Quirks

Value
Five Quirks At 1 Point Per Quirk, For A Total Of 5 Points
Description
Originally used in the [GURPS game system, a Quirk is a little one-point Psychological Complication that is intended to add a touch of color to a character. Quirks are basically Psychological Complications that aren't worth "real points" because they have almost no long-term affect on the character. Always Wears a New York Yankees Baseball Cap When in His Civilian Identity or Always Says 'Great Googaly Moogaly' When Surprised or Troubled are good examples of this Complication.
The best thing about Quirks is that it doesn't have to be enforced that strictly. If the character ditches his Yankees baseball cap because he's going to a formal party in a tuxedo, that's just fine. Quirks are fun as long as you don't let them get too goofy, and they are a great way to pick up five Complication points that you might need to balance your character. Often, these are treated as a separate category, in which case they don't reduce the amount of Psychological Complications that a character may take.
Characters are limited to five points of Quirks, and are required to take exactly five points of Quirks if they take any at all.
Category:Complications
Category:Psychological Complications
Category:Psychological Complications Q - R
Category:Personality Traits
Category:Miscellaneous Personality Traits