Quirks

Quirks are negative traits that characters acquire throughout their adventures. These are meant to be mild character flaws that allow the players to give more details to their character. The players are encouraged to think of effects their quirks might have that are not listed (for RP purposes, but don't overdo it).

Note that the effects of some quirks can be mitigated by party intervention (e.g. a high Persuasion roll can convince a player with Thalassophobia to board a ship, the effect is equivalent to the character succeeding on their save).

Acquisition
At level 5 and every 5 levels afterwards (e.g. 10,15,20) every character develops ONE new quirk. First the player randomly rolls 2 quirks from the list below (dice roller here) and chooses one of them for his/her character. If both are unacceptable then the player may choose any TWO quirks from the list but he/she has to adopt BOTH. If the player can think up a new quirk that is supported by the character's development/backstory the current DM can decide whether to allow that quirk to be used.