Ill-Advised Hobby
QuirkPower-Ups 6: Quirks · p.28
Open source p.28-1 point
A hobby that could endanger or inconvenience you without
being a full-on Addiction or Secret is a quirk. While there’s no
specific game effect, the GM can use it to cause physical or
social trouble for you whenever it fits the story (or on a roll of
6 or less on in a given play session, if it hasn’t mattered for
a while). You’re welcome to buy off or replace the quirk after
each incident . . . but some people never learn!
Examples: “Breeds tigers” (your pets could attack you or
someone else, escape, lead to costly permits, etc.), “Eats
fugu” (a poisonous fish that’s usually prepared to be safe),
“Likes kinky porn” (all fun and games until an enemy black-
mails you), and “Reanimates corpses for fun” (leaves you
tired from casting Zombie spells, and walking dead aren’t
exactly popular).
Even normal hobbies sometimes count as “ill-advised” for
adventurers. Below is one of the classics.
Record-Keeper
Many people keep a journal, photo album, or other
record of events in their life. This is unwise if you
engage in crime, black ops, undercover investigations,
or similar – what if someone were to steal, copy, or
just get a good look at your memoires? If you have a
quirk like “Keeps a journal” or “Photographs his
work,” the GM has leave to introduce events that
make this a problem for you once in a while. Docu-
mentation secret or secure enough that this could
never happen isn’t worth a point!