Post by aribjorn on Nov 1, 2012 19:47:50 GMT -5
Dwarven Quirks
(I’ve revised this post – and pruned the comments – to reflect recent changes to the Core Rules.)
One frequent concern that players express with minimalist games is that they cannot ‘customize’ characters to the same extent as more detailed rulesets.
To this, there is the typical old-school response of “Phooey; you roleplay your character to ‘customize’ them!”.
However, it is always nice to have some minor rule tweaks that allow folks to differentiate their PCs. This is even more important in Dwarven Glory, since all the characters are dwarves.
For this reason, I am introducing Quirks.
Quirks are aspects of a character’s personality, background, or physique that makes him better at some activities and worse at others. Each quirk provides some benefit, but carries a corresponding drawback. In addition to their game effects, quirks suggest personality characteristics that might lead to interesting roleplaying opportunities.
I intend to keep a listing of potential dwarven quirks updated in this post. Here are the current entries:
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Dwarven Quirks Table
1.Aggressive: +1 to Initiative / Opponents receive +1 to hit.
2.Double-Jointed: +1 to reflex saves / -1 to fortitude saves.
3.Drunk: +1 to fortitude saves / -1 to will saves.
4.Elf-Foe: +1 on attacks vs. elves / No bonus to hit goblins.
5.Furtive: +1 to Subterfuge checks / -1 to Lore checks.
6.Giant-Foe: +1 on attacks vs. trolls and giants / No bonus to hit goblins.
7.Jock: +1 to Athletics checks / -1 to Lore checks.
8.Marksman: +1 to hit with projectile weapons / -1 to hit in melee.
9.Musclebound: +1 to Athletics checks / -1 to Subterfuge checks.
10.Myopic: +1 to Lore checks / -1 to Subterfuge checks.
11.Nerd: +1 to Lore checks / -1 to Athletics checks.
12.Nisse-Blooded: Base speed increased by one ‘step’ * / -1 hp per HD.
13.Obstinate: +1 to will saves / -1 to reflex saves.
14.Reckless: +1 to melee damage / -1 to hit (melee & ranged).
15.Skinny: +1 to Subterfuge checks / -1 to Athletics checks.
16.Sober: +1 to will saves / -1 to fortitude saves.
17.Specialist: +2 to Secondary Skill checks / -1 to all other Lore checks.
18.Stout: +1 hp per HD / Base speed reduced by one ‘step’ *.
19.Referee’s Choice: Select one of the quirks listed above.
20.Player’s Choice: Select one of the quirks listed above.
* One step is equal to 2 AC points (e.g.; a stout dwarf with MV 7½”
would decrease to 6”); see the Expanded Armour Rules.
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Quirks are typically determined during PC creation, and there is a maximum of one quirk per character. If the referee allows it, players may add quirks to experienced characters. A player might be allowed to assign a quirk to his character after he has role-played the PC in a manner consistent with the quirk in question, or after a traumatic or life-changing experience.
(I’ve revised this post – and pruned the comments – to reflect recent changes to the Core Rules.)
One frequent concern that players express with minimalist games is that they cannot ‘customize’ characters to the same extent as more detailed rulesets.
To this, there is the typical old-school response of “Phooey; you roleplay your character to ‘customize’ them!”.
However, it is always nice to have some minor rule tweaks that allow folks to differentiate their PCs. This is even more important in Dwarven Glory, since all the characters are dwarves.
For this reason, I am introducing Quirks.
Quirks are aspects of a character’s personality, background, or physique that makes him better at some activities and worse at others. Each quirk provides some benefit, but carries a corresponding drawback. In addition to their game effects, quirks suggest personality characteristics that might lead to interesting roleplaying opportunities.
I intend to keep a listing of potential dwarven quirks updated in this post. Here are the current entries:
--------------------------------------------------------------------------------
Dwarven Quirks Table
1.Aggressive: +1 to Initiative / Opponents receive +1 to hit.
2.Double-Jointed: +1 to reflex saves / -1 to fortitude saves.
3.Drunk: +1 to fortitude saves / -1 to will saves.
4.Elf-Foe: +1 on attacks vs. elves / No bonus to hit goblins.
5.Furtive: +1 to Subterfuge checks / -1 to Lore checks.
6.Giant-Foe: +1 on attacks vs. trolls and giants / No bonus to hit goblins.
7.Jock: +1 to Athletics checks / -1 to Lore checks.
8.Marksman: +1 to hit with projectile weapons / -1 to hit in melee.
9.Musclebound: +1 to Athletics checks / -1 to Subterfuge checks.
10.Myopic: +1 to Lore checks / -1 to Subterfuge checks.
11.Nerd: +1 to Lore checks / -1 to Athletics checks.
12.Nisse-Blooded: Base speed increased by one ‘step’ * / -1 hp per HD.
13.Obstinate: +1 to will saves / -1 to reflex saves.
14.Reckless: +1 to melee damage / -1 to hit (melee & ranged).
15.Skinny: +1 to Subterfuge checks / -1 to Athletics checks.
16.Sober: +1 to will saves / -1 to fortitude saves.
17.Specialist: +2 to Secondary Skill checks / -1 to all other Lore checks.
18.Stout: +1 hp per HD / Base speed reduced by one ‘step’ *.
19.Referee’s Choice: Select one of the quirks listed above.
20.Player’s Choice: Select one of the quirks listed above.
* One step is equal to 2 AC points (e.g.; a stout dwarf with MV 7½”
would decrease to 6”); see the Expanded Armour Rules.
--------------------------------------------------------------------------------
Quirks are typically determined during PC creation, and there is a maximum of one quirk per character. If the referee allows it, players may add quirks to experienced characters. A player might be allowed to assign a quirk to his character after he has role-played the PC in a manner consistent with the quirk in question, or after a traumatic or life-changing experience.