Let’s do some interesting character development.

Table 1: 1d12 Unusual Physical Character Traits (Positive.)

  1. Double Jointed: Grants a +1 to any escape artist checks or other contortionist maneuvers.
  2. Subtly Powerful Pheromones: Olfactory exposure to your character tends to draw people to them. +1 to checks on Persuasion and similar checks when interacting with this character BUT there is a 1 in 10 chance it may have the opposite effect on some characters/creatures. Has no effect on creatures without olfactory senses.
  3. Strong Bladder: Character can hold their beverages longer than most.
  4. Cleans Up Nice: No matter how dirty your character gets, they still manage to look appealing with minimal effort.
  5. Alluring Voice: Your tone and pace of speech tend to naturally draw some characters into what you’re saying. It doesn’t work on everyone and may have the opposite effect on others. (No significant statistical effect unless the GM decides it’s appropriate.)
  6. Strong Bones: Your character takes one fewer dice of falling damage than other characters due to a resilient bone structure and possibly rubbery skin structure.
  7. Innate Cool: Stress doesn’t necessarily effect your character the same way it does others. Panic does not always set in when others are freaking out. Advantage or +1 vs psychological effects at the GM’s discretion.
  8. Strong Stomach: Advantage or +1 vs effects that would make other characters or creatures barf. Seeing others barf rarely affects you, and you may actually still be hungry immediately afterwards.
  9. Thick Skinned: (Note: Does NOT provide armor benefits.) Your characters blood vessels are farther from the surface of the skin that most others. Slowly affected by extreme temperature changes. Advantage or +1 bonus in some survival situations.
  10. Part Camel: Your character is capable of going longer without water than most. Advantage or +1 in survival situation where Thirst is a concern.
  11. Sleep Anywhere: Your character can nap or even sleep in almost any position, any weather conditions, any circumstances they desire if they can do so naturally. They can be awakened any time as usual. They just don’t require a comfy bed, complete silence, a roof above, or a fluffy pillow.
  12. Animal Magnetism: Small animals will sometimes come and observe your character and may even prove friendly. Cats and dogs always come sit at your character’s feet or in their lap first. Birds are prone to landing near the character at times as well. Critters just like your character better for some reason.

1d12 Weird Character Traits (Negative.*)

*The GM may wish to give the character some minor benefit in exchange for taking ONE of these.

  1. Hay Fever: If it grows, it probably makes your character sneeze, itch or cough.
  2. Thin Skinned: Sensitive to temperature changes.
  3. Scent of Doom: Animals tend to become uncomfortable around you. They don’t attack or run away, but they do tend to walk the other way when they see you coming.
  4. A Little Sickly Looking: Your character can be a picture of perfect health, and someone will still ask if they’re feeling okay.
  5. Danger Prone Daphne: If something negative is about to happen, your character will probably be the one to accidentally find and/or trigger it first. (GMs can choose this character instead of seeing randomly who gets hit by something or sets something off.)
  6. Weak Stomach: Your character’s Constitution might be amazing, but they are sensitive to several things that make them throw up, including the sight of someone else barfing, really bad smells, and being put under a lot of sudden stress.
  7. Resting Witch Face. For whatever reason, people seem to think you’re angry or irritated with them even when you’re truly not.
  8. Very Sweet: Character is naturally attractive to biting or stinging insects such as mosquitos or bees. The insects may not bite or sting every time but tend to land on the character frequently.
  9. Weirdness Magnet: Completely bizarre things happen to the character on a seemingly consistent yet random basis. If something strange is going to happen to the group, it will find this character first. (Note: these things tend to be somewhat funny and not damaging to the character.)
  10. Insomniac: Your character has trouble sleeping if anything is even slightly amiss. The character has probably found any number of home remedies that may or may not work.
  11. I. P. Frequently: The character has to go tinkle more often than most. Still has great bladder control, just needs to exercise it more times throughout the average day.
  12. You Look Familiar: Whenever in a social situation, the character is often mistaken for someone else.  “Do you work here?” or it might be “You look like Joe and Sarah’s kid.” Or “You remind me of my grandmama’s cousin’s brother’s friend Irv.” Sometimes it’s just, “You look familiar. Have we met before?”

Please note for whatever reason, that last one happens to me a lot.

The GM may wish to limit how often these negative effects are used and when they might come into play. Also, they aren’t intended to be taken to the extreme, either. For example, Very Sweet doesn’t attract every angry nest of hornets for a hundred miles, but there might be one nearby that takes an interest in the character. If a Very Sweet character falls asleep outdoors with no cover, they might awaken to several mosquito bites, however. Ex: an IP Frequently character might want to use the bathroom before trying to sneak into a heavily guarded castle or else need to use the nearest chamber pot.

Bonus Table: The Ultimate Weirdness Magnet.

For whatever reason, the character attracts more bizarre, freakish things than normal. Once per day the character has a 1 in 12 chance of being hit with an effect from the table below. Roll 1d12 to see what happens:

  1. A black bird such as a crow or a raven comes from seemingly out of nowhere and follows the character around for 1d12 x 1d12 minutes cawing flapping around them.
  2. The character finds a handwritten note in their belongings or on their person from someone they’ve never heard of, addressed to someone they’ve never heard of. It’s usually something mundane if read, but sometimes contains spicy drama, courtly intrigue, or juicy gossip about people the character has never met.
  3. Soft flute or violin music follow the character around wherever they go for 1d6 x 10 minutes.
  4. A small cartoonish rain cloud appears over the character’s head that mimics their mood for 1d12 x 10 minutes. Ex: Angry = tiny thunderstorm. Happy = cloud parts and a little tiny sun shines on them. Sad = pouring rain.
  5. Any nearby animals will make noise as if startled in the characters presence for the next 1d12 minutes.
  6. A portal opens under the character, which they will likely be pulled into  only to re-emerge from one directly above the same position a minute later with their clothing backward or reversed and no idea what happened or where they went. (The character may have experienced this effect for a long time, so it might not be too shocking to them. Note the portal leaves everyone else around alone.)
  7. The character’s pants pocket or coin purse bulges as several of their coins disappear and then the correct change reappears. Some of the coins are minted in a realm no one has ever seen or heard of.
  8. A random piece of the character’s carried equipment disappears and reappears in the possession of another nearby character or creature.
  9. Isolated Mandela Effect strikes the character. Suddenly the name of some renowned character has changed, the Inn on the corner that was always owned by someone familiar to the character is now the stables. Everyone else around the character will be 100% convinced nothing has changed and that your character is simply mistaken.
  10. A friend that no one else can see begins following the character around and having conversations with them. Friend disappears after 1d6x10 minutes as if they never existed.
  11. A vanilla custard pie with extra whipped cream falls out of the sky onto the character. The character may attempt to dodge accordingly.
  12. A package arrives for the character. It almost always contains the most odd, random, most often useless piece of equipment imaginable. Sometimes the item is extremely disgusting or weird, but never harmful.