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.
150 point characters
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
Engineer (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