Roll 3d6 for each Quirk



Quirk 1


3. Aerofloraphilia (love of flying and flowers) [-1]

4. Agricophilia (love of farming and farmers) [-1]

5. Always complains about his food [-1]

6. Anatidaephobia (fear of being watched by a duck) [-1]

7. Arachibutyrophobia (fear of peanut butter sticking to the roof of the mouth) [-1]

8. Arms covered in snake tattoos [-1]

9. Aulophobia (fear of flutes) [-1]

10. Aurophobia (fear of gold) [-1]

11. Bad Temper when drunk [-1]

12. Bibliophilia (love of books) [-1]

13. Brutally cynical and hardened to every sob story under the sun [-1]

14. Catoptrophobia (dislikes mirrors) [-1]

15. Coasterphobia (fear of roller coasters) [-1]

16. Covered in scars [-1]

17. Cynophilophilia (likes dogs) [-1]

18. Didactophilia (love of teaching) [-1]

Quirk 2

3. Dislikes being dirty [-1]

4. Dislikes food other than meat [-1]

5. Dislikes formality [-1]

6. Dislikes Jungles [-1]

7. Dislikes oceans [-1]

8. Dislikes quiet or serene situations [-1]

9. Dreamer [-1]

10. Equiphilia (love of horses) [-1]

11. Fondness for unconventional makeshift culinary choices [-1]

12. Francophobia (dislikes France, and French people) [-1]

13. Globophobia (fear of balloons) [-1]

14. Growls in his sleep [-1]

15. Hexakosioihexekontahexaphobia (fear of the number 666) [-1]

16. Hippopotomonstrosesquippedaliophobia (fear of long words) [-1]

17. Hylophobia (dislikes trees) [-1]

18. Humble [-1]

Quirk 3

3. Jokophilia (love of bad jokes) [-1]

4. Koumpounophobia (dislikes buttons) [-1]

5. Likes making primitive weapons and clothes [-1]

6. Likes old veterans [-1]

7. Likes to hum [-1]

8. Loner [-1]

9. Loves Choctaw and Cajun folklore [-1]

10. Mavrogatphobia (dislikes black cats) [-1]

11. Melophilia (love of singing) [-1]

12. Metrophobia (dislikes poetry) [-1]

13. Naturaphilia (love of swimming in natural environments) [-1]

14. Omphalophobia (dislikes belly buttons) [-1]

15. Oneirophobia (fear of dreams) [-1]

16. Ostraconophobia (fear of shellfish) [-1]

17. Papoutsiphobia (dislikes shoes) [-1]

18. Philocalist (finds the beauty in all things) [-1]

Quirk 4

3. Philocaly (love of beauty) [-1]

4. Philately (love of stamps) [-1]

5. Philogeant (love of travel) [-1]

6. Philogyny (love of women) [-1]

7. Philhellenism (love of Greek culture) [-1]

8. Philobotany (love of plants) [-1]

9. Philocuisine (love of cooking) [-1]

10. Philomancy (love of divination or fortune telling) [-1]

11. Philomusist (love of museums) [-1]

12. Philonoia (love of knowledge) [-1]

13. Philopatry (love of one's homeland) [-1]

14. Philotechnic (love of technology) [-1]

15. Philotheism (likes gods) [-1]

16. Philozoic (love of animals) [-1]

17. Philoxenia (love of strangers or hospitality) [-1]

18. Precision Planner [-1]

Quirk 5

3. Prefers working at night [-1]

4. Pteronophobia (fear of being tickled by feathers) [-1]

5. Pugilophilia (love of unarmed fighting) [-1]

6. Pupaphobia (fear of puppets) [-1]

7. Purrs at old women [-1]

8. Quiet Talker [-1]

9. Refers to his family as coon asses and injuns [-1]

10. Reluctant Debater [-1]

11. Scubaphilia (love of scuba diving) [-1]

12. Southern Hospitality (always says Ma'am, etc) [-1]

13. Spicyphilia (love of spicy food) [-1]

14. Stares into fires [-1]

15. Stealthy Walker [-1]

16. Takes double watches [-1]

17. Talks to animals [-1]

18. Technogastrocuriosity (curiosity about futuristic food) [-1]



Lots of silly Quirks just because everyone needs some ideas once in a while. 

I had a list of Skills to put 1 point in that go with each Quirk but that'd be too silly, right?



.






















.

Sort of thinking about John Carpenter's The Thing and every submarine movie, I dunno

Ice Cowboy

Arctic survivalist who watched to many Westerns as a kid.

Because who doesn't want to be a Flame Thrower carrying Musher?


Attributes: 160 points

ST  13 [30]

DX 12 [40]

IQ  12 [40]

HT 15 [50]


Secondary Characteristics: -52 points

Damage 1d/2d-1; BL 34 lbs.

HP 12 [-2]; Will 8 [-20]; Per 12 [0]; FP 10 [-15]

Basic Speed 6 [-15]; Basic Move 6 [0]


Languages: 0 points

English (Native) [0]


Advantages: 29 points

Animal Friend 1 (Sled Dogs only) [1], Ambidexterity [5], 

High Pain Threshold [10], Luck 1 (Active, Combat only) [5],

Night Vision 5 [5], Reduced Consumption 1 [2], 

Temperature Tolerance (Cold) 1 [1]


Perks: 2 points

Walking Armory [1], Quick Reload (Detachable Magazine) [1]


Disadvantages: -50 points

Extremely Hazardous Duty [-20], Sense of Duty (Team) [-5],

Weirdness Magnet [-15] and -10 points chosen from among 


Callous [-5], Code of Honor [-5 to -15], Curious [-5], 

Compulsive Carousing [-5],  Disturbing Voice [-10], Easy to Read [-10], 

Honesty [-10], Impulsiveness [-10], Incurious [-5], 

Intolerance (pick a country) [-5], Overconfidence [-5], 

Skinny [-5], and Truthfulness [-5].


Quirks: -5 points


Skills: 50 points

Guns (Pistol) (DX/E)+6 [20]-18

Swimming (HT/E) [1]-15

Knife (DX/E)+2 [4]-14

Skiing (HT/H)-2 [1]-13

Brawling, Fast-Draw (Pistol and Magazine), Leatherworking/TL0, 

Liquid Projector (Flamethrower), all (DX/E) [1]-12

Stealth (DX/A) [2]-12

Teaching (IQ/A) [2]-12

Animal Handling (Sled Dogs), Teamster (Sled Dogs), both (IQ/A) [1]-12

Armory/TL0 (Weapons), Electronics Operation (Comm),  

Electronics Repair (Comm), Hazardous Materials (Radioactive), 

Navigation (Land),  Soldier, Surgery (General (Trauma)), 

Traps/TL0, all (IQ/A)-1 [1]-11

Survival (Arctic) (Per/A)-1 [1]-11

Driving (Auto), NBC Suit, both (DX/A)-1 [1]-11

Mathematics (Applied), and Physician, all (IQ/H)-2 [1]-10


Techniques: 16 points

Dual Weapon Attack (Pistols) [5]-18

Targeted Attack (Pistol/Eye) (H) [6]-14

Dual Weapon Attack (Knives) [5]-14



______________________________________


 

Variants

I already spent all the points, but...

For the small price of one less Hit Point you can choose one 

of the following (or Roll 1d6) and be the star of the story. 

Maybe.



EOD

Explosives (EOD) (IQ/A) [2]-12


Helicopter Pilot

Navigation (Air), and Piloting (Helicopter), both (IQ/A)-1 [1]-11


Yachtsman

Boating (Sailboat) (DX/A)-1 [1]-11

Navigation (Sea) (IQ/A)-1 [1]-11


Spearfisherman

Speargun (Crossbow) (DX/E) [1]-12

SCUBA (IQ/A)-1 [1]-11


Repairman

Electrician, Mechanic (Diesel), both (IQ/A)-1 [1]-11


Miner

Explosives (Demolitions), and Prospecting, both (IQ/A)-1 [1]-11



Or pick two and have 10 Hit Points, lol


Ok, it's GURPS so the possibilities are just about infinite


Arctic Submariner

Former submariner stationed in the Arctic


Attributes: 210 points

ST  12 [20]

DX 13 [60]

IQ  14 [80]

HT 15 [50]

 

Secondary Characteristics: -85 points

Damage 1d-1/1d+2; BL 29 lbs.

HP 12 [0]; Will 8 [-30]; Per 14 [0]; FP 10 [-15]

Basic Speed 5 [-40]; Basic Move 5 [0]


Languages: 4 points

English (Native) [0]

Latin (Accented) [4]

 

Advantages: 19 points

High Pain Threshold [10], Night Vision 6 [6],

Reduced Consumption 1 [2], Temperature Tolerance (Cold) 1 [1]


Perks: 2 points

Quick Reload (Detachable Magazine) [1], Walking Armory [1]

 

Disadvantages: -50 points

Extremely Hazardous Duty [-20], Sense of Duty (Team) [-5],

Weirdness Magnet [-15] and -10 points chosen from among 

Callous [-5], Code of Honor [-5 to -15], Curious [-5], Compulsive Carousing [-5], 

Disturbing Voice [-10], Easy to Read [-10], Honesty [-10], Impulsiveness [-10], 

Incurious [-5], Intolerance (pick a country) [-5], Overconfidence [-5], 

Skinny [-5], and Truthfulness [-5].

 

Quirks: -5


Skills: 43 points

Guns (Rifle) (DX/E)+5 [16]-18

Swimming (HT/E) [1]-15

Submariner  (IQ/E) [1]-14

Brawling, Fast-Draw (Magazine), and Knife, all (DX/E) [1]-13

Electronics Operation (Scientific, and Sonar), 

Hazardous Materials (Radioactive), Interrogation, 

Leadership, Navigation (Sea), Soldier, Scuba, 

Surgery (General (Trauma)), Teaching, all (IQ/A)-1 [1]-13

Survival (Arctic) (Per/A)-1 [1]-13

Driving (Auto), NBC Suit, Stealth, Submarine (Large Sub), all (DX/A)-1 [1]-12

Expert Skill (Military Science), Intelligence Analysis, Mathematics (Applied), 

Physician, Ship Handling (Submarine), Strategy (Sea), Tactics, all (IQ/H)-2 [1]-12


Techniques: 7 points

Knee Strike (A) Brawling [1]-13

Targeted Attack (Rifle/Eye) (H) [6]-14



______________________________________


 

Pick One

This time I did not spent all the points.

Go ahead and pick one (or Roll 1d6)


 

The Geologist

Explosives (Demolitions), and Prospecting, both (IQ/A)-1 [1]-13

Enginner (Mining), Geology, and Metallurgy, all (IQ/H)-2 [1]-12

 

The Scientist

Chemistry, Naturalist, and Psychology, all (IQ/H)-2 [1]-12

Biology (IQ/VH)-1 [2]-12

 

The Engineer 

Electrician, Electronics Repair (Scientific), and 

Mechanic (Large Sub), all (IQ/A)-1 [1]-13

Engineer (Electrical, and Submarine) (IQ/H)-2 [1]-12

 

The Radio Guy

Electronics Operation (Comm and Sensors), 

Electronics Repair (Comm and Sensors), 

Meteorology, all (IQ/A)-1 [1]-13


The Doc

add 3 to Physician (IQ/H) [4]-14

swap E.O. (Sci) for Electronics Operation (Medical) (IQ/A)-1 [1]-13

add 1 to Surgery (General (Trauma)) (IQ/A) [2]-14

Diagnosis (IQ/H)-2 [1]-12

 

The Pyro (also the Nuclear Ordinance Disposal guy, lol)

Explosives (NOD) (IQ/A)+1 [4]-15

Liquid Projector (Flamethrower) (DX/E) [1]-13