Quirks

Every player can take one quirk. A quirk indicates something about your character that is slightly out of the ordinary and distinguishes them. A quirk provides a mechanical benefit but also a mechanical penalty. Character quirks can be suggested to me and will be accepted on a case by case basis.

Centered Mind:
You can still your thoughts to an incredible level of calmness, but this leaves your reflexes dulled. You gain a +1 trait bonus to will saves, but a -1 penalty to reflex saves.

Rubbery:
You have an uncanny knack for avoiding things, which is good considering how fragile you are in other areas. You gain a +1 trait bonus to reflex saves, but a -1 penalty to fortitude saves.

Hale and Hearty:
Your body is better suited to handling physical strain, but not so much mental strain. You gain a +1 trait bonus to fortitude saves, but a -1 to will saves.

Statistical Advantage:
You are skilled in one general area, but weaker in another. You gain a +2 trait bonus on checks with one stat of your choice but a -2 penalty to checks in another stat of your choice. (This does not apply to skill rolls, just stat checks)

Lithe:
You have a slim figure. You can move quick and gracefully, but good luck finding clothes that fit correctly. You gain a +1 trait bonus to initiative, but your armor check penalty is increased by 1.

Honest:
People find it easy to trust you, considering you can’t lie for shit. You gain a +1 trait bonus to Diplomacy Checks, but a -1 penalty to Bluff checks.

Duplicitous:
You’re a born liar, and absolutely everybody knows it. You gain a +1 trait bonus to Bluff checks, but a -1 penalty to Diplomacy checks.

Ornery:
Threats and wheedling are the only way you know how to garner cooperation. You gain a +1 trait bonus to Intimidate checks, but take a -1 penalty to Diplomacy and Bluff checks.

Obsessive:
You are a master of one body of knowledge, but lacking in all others. You gain a +2 trait bonus to one knowledge skill, but a -1 penalty to all other knowledge skills.

Practical:
Hard work and perseverance has benefited you well, you would not be nearly as successful with your head stuck in some book. You gain a +1 trait bonus on all profession and craft skills in which you have ranks, but a -1 penalty to your knowledge checks.

Stout:
Your heavy frame helps deter blows (somehow), but your size gets in the way sometimes. You gain a +1 natural armor bonus but also 1 point of ACP.

Observant:
You are naturally attuned to the environment, but tend to tune out other people’s emotions as a result. You gain a +1 bonus to Perception but take a -1 to Sense Motive.

Empathetic:
You are naturally attuned to the emotions of others, but tend to overlook the things going on around you as a result. You gain a +1 bonus to Sense Motive but take a -1 to Perception.

Attention-Grabber:
You are at your best when in the spotlight, but quickly wither in the dark. You gain a +1 bonus to any one perform skill but take a -1 penalty to stealth.

Sneaky:
You’re at your best in the dark, but the light makes your skin crawl. You gain a 1 bonus to stealth, but take a -1 penalty to all perform checks and checks made to influence a large crowd. (50 people)

Brave:
You are courageous but emotional. You gain a +1 bonus on saves versus fear but take a -1 penalty on saves against emotion based effects.

Quirks

The World of Valden Saitken