Quirks are traits of personality and circumstance that help make characters stand out from each other. Not two characters are likely to share the exact same combination and interpretation of their strengths and flaws. Quirks are optional; a character does not have to roll a set if the player doesn’t want to—but they help add depth and uniqueness to what otherwise may feel like a sheet of stats with no face.
This generator currently contains the 100 entries of the Basic Rules plus 7 more.
Give me four!
Common Sense. The character thinks before acting. Where others leap into action she pauses a few seconds to consider the outcome. This probably regularly saves her tail.
Minority. The character belongs to a religious, ethnic, or political minority. This will mean different things in different societies but tends to complicate things.
Patron. The character’s patron may be an insider in an organisation, a wealthy relative, a powerful politician, anything. This patron may aid her every now and then with a spot of ready cash, information, or other handy resources. The patron probably expects services in return, though.
Lost Cause. Everybody has one and this character loves to talk about theirs. Whether it's a case of them turning up fifty years late for the (failed) revolution, protesting progress and scientific discovery, or outright subscribing to conspiracy theories, they have one pet cause that they talk about entirely much.
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