appreciate someone offering this kind of advice about it. It's nice to get some different points of view on the matter...
As to my favorite?
I don't know about any particular favorite... There have been so many, from sticking one's finger a couple knuckles deep in his nose and then flicking the results at someone else to start a fight... to polishing a broad-axe on the seat of his pants after battle (yeah, you're welcome for that visual)... I really don't know which would be a favorite. I've done a few others more and less ridiculous...
AND when my office decided to gift-coffee mugs around, mine said, "F*** this sh*t!" so... there is that. :o)
My friend has a gunslinger who's quirk is that he mutters "Pickle S---t" whenever anything goes wrong. It's awesome because he normally talks really reserved, and we didn't actually know what he was saying till about halfway through the campeign.
I created a character dubbed the soldier of misfortune. He was a really skilled fighter but had absolutely no luck. If something could go wrong chances are it did. It got him into funny moments like an elderly woman chewing him out cos he toppled a vase. I miss DnD never get to play anymore.
I'm currently playing an Aasimar paladin who is a devotee of Torm God of Justice. "Torm be with you." has quickly evolved into his catch phrase of choice. It can mean anything from literally may you be blessed by my god to "Fuck You!"
I once created a Tabaxi monk who while willing to help, would occasionally overlook a problem in order to make notes in a little book he kept. Anatomical diagrams of a new monster, or sketches and notes on an interesting object or plant, or lists of unusual observations.
Sadly i didn't get to play him for very long, as due to poor positioning on a fortress battlement, he was vaporized by a blue dragon in his second session. Even had i made the saving throw, he still took more than double his health in lightning damage. So i played an aasimar paladin for the rest of the campaign.
I had a character who before doing anything he had to take a swill from a flask he had, no one knew what was in it... it was actually ambrosia to keep him immortal, was very fun to work out with the DM
That Music Guy what if your character died?
I once had a lawful character who took meticulous logs of the adventure, who we fought, when, where, hoe much food and drink we used, how many times we made camp, every financial transaction, every piece of treasure was recorded in, everything, so that when we czme back to town, she can give it to the guard captain since she was in his employment.
One character i made in a modified game of cyberpunk who was named Markus Vunich, the unique from Munich (German character who repeated that all the time). Also had an excellent taste in butters (This actually saved us from a Cyberpsycho who was obsessed with butter). He never used guns, but used a sword and explosives, saying they were "Exploding long range swords" everytime he was asked. also happened to develop a habit of shining a UV light at everyone he saw cause of one campaign where we had to fight Vampires (the GM liked mythical things).
He also had more SP than a tank and didn't go full psycho by the luckiest rolls in my life.
Had a rogue named Roland who couldn't find his way around an empty room even with the help of a map or compass. Lead the party on multiple false adventures because he basically never knew which way was what. However, eternally being lost made him an expert labyrinth navigator.
I started my current campaign with an extremely devout Tiefling Bard. The DM loved my constant little interactions with Pelor and little improvised anecdotes about times Pelor and I had hung out or talked about things. So much so that he’s basically made me a super-ultra-demigod-Bard with a blessed violin. That’s a bit of an exaggeration, but that’s what it feels like. I named the violin Sanctus. It’s pretty dope.
My current PC is an overly competitive archery Ranger. If you take a shot with a bow. He will always try to beat it. A rogue hunted a rabbit with a bow and rolled a natural 20. Preserving all of the meat....... the squirrel hunt began. And didn’t end until I rolled a natural 20.
I’ve been binge watching your “how to be a great player” videos for the better part of my day, and I must say that they are really well put together, and you articulate yourself very well. I’ve been trying to flesh out my new character for an upcoming campaign, and thanks to this particular video, my character simply will NOT sleep somewhere unless he lights an aromatic candle that matches the atmosphere of the location. e.g.: (at a cozy, new inn), “this place seems like a raspberry tart... or perhaps, a peach blossom?”
I played a character who absolutely hated having a particular PC being behind them... The PC in question was a highly eccentric sorcerer who would do the "hand on the shoulder" thing a lot. Fun campaign with a lot of flavor to it.
My Paladin in my friend's campaign is an Archaeologist who worships Ioun. His quirk involves preparing for his spells by putting a monocle to his eye, the trinket without the lense, and using it to study whatever artifacts he comes across. It'll be interesting to see what happens when my character can't find it. He also watches your channel, but is a great storyteller and doesn't need the prompting to get the antics started.
Something I feel may help, especially for anyone who is in long games is that naturally, people tend to pick up quirks and characteristics from roughly the five people closest to you/you are around often. It can be certain hand gestures, phrases, way of typing or speaking, etc. along with our own traits.
I once played a scholar who, due to a massive inferiority complex, would never address anyone directly by name but always "sir" or "ma'm" out of deference. The only time when this would not apply would be when dealing with servants, beggars, peasants and other low status individuals but only if they were close friends. It was just a small little quirk but one that other players have fondly remembered for years.
That would be more like "sir, sir, I'm terribly sorry, sir, but sir, your behaviour, sir, is completely unacceptable and sir, you know I don't often get become forceful, sir, but sir, I'm afraid you've left me no choice sir.
"If that's all okay with you, sir."
But yes. Such a fun character to play :).
I don't know if you're familiar with the Vampire the Masquerade and Vampire the Requiem games, but this very much reminds of me of the Ventrue Clan (for the former) and the Invictus Covenant (for the latter); in both cases, members of the Clan/Covenant are encouraged (often with "gentle" reminders) to always address someone by a title. In the context of both games/groups, it implies a level of familiarity that one should never presume for reasons of propriety or, in the case of the Invictus, unless one wishes to announce an intimate relationship with someone to the general public. It can be a great roleplaying tool that I think gets overlooked by a lot of people; in any sort of setting with stratified, recognized social stations it should be a lot more common to hear people using some sort of title when speaking to people who may be equal to or above their station, while omitting any such courtesy when speaking to someone who is beneath them. I'd love to see a campaign where anyone not using social conventions like titles is actually viewed as a rogue, an outsider, someone who is willfully breaking the social contract and is therefore treading on dangerous ground, so to speak.
More 1930's timid housemaid with a dash of Alli McBeal to be honest. I'm not a big Worlds of Darkness fan. It's an interesting comparison 'though.
Raphael Perry I totally get that's what you were going for but I thought it was an interesting comparison, as you said. Cheers!
When my friends and I played a Star Wars campaign separate from, but along with the movies saga; I played a Lethan Twi'lek girl named Sha'Taah (a pun with "shuttah", as she was very persuasive). She had quite a few quirks; being a rich brat daughter of a spice mine owner, conveying a constant need to tote way more firepower than was needed, and a familial bond with another PC's Togorian character (her "little" brother) to name a few.
However, probably her greatest quirk was her refusal to be anywhere other than the front lines in battle, where she was least equipped to be and most vulnerable. This quirk led to Sha'Taah losing one of her legs early on in the campaign during the Battle of Naboo to a droid tank. She later intentionally replaced her missing leg with an obvious, clunky cybernetic replacement to further show her enemies that she had nothing to lose.
My warlock had an imp familiar named Khadgar that's always disguised as a raven, and I make a point every session to have him say the phrase "It's tough being Khadgar!" In short, the familiar is more recognizable than the actual character and it's pretty funny.
"The warning...has been given. Their fate is now their own "
My favorite thus far has been an ex-noble who lost a spat and was run out, caught, tortured, and escaped. Three months later he joined an adventure guild in an attempt to get back on his feet and rebuild his house. Now obviously a person like this is going to be VERY quirky and eccentric. But to keep myself on track and from becoming a nut bag in our moderate group- I stuck to two quirk-esc features.
One quirk of his was replying "No." to everything. Then he would put some thought into it and give an actual answer if he felt it was necessary. Sometimes he didn't even correct his answer he just acted as if he agreed to it- despite saying no. While not a huge game changing quirk its put my GM off more then once- and I've gotten funny looks from the party members who have not caught on yet.
Obviously such a quirk has put my character at odds with the team leader about damn near everything- and has gone so far as for him to request my character be removed from his team- which was denied do to lack of justification. (IE GM ruled it no because it would be funny.)
His second quirk would be breaking down into a panic attack, mostly in the middle of anything more then lightly stressful conversation. The random lash outs twist/redirect caught the GM and party off guard numerous times, and has managed to both get us into and out of trouble. IE when the guild started questioning our ethics my character had a break down despite having done nothing wrong- with a high charisma score and social skills like a four year old, he managed to shake the NPC out of their own boots. In what was suppose to be a 60 second interview he turned it into a 5 minute game of survive the blubbering nut bag. By the end of the event the NPC investigating into our party had quite their job and moved on to be a writer.
In the worse case my character accidentally "stunned" himself for approximately a minute- just a moment before our team was asked to roll initiative.
I don't know if it counts as a quirk, but he always had a dog with him to carry his stuff- either out of laziness, noble heritage or w/e. With moderate animal skill it wasn't much of an issue till the dog started dashing through the dungeon after "something" and triggered half the traps- getting itself nearly killed, and destroying the majority of "My stuff!" Obviously the noble had to attempts to preserve such an expensive creatures life- but also salvage his belongings in the middle of a would-be minefield. From that point on dog has been dubbed "My stuff," with no proper time, though it has been clarified the dog responds to whistles and clapping.
In a game with a party who likes rolling dice and killing stuff- bringing such strange twists into the social side and role play parts of the game has been quite fun for me- half of it seeing my team put off- and yet inspired to invest more into their characters.
DND has taught me a lot. I grew up being told role playing was for nerds and children. In all honesty I put more heart into characters and the thought of their existence then I see parents put into their own children sometimes. There is nothing wrong with DND, role-play, rolling dice, telling stories. Just rambling but in the end it all boils down to the classic - they're entitled to have their wrong opinions.
You have a very mature and powerful video series and I greatly enjoy how thought provoking it is sometimes. Thank you and keep up the good work.
Yeah, I started D&D with friends in school back in the 80's... When my mom found out, it was the kind of reaction you might expect from something more like coming home and saying, "Oh hi, Mom. Franky brought his dad's crack pipe in for show and tell today, and I'm f***ed up off my ass!"
Those were dark days, and the 90's didn't make it much easier... Frankly, I kind of love the general attitudes I've seen around YT about it.
You seem to relish tormenting the party... lolz. I'd have to find it hilarious, but we might end up in competition at the same table. Between a half-orc who spends his "bored" moments with a middle finger two-knuckles deep in his nose, to the over-sized coffee mug I actually have with a "middle finger" printed clearly on the bottom... We'd either win D&D or get laughed out of the group... lolz... :o)
Nothing like coming out of the closet to your parents about being a DND player of all things. LOL
While I would agree abusing our GM is fun- there aint anything in the world like thumbing your nose at god, as he sits in front of you. I would have to disagree with the party part.
Never been intentionally- well one time I was to their characters- never been intentionally malicious towards the party- more so just love the reactions and cause and effect of my characters influence. For better or worse even my most boring character has left their mark in the groups of players.
IE my necromancer who denied to go on the adventure because he didn't see any gain out of it... The hook the party an GM used were dull. They were set to go visit a harpy tribe for something or other- while I decided there was absolutely nothing I wanted in that general direction, so flat out said no.
That was the first character I had made and played with the group- and watching everyone's chin drop at the same time was hysterical. To this day they remember my first character as one of the strangest encounters they have had.
T.turner, I would like to "set the record straight" in regards to tormenting the party... though at least occasionally it is great for laughs... Generally, my whole effort is to attain some level or other as the "On table joke" so while my personal efforts tend more toward some level of unraveling the best laid plans of the GM, the odd chance to shout very loudly down a horribly echo-worthy hall at "our" sneaking rogue "FIND ANYTHING YET!?!" is occasionally just too sweet a venture to miss out.
In the GM's best interests to find any way he can separate me from a valued resource (or ally) he has occasionally made the horrible mistake of setting my character(s) loose on the one depravity-laiden and HUGE enemy airship... SO the fact it came racing down in the middle of town was pretty much a foregone conclusion (left to the dice as only a matter of when, rather than if)...
In the case that you have authentically never taken honest actions completely against your own party, I might also advise you even consider "conspiratory" efforts in "meta-gaming" as they seem to call it with the GM on the matter, but I'd highly advise you do this part AWAY from prying ears so that you might reap the least disadvantages later on... There's actually NOTHING IN THE WORLD quite like BEING the big reveal when part of the campaign is authentic betrayal... And being a GM, myself relatively often, I rather enjoy encouraging "inter-party frictions" along with the occasional "volunteer" for such lurid duties... I mean, your character probably won't survive the eventual outcome, but it can sure put a "twist" in the plot that even the most seasoned of veteran players RARELY see coming... And once everyone gets over the initial trauma of the immersion-plus-shock (usually a very temporary while VISCERAL effect)... You'll be able to reassure everyone that you're not authentically pissed or anything. It was "just an experiment"...
And yes, in fact, I really have had fun doing it... to be honest. Maybe I am a truly twisted bastard... :o)
My group likes to sum that up as under the great meme "It was a social experiment." with a #Mindgames - no matter how good or bad the outcome of such events have been. But I have never been of such a grand act- few suit my taste and my dm is hardly capable of pulling it off well. The two events I can recall were pretty poorly shoehorned in. But I agree- if i t wasn't for the fact half our party is umm.. skeptic of pretty much everything.
Proposal- fabricating a betrayal. Would probably be much more effective with my group. The issue is it does require a lot of experience and work on the GMs part.
In regards to fabricating a betrayal... This can be (note the "can be" part as opposed to "would be" even insinuated there)... BUT it CAN be fairly lenient in terms of the GM's mastermindary... Of course, everything is still checked in with him (bottom line in RPG's) but with the two of you "in cahoots" you can manage the arch-nemesis strategy through the underhanded and diabolically mysterious technique of slipping notes under the table in play...
Of course, in personal preparations for this, I might suggest (just for the sake of appearances) that you start keeping a carefully constructed obstruction about your position at the table, just a private sort of space where you'll have room for some personal note-making without the hazard(s) of prying eyes, and slowly ease your general table position closer to the GM, even a couple of games or sessions prior to the actual proposal... Then just plant a little seed of "wouldn't this be devilish in a campaign, somewhere?"... careful not to raise suspicions around the table while you build and cover this little conspiracy...
The actual construction is fairly simple. You and the GM only really need to agree about what "kind" of evil bastard your character is going to be (other than the obvious "anti-party" answer)... Since you'll be "mostly" playing as a PC, the whole of the plot is going to rely on NPC's anyway, building this grander conspiracy and the "power behind the plots" with various minor villains. SO you can raise and cultivate the PC as normal in-game... Don't forget low-level characters tend to stink at stuff from the onset, so even if you are allowed "bonuses" for the game's "credibility" do your best to underplay them... at least in front of the party.
During the campaign, you can swap the notes with the GM in-game, for hooks or tactics that might better suit the orders of your character "behind the scenes" or to settle and agree on developments while the story unfolds. Some but not all the work is still "field decisions" by the GM anyway, so... be flexible. BUT this can give you an excellent chance to "coach" the story development and plotting "sinister" side of the GM to a far greater degree than just the usual "post-session debrief" about what's working and what's not so much. You can even cover this covert operation (in case other players start to act suspicious) with "visions" or "premonitions" in character or even some other weirdness for the in-game "cover" even if it's somewhat delusional, or silly...
The bottom line is, that your work with the GM adds up to some "co-GM-ing" capacity that (when well coordinated) can truly deliver remarkable role playing opportunities that the rest of the group might learn to appreciate... and most wouldn't ordinarily have been able to enjoy in the process (like a "big-bad" that lives up HONESTLY to being a "BIG BAD"...) including the right and epic moment of the "grand reveal" as you've put the party in a terribly vulnerable position, revealed your evil scheme of using them to eliminate competition among evil-doers (whatever) and then ride triumphantly away to "leave them to their inextricable fate"... which (of course) they can probably find a way out of... that depends on the GM...
Now, granted, it takes a certain level of effort from the GM, but not so much if you're there to work with and help him along. That's the conspiratory side... lolz. If he can manage to try to stick to the plan, your character can truly conspire to "urge" and coax the party into the "right" directions the whole time, too... So the plan might still have to bend and be fluid enough to work with, but should hold together with just a little occasional "campaign duct-tape"... Like I said before, as a GM (granted of some considerable experience) I am delighted to find a player ready to "come to the dark side" for me... It really does take loads off. AND maybe I was lucky in the day (quick study? really great teachers?) but I was coached through the first time I ran this sort of thing... and it still managed to be pretty f***ing epic! :o)
My aasimar fighter shouts out "For the light!" Whenever he attacks an enemy. It very quickly became a memorable line that helped to define the character. Just a small phrase that seemed to catch on and make him standout a little.
Not every character has had them.
- Ilero is very impulsive- done things like jumping down a well to explore, forgetting he can't swim; threatening a vampire in his own castle with a non-magical axe; jumping on the back of a wyvern to distract it from the sleeping party members nearby, etc.
- Gar, the 5 Int Barbarian, always bought a polearm every time they visited town, even though he didn't know how to use them. And he would use it exclusively until it broke or was dropped, and only then would he pull out his double-specialized bastard sword. I rolled randomly to pick which one he bought, and the rest of the party had to drag him away from the 30' Awl Pike three times (30' polearms don't work in dungeon crawls).
- Figgle, elven mage, used his spells creatively in battle and called it 'Figgling the odds'.
Master TMO what examples of "Figgling the odds," do you have? Im quite interested
Thanks, I just figured out a quirk I want to give my character. It's actually something I've been doing already now and again but I'll do it before every fight now.
What is it
Waving at the enemy everytime before a battle starts.
In one group i’m kinda making my character a bit of a goof. Druid gave him a goodberry and i rolled a int check to see if he just ate it. Got a 2 on the die with a -1.
So he went “ooh berry” and popped it into his mouth.
My 2ed rogue was so bad at opening locks he had taken to knocking on every door they came to hoping someone on the other side would just open it for him.
For one of my favorite characters that I wish I could play again. So he kind of had two quirks in a way. He was a Half-Elf Cleric of Pelor, his holy symbol being an amulet of a Sun. For those of you that are familiar with Pelor, his symbol is that of a Sun. He was generally a well mannered man with a devious sister who was another PC, mind you he was the protective older brother type. His sister was well aware of her brothers issues and problems. Of which the holy symbol helped with and made him stable.
If he lost it he then would begin to spiral. At first he would just look for it calmly, he would steadily become more and more frantic. The only thing that could calm him at that point would be his sister. However that would only help for a time as my character had a curse on him. The curse was place on him be the followers of The Chained God Tharizdun. On his skin underneath where the amulet would normally hang was a tattoo of a dark spiral, Tharizdun's symbol. If he were to reclaim his amulet and put it back on, he would quickly stabilize. If didn't find it or it was destroyed, he would eventually lose himself. Now all of this would happen in less than a day.
Another trigger would be if his sister was hurt, one instance of which was cause by a friendly wild mage. While on the surface my Cleric was a fairly normal Cleric, one thing stuck out like a sore thumb making anyone who saw him know. He's anything but a normal Cleric because of the fact that his weapon of choice was a scythe((Yes I know how edgy this character is)). When the battle was over and we were about to head to the next room, my character stopped and raised the scythe to the Dragonborn Wild Mages throat. He proceeded to threaten his life if he ever brought harm to my characters sister ever again. I did have to role an intimidation check for that, nat 20, and needless to say the character was unable to cast wild magic from that point forward.
Now for those of you that have made it this far, what fully happens if my character had lost it. He would become a Warlock and virtually a different person entirely. He would have wanted nothing less than to kill everything around him, how he would have gone about it would have varied wildly. Also this end result would have also happened if his sister were to die in front of him, regardless of whether he had the amulet on or not. In fact if he were to witness his sisters death the amulet would have probably been destroyed in the cascading emotions of grief and probably hatred for what ever caused it.
Lastly this character was not a cross class. I had two character sheets with the same stats and everything. Only differences were the classes, Cleric and Warlock. Both personalities wanted to stay in control and had their ways of doing so, the Warlock having the strongest way as if it took control it could keep it unless he was somehow subdued and the amulet put back on him. The Cleric only having the amulet to seal it and the sister to slow his spiral. To anyone that may have taken the time to read all of this, thank you for your time and have a wonderful day.
That is an amazing bit of roleplaying from you and your GM. Nice.
Good stuff. What do you think of Coup counting?
a practice of Native American Plains Indians, where the Brave would touch an enemy/opponent with their hand during combat, placing themselves in dangerous situation. But all to show their skill and bravery. Often a coup stick was used to denotes these acts of bravery, and sometimes using the coup stick to do the touch.
This could be a quirk of a Barbarian or Ranger character, where he attempts to coup count against impressive foes. makes it a signature move, such that they only count the combat as successful with a successful coup attempt.
My current characters “item” besides her grandfathers monk staff, is her mother’s duct flute. The mother went on a trading trip when my character was 4yo, and never came back - the villagers just assumed she died during the trip.
My character has head ticks (muscle spasms, not bugs) bc I do, and uses the flute to calm the ticks as well as herself down when she’s upset. She also likes to play it when she feels lonely or tired to remember her grandfather. She painted little decorations on it, while her grandfather did smaller carving designs that meant something to him. She keeps it on her person everywhere she goes and doesn’t like other people touching it, or really doing anything regarding the flute besides listen to it. She likes to say she has no attachment to her mother, and that she doesn’t really care much to know who she was, but inside she really wishes she could’ve gotten to know the woman her grandfather talked so much about.
The father isn’t in the picture bc she’s an earth Genasi, and her father’s a Dao, a creature who doesn’t really care for their children. Also, “calming the ticks” is bc she ticks more when she’s stressed or upset, and a lot of the time irl, ticking is worse when you’re not focused on something. So, focusing on playing the instrument would “calm” the ticks.
I had a tiefling once who always held her tail when she got scared.
Three little Quirks I've apparently come up with are a verbal one and two physical ones.
The first physical is whenever my Barbarian wakes up in the morning she *always* checks her hair- It's dyed red at the front so it occasionally needs a little touching up. The second is whenever they pass the Shrine of Tymora in the village, she leaves a gold on it for luck (So much so that even the GM noticed and used it to give her a vision.)
The verbal one is her saying 'O'roit then' whenever she's making a big decision or trying to get the others to make their minds up about something, along with a clap of her hands.
It's surprisingly fun to think of these little habits and quirks the characters can do. ^_^ I didn't even realise I had so many before this vid got my attention!
I had a Dwarf rouge who would use a bubble pipe every time he had to do a knowledge check. I also have a character have their hair color change with their mood.
I like creating al my charakters as goody two shoes until (insert randome triggerevent)...
I basicaly pick a event wich would have little to no efect on his personality, and start a massive overhaul. Time is also a factor. Most times the other charakters don't even notice untill far later.
My favourite was a pacifist'ish person. He never killed anything befor he mett the other groupmembers. He was a rouge wich alwhays acted as pathfinder (Disamnteling trapps, unlocking doors, scouting ahead, drawing and reading the mapps...). He was also the one who took the more dangerouse rols, such as "Bait".
He was actualy more of a crafty paladin. At least that's what my friends alwhays told me. ^^
... and then what happened? How'd he go from "crafty Paladin" to "murder hobo"?
Welp, after getting dumped by the girl he fell in love with in the first town, he focused on magic research to vorgett the pain. The research was fascinating and he spent day and night on experimenting and researching... wich is how he mett with a female mage. Wich he shared manny pasionate nights with (discussing their research of corse).
They also got closer and ended out sharing the "Fade to black" not out of love but to releave their urges as friends and colegs.
He got into it, and started to establish similar relationshipps in every town the group whent to. In the end he was more of a scirthunter than a researcher, but his storrys made even bards blush.
As a Marine you are constantly taught about the importance of gear accountability (losing track of your rifle, canteens, Kevlar etc. could cost you your life) and manning your post properly (if you fall asleep on watch it could cost your entire squad’s lives). I implemented this into my Tiefling fighter. He touches his sword every 15 mins or so to make sure he’s got it on him at all times, and if he catches you sleeping on watch...
I have a character who always tries out the region specific food of any place we visit. It was so cool, the GM picked up on this and started preparing one and would give some lore through it.
One town had a potato crop with a specific mutation that they kept very secret, but it was unfortunately killed off by disease, so now they put a variety of seasonings into their potato to try to recreate it.
A long time ago, I had a character who always introduced himself with his full name and where he was from. Think of something like "Domingo Montoya de Colinas del Campo", only less pronounceable, and with a few glottal stops. Of course, no one actually called him that, ever. Everyone always used his nickname, which was just the first syllable of his full name. But he insisted upon introducing himself properly. (He would have preferred someone else introduce him, but since no one else could do it properly...)
i used to play a ex cleric of pelor that carry's a somewhat defaced symbol of pelor and when ever someone asks why this death cleric of the raven queen is helping them she pulls out her old symbol and tells them " Remember to smile! life gets hard! don't give up on being happy because i won't ether!"
I absolutely love stuff like this and I always try and work something in, though sometimes its things I don't even come up with myself. With my Elf Rogue, his first quirk was one I hadn't planned; I'd literally had the character 5 minutes, just got into the game, and I was introduced to the party by recruiting them for a mission. We got so caught up in discussing the quest and the details that I never answered the question of what my name was. This became a running quirk that if the question of his name ever came up, he would end the conversation with some sort of segue like "Lets get started" or "Away we go". The other quirk I gave him was that, in times of personal crisis or a need of deep thought, he always needed to keep his hands busy; often it would be rolling a coin from knuckle to knuckle, or doing a bit of contact juggling, or doing some very basic sleight of hand tricks. Anytime someone would interrupt this or try to stop it, he'd always get extremely frustrated and angry, usually completely derailing whatever thought process was going on. For a different campaign, with my Human Warrior, I went for a couple of more subtle things; in his back story, standing out, being recognized as a skilled warrior and important person of the community had caused him some trouble in the past and so he tries to avoid taking those sort of prominent roles whenever he can and will only reluctantly step into any sort of authoritative or leadership role. The other is that, since he worships Gorum, the Lord in Iron (from the Pathfinder Golarion setting) he always has something iron against his skin; usually a medallion or charm of some sort, though bits of mail made from iron, weapon hilts, etc. will work as well.
My character was a lich that after many ages revived himself and went on a redemption arc. One of the things he did was Wright the names of all his friends, enemies,and colleges in a series of books with notes and fun storys about each of them and he always had at least one volume on him at a time during his redemption
I had a 5e Warlock who constantly tried to manipulate events in-game through the use of his many cantrips. He eventually became a saint of the god of justice after the umpteenth trial he had intervened in by using thaumaturgy & prestidigitation to convince weak links in various legal cases that they were hallucinating said justice god's icon in various places, and needed to confess their guilt NOW. That was more than a little ironic.
Did I mention he could disguise himself and speak to animals at will?
I'm not sure this counts as a quirk, but my 4e D&D Goliath Warden would shout "ROCK" at random times or whenever someone asked for his opinion/thoughts on something. Needless to say, fewer and fewer questions were directed towards him as the campaign went on.
I play an Elven ranger whose arms are covered in tatoos, but since she's afraid of needles, she paints them on, all while insisting they're real.
Needless to say that every time water is involved, she freaks out and runs to apply wax, to avoid them getting erased and therefore being exposed before her peers.
Henna? Camo Compact?
@@dubuyajay9964 Her own formula, only her knows what's in it...
@@cynzix I just hope you know that Henna sometimes causes permanent stains on skin. So, maybe you'll luck out in an odd sense?
@@dubuyajay9964 Well, only time will tell 😉
@@cynzix I would suggest giving this info to your GM nonetheless. K?
I'm currently playing a dragonborn eldritch knight who narrates everything he does in the third person. Oh, and he also forgets to summon his weapons and just punches things (He has tavern brawler).
im reminded of the bartender/owner from boondock saints for w/e reason, yelling out his 2 specific curses every so often
i recently started playing a changeling. its a whole lot o fun playing around with changing apperances for moods, and reactions and everything. being able to change form for every occation is one of the most fun quirks ever
I cut ears of my enemies and make a collar with them. I also tend to throw my axe instead of running and hiting. I often lost it during fights because of this.
Last week, we found two stones that can be used to upgrade a weapon making it "magnetic" (able to repulse/attract each others). ... When we found it the GM gave me a wink
my gnome wizard with a charisma of 8 always starts every conversation with "Hey, buddy!" no matter who he is talking to
I have a Dragonborn Palidan, and she calls out her attacks. Like an uppercut with the mace is "BAHAMAT'S FLIGHT!" and when she strikes from above "BAHAMAT'S WRATH!". Things like that
Another great video. Ill defiantly reference this with my characters.
First time creating a character in D&D 5th edition making a character I've always wanted to try. An actual adventurer as opposed to a murderer. A dungeon delving professional hunting knowledge and relics. The bigger the challenge the better. Money is only important to get enough perceived gear for the job. There really isn't a single class that focuses on this aspect as all classes are combat wombats. The closest class I could imagine is the rogue for the amount of skills they have access to at beginning. As we were starting with level 2 characters, I thought my character would know a few cantrip spells that would assist in dungeon delving. Wizard is too much of bookworm, sorcerer isn't appealing due to how they manifest their spells but a Bard! Oh yes, that sounds like a pretty neat concept. Adventures can be a little dreary and singing could be just the thing he would do, humming or softly singing to himself while at work. It gave him a great range of low level spells too: light, prestidigitation, identify all which are amazing dungeon delving abilities to have and finally sleep, the only "attack" spell. Later I've already looked at the other kinds of things I will need to round out my character. Ranger would be the next class to obtain because knowing the outside world may be just as important as architectures and caverns which will allow me to eventually get a pet - a mongoose or ferret. Portable, teachable and applicable to many situations (comic relief especially).
Combat? Well for once I'm not building a character around that aspect. I feel I've had enough of my share of combat heavy games and while they were fun here and there I want to play a character that is a little more grounded in a non-combat profession. More than anything I like having characters that aren't cliche but do have personality.
I build my characters as I create them looking through the options available to me to spark ideas. The minor details generally get filled in as I play, learning the character as much as creating them at the same time. My view is players are never their characters but do have control over most of their being. While you could have an encyclopedia size backstory, it is more important that a character grows in personality as the story goes. No personality and you may as well be playing one of the many hack and slash video games that are out there. I mean, I certainly don't need to be with other people to enjoy mindless repetitive motions.
Quirks certainly do make characters more interesting and memorable.
Not etsactly a Quirk, but one of our old friends made a caracter once, a Cleric. He used a warhammer and had the Run feat, so his actions were always one of these, run or warhammer. Kind of refreshing to have action oriented moves / "Quirks" :)
My first character was an Aarakokra that was terrified or being touched (specifically hands), or directly touching others. As things turned out, he ended up as the only healer with cure wounds - a touch spell. It turned into an interesting development of getting close enough with the group to get over his fear and save dying party members, but still a bit of fun when the GM purposefully had a friendly NPC clap him on the back and scare a thunder wave out of him
The second was animated armor that gained sentience and basically imprinted on the first few people he met, forming the party. He knew very little about actual civilization, and was extremely gullible with social things. The rest of the group had a lot of fun getting him in trouble.
Both turned out to be a lot of fun.
Playing Baldur’s Gate with some friends as a LAN party sort of thing, I had a paladin that had an Int of 3. Every time I saw a squirrel in the game, I shouted, “SQUIRREL’S BANE!” And charged at the squirrel to kill it.
I’m pretty sure everyone remembers it. ;) It was just so silly.
I don't use it often, unfortunately. Thanks for giving me advice to do it more.
In our party, there is a fighter who comes from the temple of St-Cuthbert (in Greyhawk). He's often misquoting the sacred teachings of his god. It's always hilarious, but it's still fully in character and shows his full reverence for his god even if he has not a good memory.
I had a character who developed her own quirks- She started out as a troll-kin Shadow monk assasin type, a real nihilistic fuck- then after numerous rough-and-tumble adventures she had a real soul-jerking one involving trials in the temple of a God. Well, we just so happened to level up after that one, so she became a monk-cleric who had sworn her meaningless life to the tempest God Vehemon. She then had a few other religious experiences involving being drugged and tripping balls, and I really think a few screws got knocked loose. After that, any time our Dm made it rain she would strip off all of her clothes and go stand naked in the storm, to get closer to her God.
What a great character. She sort of got away from me, took on a life of her own.
I had a character with two quirks, and both actually weirdly worked out well together!
This character was from a desert city where the religion was around the Goddess of the Sun. My character was a wannabe priest for this Goddess, and because of the desert and his status he had to wear thick clothing to protect himself from the sun and sand. The result of this was that his mouth was also covered, so every time he spoke he ended up sounding like Kenny from South Park.
And on his travels he HAD to stop for a moment every evening as the sun set to pray to his Goddess, and would get very upset when his party would insist on not stopping for it. But because the poor fellow had his mouth covered, his cries of protest ended up being completely muffled. That soon became a little ritual we had going on.
"One does not simply" WHAT?
I'm not alone.
Have a bagel.
Eat just one chip.
Question why grandma smells like that.
Walk into Mordor.
Do THAT sort of thing.
Do the Macarena.
Walk and chew bubblegum.
find out the answer to your question
I had a character who was a dragon born bard named 16 (being the 16th child and running out of names)
But he loved sausages and selling them and just thought they where great and could solve all problems
Ended up with grease oil from cooking them was just like holy water and started a small cult following in a few smaller villages
It’s a slight shame that he had the same voice as the old guy from family guy. And when your offering a slaver a sausages to sail in there boat it can lead to a broken GM because they are laughing so hard
My Halfling Ranger is very devout. Also loves tea. And cooking, and sewing.
My Half-"Elf" Oracle-Bard flips his hair a lot in a sort of "I don't care" or "I'm pretty, look at me" way. He also has a serious coffee addiction. We were in the middle of a Pathfinder Society scenario, in a functioning kitchen in a prison. My Oracle-Bard sort of zoomed in and made a pot of coffee for himself. Everyone else was like "FOOD! :D", he was "Feck off, my coffee".
My Human Cleric is often of the phrase "Sarenrae says no", when her party wants to do something suspicious. There's 2 good characters in her party (her and the party leader [Investigator]), and her archetype (Angelfire Apostle) mechanic is "if a non-good creature/person is affected by her channeling, they are dazzled for one round". So, she's extra goody two-shoes, even by her character mechanics, and tries to get her party to do good. Oh, she's also Healing domain primarily, so always trying to stop the party drinking. "Do you know what it's doing to your liver..." type stuff.
There's a monk in my party that literally tries to punch everything. Sometimes they actually end up being monsters.
One of my characters often said “I have a mouse!” because he convinced a field mouse to join his pirate crew he was putting together. It turned into a running gag joke, especially after dinner at another party members characters fathers home. (Geez that was a lot) There was a funny conversation where the rouge of the party randomly said “He skinned a man,” as he pointed to the Knight (the son of the dinner host). I won’t give backstory unless anyone wants it, but it turned into a somewhat heated argument and I went to the bathroom as it was happening. When I returned, I had my character say in the middle of the whole thing “I have a mouse!”
Everyone laughed a lot at the silly randomness of the whole thing. It was great XD
I didn’t think about it this way before, but my past two characters have had quirks. My paladin would often say “By Ragathiel’s burning feathers!” when something weird or shocking happened. My current barbarian takes little ‘trophies’ after a battle that might be totally worthless and writes his name on them in the hopes that when he dies they’ll be put in a museum or something and his great deeds will be immortalised, even if he’s dead. It also extends to party loot; if he’s taken his trophy he’ll offer the ‘good’ loot to other characters first because in his mind he’s already taken his.