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NPC Quirks & Mannerisms

A quirk without a reason is a tic; a quirk with a reason is a story the party can pull on. Each entry gives you the playable behavior up front and the why behind it — use the why when the players get curious, or save it as a hook.

How to use: Roll one per named NPC. Play the behavior in your first scene; reveal the reason only if the party digs. Two quirks on one NPC makes them a main character — use sparingly.

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