Idiosyncrasy descriptions

Absentminded – An absentminded character has an uncanny knack for misplacing items of all sorts. He tends to leave personal belonging sitting on store counters and often puts items in odd locations (for example, putting a quill in his cupboard).
In game terms the character must roll an Intelligence check each time he wants to find an item in his backpack (or anywhere the item might be stowed), if he fails the check the item has been temporarily misplaced (95%) or permanently lost (5%). In either case it will take the character 1d8 turns to determine what happened to the item.
Typically people who are absentminded are fairly intelligent, so the character gains a +1 bonus to Intelligence.
This idiosyncrasy has no effect on spell casting.
Addiction – The character who has an addiction is either mentally or physically addicted to a substance such as alcohol, drugs or tobacco. He must spend 1d6 gp a day to support his addiction. Substances that cause an intoxicating effect should cause the ability scores of the character to be modified, as specified on page 82 of the first edition Dungeon Masters Guide, for 1d4 hours (minimum) each day.
If the character is prevented from obtaining the substance that he is addicted to, he must make a saving throw vs. poison each day at a -1 cumulative chance or fight at a penalty of -4 to hit and damage and -4 to AC. During this period of withdrawal, the character suffers a -4 penalty to Charisma reaction modifiers to reflect his irritability.
If the character refrains from using the substance that he is addicted to for a number of days equal to twice his Constitution/Health + 1d6 he will have conquered his addiction. If the character should ever use even the smallest amount of the addictive substance in the future, he will again become addicted.
Albino – Albinos have pale milky white skin, pink eyes and light colored hair. This effect is caused by the lack of body pigmentation. They stand out in a crowd and can always be easily identified.
Direct sunlight causes 1d2 points of damage to the albino every hour (sufficient covering will cancel this effect). Albinos have a 10% chance of having ultravision.
Allergy – Many people are allergic to many things, but usually an allergy has no real effect except to cause minor discomfort. The character with this idiosyncrasy has a severe allergy to one or more things in his environment. Typical allergies include: insect bites, dust, pollen, fur, specific foods, etc.
The character will have 1d4 severe allergies. In game terms, when ever he comes in contact with the substance he is allergic to he must make a saving throw vs. poison each round, with a -1 cumulative penalty to his saving throw for each round he remains in contact with the substance. If the saving throw is failed he will experience a severe allergic reaction and will be affected as if he had suffered a “useless hit” (i.e., he will be unable to take any action except defense until the substance he is allergic to is removed or passes from his body in 1d8 hours).
If he rolls an unmodified one for his saving throw, he has experienced a traumatic and possibly fatal reaction. If he fails a system shock survival roll, he will die in 1d3 hours unless a neutralize poison or heal spell is administered. In any case, a character who experiences a traumatic allergic reaction will fall unconscious, unable to take any action, for 1d8 hours.
The player or the DM can pick the substance(s) the character is allergic to. They do not necessarily have to be common substances.
Bigot/racist – The character with this idiosyncrasy despises all who are different from him. Members of other races, religions, nationalities, social classes and character classes can all be included in this hatred.
This character experiences a -3 reaction modifier when interacting with those who are not of his background. When interacting with other bigots/racists of his own background, however, he receives a +3 reaction modifier.
This character has no inhibition against physically harming or even killing those who do not fit into his own scheme of rank and superiority, as long as he thinks he can do so with impunity.
The player may decided the degree to which his character is a bigot. Human characters with this idiosyncrasy make good League of Human Supremacy members.
Braggart – The braggart maintains an inflated sense of self-worth. He constantly finds time to extol his own virtues, and in general believes himself to be an exceptionally fine example of his class, race and sex.
This inflated sense of self-worth gives the character the advantage of a +1 bonus to Ego, but this advantage may be outweighed by the negative affect his boastings have on others, resulting in a -2 reaction modifier when dealing with others.
Cleaning – The character with the idiosyncrasy doesn't just believe that “cleanliness is next to godliness,” he believes that “cleanliness is the meaning of life.” This character constantly bathes and tidies himself. His pack is always organized and he never looses anything. Characters of other than Lawful alignment react to this character as if his Charisma was one less than normal. This penalty does not apply to Lawful characters. This character will always be Lawful.
In combat this character suffers a -1 penalty to AC (he's too worried about soiling his clothes with messy blood). To his advantage, it never takes this character more than a single round to recover an item from a backpack or belt pouch, as long as he packed it himself. Characters with this idiosyncrasy halve their chance to contract a natural (non-magical) disease.
Clown – The clown manages to make a joke out of almost any situation. He constantly “cuts-up” and will try almost any shenanigan to garner attention from others. In game terms, this character receives a -1 penalty to Ego (he tries to gain attention through humor to compensate for low self-esteem), but gains a +1 bonus to Charisma (his attempts to gain attention from others usually work in a positive way).
Color blindness – The character who is color blind see only in black and white. He cannot distinguish other colors. This handicap can present problems when the character is trying to distinguish between gems, different colored potions, etc., (the DM will determine applicable penalties). But, this character finds it easier to find concealed or camouflaged objects and people hiding in shadows, receiving a bonus of +2 (-10% to thief's hide in shadows roll). He also has an enhanced ability to locate secret doors, finding them with a 5 in 20 base chance.
Control – The character with this idiosyncrasy attempts to maintain control over all things that affect his life. He will insist on grooming his own horse, preparing his own food, and making his own decisions when ever possible. The character tries to maintain control because something in his past made him feel out of control and on a subconscious level he refuses to let this happen again.
This character tends to run himself ragged trying to keep up with all the things that need to be done, so his Constitution is penalized by -1. On the other hand, his sense of control allows the character to receive a +1 bonus on all saving throws vs. charm magic and psionic disciplines that affect the mind.
Deformity – The character with this idiosyncrasy was born with a physical deformity. The player may choose his character's deformity with the DM's approval. The deformity may be something as simple as a hair lip or as dramatic as having two pupils. In any case the characters Charisma will be penalized by zero to 5 (DM's discretion).
Dreg – The dreg has decided to forgo the normally accepted ways of society to live as a street urchin. He generally wears ragged clothing and seldom if ever bathes. He is allowed to keep wealth, but it will usually be hidden, and in any case, has little meaning to this character. He would rather eat out of a garbage can than at the finest inn in Fälgorna.
This character receives a -4 reaction modifier when dealing with anyone other than other dregs. He has the advantage of being virtually invisible to normal people (they ignore him) and often overhears or sees things, that are not supposed to be seen or heard.
Driven – The character who is driven has a specific goal that he constantly strives to obtain. He will stop at nothing and let no one get in the way of the achievement of this goal.
Due to his ability to manipulate others into helping him achieve his goal, he is able to recruit 1d4 additional henchmen. If for some reason his goal becomes completely unobtainable, the character must make a saving throw vs. spells or commit suicide. Once his goal is obtained he may pick a new goal or simply choose to disregard this idiosyncrasy.
Dwarf – The character with this idiosyncrasy is 27-65% (2d20 +25) shorter than normal. Dwarves (not the same as the dwarf race) receive their choice of a +1 bonus to Strength or Constitution.
Epileptic – The character with this idiosyncrasy suffers from epilepsy. Whenever the character encounters an extremely stressful situation or takes a hit to the head, he must make a saving throw vs. paralyzation or be affected as if by a muscle spasm spell. This character never receives a saving throw against the muscle spasm spell.
This character receives a +1 bonus to Constitution.
Extrovert – The extrovert enjoys talking with other people. He is very friendly and can always find a common interest with just about anyone he meets.
This character gains a +1 bonus to Charisma.
Fetish – The fetichistic character compulsively uses some inanimate object (a shoe, lock of hair, undergarment, etc.) to achieve sexual excitement and gratification. This character will always carry an example of the object with him, and will fight (+1 to hit) to retain the item if any person or creature attempts to take it from him.
Giant – The character who is a giant is 27-45% (1d20 +25) taller than normal. He gains a +1 bonus to Strength and a +1 hit point per die bonus to his hit points. The giant has a shorter life span than others of his race, living only half as long, and all items the giant purchases costs 1.5 times as much as normal.
Glutton – The glutton has a problem with indulging excessively. Most often this weakness for overindulgence concerns food, but other possibilities include: a particular hobby, athletics, sex, etc.
A glutton must make a saving throw vs. death magic each time he encounters the object of his indulgence in order to refrain from indulging in it. Other disadvantages related to this idiosyncrasy should be devised by the DM on a case by case basis.
Gossip – The gossip finds satisfaction in spreading rumors and poking his nose into other people's business. On the positive side, this can be a very handy trait to have if your looking for ideas for adventuring. On the negative side the character has a 1% cumulative chance per week he stays in one local to angry someone who responds by challenging him to a dual. If the character wishes to gather information through the grape vine, he does so at a percentage chance equal to his Charisma/Appearance time four plus 2d12%. The information gathered in this manner won't always be accurate.
Hiccupping – The character with this idiosyncrasy has a serious hiccupping problem. This problem usually manifests itself during stressful situations. Whenever the DM determines that a situation is stressful (combat, meeting the king, a rendezvous with a beautiful princess) the character must make a saving throw vs. poison or begin to hiccup for 2d6 rounds. While hiccupping the character surprises opponents with a -2 penalty and fights at -1 to hit, -1 AC, and -1 initiative.
Honesty – The character with this idiosyncrasy will never willingly lie or deceive, nor will he every willingly break a law. This character is always of Lawful Good or Lawful Neutral alignment.
If the character feels that a law is unjust or needs to be broken for some greater cause, he must make a saving throw vs. death magic to force himself to do so. He may chose to turn himself in for his “crime” at a later date or attempt to pay for his crime in some other appropriate way.
The character's word is his bond. He always keeps his word, no matter the consequences. Characters with this idiosyncrasy who lie will be penalized for poor roleplaying.
To the character's advantage, he has an a percentage chance equal to his Intelligence plus his level to detect when others are being dishonest. In an area where he is known he receives a +1 reaction modifier bonus a +3 bonus when his honesty is in question.
Impulsive – The impulsive character seldom has the patience to wait around to find out what an opponent is going to do next. He wants to take action now and ask questions later. This character is almost always Chaotic in alignment, usually Chaotic Neutral.
Despite the obvious disadvantages of this trait, it does give the character the advantage of a +1 bonus to initiative.
Insomniac – The insomniac has a great deal of difficulty getting a good night's sleep. He constantly volunteers for guard duty and can be found awake at the campfire during the wee hours of the morning.
His lack of sleep usually makes him cranky and irritable, modifying his Charisma reaction rolls by a penalty of -1, but he has a special resistance to sleep spells and other attacks that cause a victim to sleep, resulting in a +4 bonus to his saving throw vs. these forms of attack.
Introvert – The introvert is a loner, he likes his solitude and talks to other people as little as possible. He is shy and quiet.
This character is penalized by -1 to his Charisma and receives a +1 bonus to his Wisdom (he has more time to contemplate life in his solitude).
Irreverent – The irreverent character believes in the deities, but questions their authority to rule. He resents divine intervention and the representatives of deities (i.e., priests). Most of all he questions the supposed powers of the deities and attributes priestly spell casting ability to the priest's own inner power.
The irreverent's vocal opposition to the gods can cause him some problems, especially in pious communities. Priests and other characters strongly associated with a particular deity (i.e., paladins, temple guards, etc.) react to the character with a -4 reaction modifier. Normal citizens of a community which exhibits above average piety will react to the character with a -1 to -4 reaction modifier.
Due to the character's strong belief in inner power, he has a +10% chance to have a wild psionic talent. A psionicist with this trait gains 10 bonus PSPs.
A priest, paladin, etc., who rolls this idiosyncrasy should roll again.
Jealousy – The character who is jealous has a problem with others who are better in some way than himself. He will always reject their ideas and attempt to discredit them. This idiosyncrasy may at the DM‘s option be directed toward one individual.
Know-it-all – The know-it-all believes that he has a greater understanding of almost every subject than anyone else around him. He constantly interrupts conversations to correct the “misconceptions” and “ignorances” of others. He will always pretend to know something about any subject he is questioned on, but the information he provides will not be completely correct, it will however, be based on factual information.
The know-it-all tends to irritate people unintentionally, reflected by a -1 penalty to Charisma, but he also truly has a greater knowledge of many subjects than others, as reflected by a +1 bonus to Intelligence.
Lazy – The character who is lazy has an extreme disinclination to work or exertion. He will try almost any excuse to gain an extra hour of sleep, and pay almost any price or try any trick to get out of doing work.
This character receives a +2 bonus to Charisma when trying to get someone to do work for him, but is penalized by -1 each to his Strength and Dexterity (reflecting his unconditioned and sluggish physical state).
Lecher – The lecher has an immoderate interest in sexual indulgence. He is prone to make lewd remarks to members of the opposite sex and often causes embarrassing situations for more conservative members of the party.
The lecher's Charisma is penalized by -1 when interacting with members of the opposite sex and receives a bonus of +1 when interacting with members of his own sex.
Mental disorder – This character has a special mental disorder determined by consulting the Types of Insanity table on page 83 of the first edition Dungeon Masters Guide. Other mental disorders may be assigned at the DM's whim.
Obese/skinny – The character with this idiosyncrasy is either incredibly fat or incredibly skinny (player's choice). A character who is obese weighs twice as much as normal and receives a bonus of +1 to his hit points per level. A character who is skinny weighs 25 percent less than normal and receives a +1 bonus to Dexterity. Both the obese and skinny character receive a -1 penalty to Charisma.
Optimist – The optimist always hopes for the best outcome, he looks on the bright side of things even when the world is apparently going against him. In general, he believes that Fälgorna is the best of all possible worlds and that good will ultimately overcome evil.
This character must be of Good alignment. Evil characters dislike him and react to him with -2 penalty. When this character leads troops, their morale is raised by one.
Overconfident – The character who is overconfident believes himself to be better equipped to handle almost any situation than he might really be. Similar to the impulsive character he will often leap into battle with superior foes without a second thought. Unlike the braggart, he does not necessarily boast about his perceived abilities.
The overconfident character receives a +1 bonus to Ego and gains a -1 initiative bonus against characters or monsters which are less powerful than himself (lower level or HD), but receives a +2 initiative penalty against characters or creatures more powerful than himself.
Pacifist – The pacifist is opposed to violence in all forms. He will only attack in self-defense and will only kill if absolutely necessary to save his own life. The pacifist is almost always of Good alignment. He gains a +1 bonus to Wisdom.
Pack rat – The character with this idiosyncrasy collects all types of worthless junk. He saves broken pieces of pottery, arrowheads, bits of string, keys, etc., anything else that he might find a use for. He's often heard saying things like: “Who knows when you might need an extra belt buckle.”
In game terms, this character has a 2% chance per character level of having any needed “junk” item (1 gp value or less) in his pack. He has an equal chance to have a piece of an item, like a breast plate or sword hilt, that can be used to repair a damaged item. It will take the character one phase per level to retrieve any item from his pack.
When a character with this idiosyncrasy builds a house or stronghold, his chance to have an item is doubled, but it takes him one round per level to retrieve it.
This character has a 20% chance to have the additional special ability of creature friend, dragon, even if he is a demihuman or humanoid.
Perfectionist – The perfectionist takes extra care to make sure things are done just right. To him there is a right way to do things and a wrong way to do things and nothing inbetween. He strives to become the most complete, lacking in no aspect, individual possible.
This character's great attention to detail gives him a +1 bonus to Observation. This character will always be Lawful.
Pessimist – This character always see events, situations, and creatures in the most negative way possible. He never views a glass as half full, to him it always appears half empty.
If this character leads troops they suffer a -1 penalty to morale. To his advantage, very few things surprise the pessimist, giving him a +1 bonus to surprise rolls.
Phobia – The character with a phobia has an unreasonable obsessive dread of a creature or related group of creatures, situation, object, etc. Some common phobias include: acrophobia (fear of heights), agoraphobia (fear of open spaces), claustrophobia (fear of enclosed spaces), scotophobia (fear of darkness), entomophobia (fear of insects), necrophobia (fear of death and dying), xenophobia (fear of strangers and the unknown), etc.,.
Under normal circumstances, a character with a phobia will never willingly expose himself to the object of his phobia. He may, however, attempt to overcome his fear by making a successful Sanity check. If the check is failed he cannot overcome the phobia in this situation. If he makes the check, he has overcome his fear and will fight at -2 to hit, and at a -2 penalty to AC. After facing his fear in such a way he is entitled to a Sanity check at one-quarter his normal sanity. If he makes the check he has permanently overcome his phobia.
When a character is exposed to the object of his phobia and cannot escape it he must make a Sanity check.
The DM and the player should decide the character's phobia by mutual agreement. There is a 10% chance that the character will have 1d4 phobias.
Physical handicap – This character suffers from a severe physical handicap. Examples include: blindness, deafness, missing limb, lameness, chronic disease, anosmia, muteness, etc.,. The character and the GM should mutually agree on the nature of the handicap. In all cases the character has in some way developed measures to at least partially offset the handicap. For example, a blind character would receive the bonus nonweapon skill of Blindfighting. He would also be immune to all gaze attacks.
Political activist – The political activist character is a revolutionary. He has a cause and fanatically does everything in his power to push that cause forward. He tends toward anti-establishment attitudes and is usually of chaotic alignment.
This character gains a bonus skill in Reading/Writing (Trade Tongue), and carries numerous bills, posters and pamphlets containing the slogans and literature of his cause.
The political activist gains a +2 bonus to his Charisma. He has an exceptional ability for rallying crowds to his cause, sometimes inciting riots, he gains a +5 bonus to Charisma when attempting to do this.
Some examples of causes a political activist might support are: animal rights, democracy, intellectual freedom, an anti-magic campaign, etc. A political activist may have more than one cause. The DM and the player should agree mutually upon the cause(s) the character supports.
Practical joker – A practical joker finds humor in playing tricks on other people and making them look foolish. He does things like sticking a “slay me” sign on a paladin's back, pouring honey into a party member's boots or changing signs on doors.
This character has a chance equal to his Dexterity/Aim times three of setting simple traps (increasable as a Physical 4 skill). He carries simple items for setting these traps. Note that this character can not find traps, only set them. This character's Charisma is penalized by one.
Procrastinator – The procrastinator always finds a reason to put something off until another day. This often results in an opportunity being lost. This character might take weeks to complete a simple chore like getting his armor serviced.
This character is penalized by a +1 modifier to initiative rolls. He does, however, receive a second saving throw to avoid traps (when applicable) to reflect the chance that he may have been hanging back, waiting, and therefor not there when the trap activated.
Servile – A servile character slavishly submits to the demands of others. He has low self esteem and generally regards himself as worthless.
This character suffers a -2 penalty to Ego and saves vs. charms at a -2 penalty. To his advantage, the character gains Servility as a bonus skill.
Slob – The slob has no concern for his personal hygiene or appearance. He seldom bathes and has no trouble sleeping in a filthy environment. He keeps his gear in equal disarray. It takes a slob an additional round to recover any item from his backpack.
The slob's Charisma is penalized by one point. He does, however, have twice the normal chance of finding valuables in junk piles, trash heaps, etc.,.
Stubborn – The stubborn character is unreasonably obstinate. He has his own opinions and sticks to them. It may be very difficult to convince this character that a course of action is a good one if he already has another idea fixed in his mind.
The obstinate nature of this character results in a +1 to saving throws vs. illusions (he finds them hard to believe). His Charisma is penalized by one.
Stuttering – The player with this idiosyncrasy has a problem with stuttering. Spellcasters who roll this idiosyncrasy should roll again.
This character doesn't make a very good leader because people find it hard to understand him, resulting in a -1 penalty to Charisma/Leadership. To counter this deficiency he has developed above average listening skills, +5% chance to hear noise.
Tightwad/miser – The tightwad/miser values money above all other things. He would rather hold on to a single copper coin than save his own life. He will risk life and limb to gain treasure even if the odds are vastly against him.
In game terms, the character must make a saving throw vs. death magic (at the DM's discretion) any time he views a treasure valued at over 10,000 gp or do everything in his power to obtain it.
The tightwad always attempts to get his equipment at a bargain price and he gains Haggling as a bonus skill.
Vandal – The vandal derives pleasure by destroying the property of others. He continuously breaks window and mirrors, defaces walls with graffiti and generally damages property.
This character gains the bonus nonweapon skill of Artistic Ability, graffiti.
Wastrel – The wastrel loves to spend money, often on wasteful enterprises. He loves to buy drinks for everyone in a bar. He wears the finest clothes money can buy and indulges in expensive diversions. This character needs to adventure more than any other, because after a month or two in a town he has usually wasted all his money.
In game terms, this character must spend at least half of his money on diversions which do not have any lasting value. He tends to make many contacts through his extravagant expenditures and has many friends until his money runs out.
Zealot – The zealot, much like the political activist, has a cause that he fanatically supports. In the zealot's case, this cause is that of a deity or cult (more often than not a cult).
The zealot gains a +2 bonus to Charisma and a +5 bonus when preaching about his religion. The zealot can attract 10 followers per level to his religion, twice that number if he is a priest.
Special – A special idiosyncrasy is any physical or mental idiosyncrasy that the DM is devious enough to devise. The character may or may not be aware of the nature and affects of this idiosyncrasy.
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