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quirks [2024/06/10 21:48] – created gm_cameronquirks [2024/06/30 14:33] (current) gm_anna
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 ===== Quirks ===== ===== Quirks =====
  
-Quirks are what make your character mechanically unique. They represent specific interesting things about your character: aspects of their personality, items that they own, etc. Primarily they are gained at character creation; however, rewards and disadvantages that you gain during the course of play may also be represented by Quirks.+Quirks are what make your character mechanically unique. They represent specific interesting things about your character: aspects of their personality, items that they own, etc. Primarily they are gained at character creation; however, rewards and disadvantages that you gain during the course of play may also be represented by Quirks. While they may occasionally come into play in uptime (such as an NPC related to a quirk appearing in session), Quirks will mainly impact how your plans go in [[turnsheeting#major actions|turnsheets]].
  
 Quirks come at a variety of costs between -3 and +3, with some Quirks having multiple options for different levels of power or severity. Positive Quirks are advantageous to your character, and can be leveraged in actions to give you a benefit. Negative Quirks are disadvantages, and may crop up at inconvenient moments, or need actions put into them in order to keep them at bay. Quirks come at a variety of costs between -3 and +3, with some Quirks having multiple options for different levels of power or severity. Positive Quirks are advantageous to your character, and can be leveraged in actions to give you a benefit. Negative Quirks are disadvantages, and may crop up at inconvenient moments, or need actions put into them in order to keep them at bay.
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 Each Quirk can be taken a maximum of once per character, with the exception of those Quirks labelled (*), which may be taken multiple times if desired. Each Quirk can be taken a maximum of once per character, with the exception of those Quirks labelled (*), which may be taken multiple times if desired.
 +
 +Some Quirks need you to provide additional information on how they manifest or what they mean to you; please do so as part of your character creation submission.
  
 The Quirks are roughly grouped into sections based on their nature, but this does not represent a specific mechanical difference: The Quirks are roughly grouped into sections based on their nature, but this does not represent a specific mechanical difference:
-  * **Physical:** Things that materially impact you. This might be about how tough your body is, or what posessions you have access to.+  * **Physical:** Things that materially impact you. This might be about how tough your body is, or what possessions you have access to.
   * **Mental:** This is all about how you think about the world. It includes things like what you know, and how you think.   * **Mental:** This is all about how you think about the world. It includes things like what you know, and how you think.
-  * **Interpersonl:** Quikrs about anyone else in the game. These might refer to your villain, or someone else entirely. Note these can only be taken in relation to NPCs - you can have character links to other Player Characters but they will be seperate from quirks.+  * **Interpersonal:** Quirks about anyone else in the game. These might refer to your villain, or someone else entirely. Note these can only be taken in relation to NPCs - you can have character links to other Player Characters but they will be separate from quirks.
 ===== Physical ===== ===== Physical =====
 ==== Accident-prone (-2) ==== ==== Accident-prone (-2) ====
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 You have an ongoing affliction (physical or mental) which could hold you back, or affect you at inconvenient moments. Maybe you faint at the sight of blood, maybe you're clinically depressed, maybe you're a werewolf that can't control your transformations. Unfortunately, it's not something easy to get rid of, either - if it were, you probably would have done it already.  You have an ongoing affliction (physical or mental) which could hold you back, or affect you at inconvenient moments. Maybe you faint at the sight of blood, maybe you're clinically depressed, maybe you're a werewolf that can't control your transformations. Unfortunately, it's not something easy to get rid of, either - if it were, you probably would have done it already. 
 +
 +//Please ensure you detail the nature of your affliction.//
  
 //NB: [[Conduct and Themes|Please make sure to treat real-world disabilities respectfully]]. Don't forget that real people live with these conditions on a daily basis, and playing an affliction for a few hours does not give you insight into what that is like.// //NB: [[Conduct and Themes|Please make sure to treat real-world disabilities respectfully]]. Don't forget that real people live with these conditions on a daily basis, and playing an affliction for a few hours does not give you insight into what that is like.//
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 You are dependent on something in order to keep functioning. It could be medication, or a drug that you're addicted to. Perhaps you're a vampire spawn that needs to regularly drink your sire's blood. Whatever your dependency, without it, your comfort and quality of life will decrease substantially.  You are dependent on something in order to keep functioning. It could be medication, or a drug that you're addicted to. Perhaps you're a vampire spawn that needs to regularly drink your sire's blood. Whatever your dependency, without it, your comfort and quality of life will decrease substantially. 
 +
 +//Please ensure you detail what you are dependent on, and the consequences should you go without it.//
  
 ==== Mystery Object (+2) ==== ==== Mystery Object (+2) ====
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 Death doesn't stick for you. When you die, as long as some specific condition is met, you can come back from the dead. The condition can be anything sufficiently tropey - maybe you can return as long as nobody finds your body and confirms your death. Maybe you can return if your friends can retrieve your body and get it back to the mad scientist's lab. Maybe you have a phylactery, and will revive as long as the phylactery is intact. Maybe your friends can decant a clone of you with your memories, as long as you were able to wirelessly back up your memory at the moment of death.  Death doesn't stick for you. When you die, as long as some specific condition is met, you can come back from the dead. The condition can be anything sufficiently tropey - maybe you can return as long as nobody finds your body and confirms your death. Maybe you can return if your friends can retrieve your body and get it back to the mad scientist's lab. Maybe you have a phylactery, and will revive as long as the phylactery is intact. Maybe your friends can decant a clone of you with your memories, as long as you were able to wirelessly back up your memory at the moment of death. 
 +
 +//Please ensure you detail the condition required for you to cheat death. This should be something that can generally be assumed to happen, but that someone would be able to prevent if they learn of it.//
  
 **(+3)** The process is side effect free, you can revive as many times as you like with no consequences **(+3)** The process is side effect free, you can revive as many times as you like with no consequences
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 You aren't, strictly speaking, human. Maybe you're a talking animal. Maybe you're a robot. Maybe you're a talking animal PILOTING a robot! Maybe you're a tentacled monstrosity from the abyssal depths. Whatever the case, you look different from the norm, and may have some different capabilities. You aren't, strictly speaking, human. Maybe you're a talking animal. Maybe you're a robot. Maybe you're a talking animal PILOTING a robot! Maybe you're a tentacled monstrosity from the abyssal depths. Whatever the case, you look different from the norm, and may have some different capabilities.
 +
 +//Please ensure you detail the nature of your nature!//
  
 **(+2)** Simply put, you're //better// than human. You might be naturally stronger or faster, you might be able to climb walls like a lizard - your biology is in some way superior. **(+2)** Simply put, you're //better// than human. You might be naturally stronger or faster, you might be able to climb walls like a lizard - your biology is in some way superior.
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 ==== Powers (+1/+2)* ==== ==== Powers (+1/+2)* ====
  
-You have powers or abilities beyond the human norm. Perhaps you can fly, see through walls, or sing a song in no human tongue that rends the mind of all those who hear it. This is a catch-all Quirk; please be sure to specify what your powers do. +You have powers or abilities beyond the human norm. Perhaps you can fly, see through walls, or sing a song in no human tongue that rends the mind of all those who hear it. This is a catch-all Quirk; please be sure to specify what your powers do.
  
 **(+1)** A less useful or situational power e.g. the ability to breathe underwater. **(+1)** A less useful or situational power e.g. the ability to breathe underwater.
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 You have some kind of weakness. Presented with it, you will be at a significant disadvantage, or actively weakened. You have some kind of weakness. Presented with it, you will be at a significant disadvantage, or actively weakened.
 +
 +//Please ensure you detail the nature of your weakness.//
  
 **(-2)** Your weakness is hard to obtain, or difficult to exploit (e.g. a rare mineral, a complex series of strikes to pressure points, a killswitch located in a secret government bunker). **(-2)** Your weakness is hard to obtain, or difficult to exploit (e.g. a rare mineral, a complex series of strikes to pressure points, a killswitch located in a secret government bunker).
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 **(-3)** Your weakness is easy to obtain, or simple to exploit (e.g. silver, the off switch at the back of your neck, a command word). **(-3)** Your weakness is easy to obtain, or simple to exploit (e.g. silver, the off switch at the back of your neck, a command word).
  
 +==== 'Tis But A Scratch! (+2) ====
 +
 +//May not be taken with Oh Look, I've Been Impaled//
 +
 +You can shrug off wounds that would fell a lesser person. You're not sure why, but injuries just don't slow you down as much. You take a lickin' but keep on tickin', as they say. You can continue to function at full capacity even when having taken severe injuries.
  
 ==== Tool (+1/+2)* ==== ==== Tool (+1/+2)* ====
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 **(+2)** A more useful or powerful tool with broad applicability e.g. a cloud of construction nanobots. **(+2)** A more useful or powerful tool with broad applicability e.g. a cloud of construction nanobots.
- 
- 
- 
  
 ===== Mental ===== ===== Mental =====
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 There's something you're keeping to yourself - and for good reason. Perhaps at some point in the past, you stole something from your Villain. Perhaps you're an undercover hero or cop, trying to bring about your Villain's downfall. Your dark secret is a secret best kept to yourself; it could damage your standing considerably if it becomes public knowledge, and possibly result in further negative consequences as well.  There's something you're keeping to yourself - and for good reason. Perhaps at some point in the past, you stole something from your Villain. Perhaps you're an undercover hero or cop, trying to bring about your Villain's downfall. Your dark secret is a secret best kept to yourself; it could damage your standing considerably if it becomes public knowledge, and possibly result in further negative consequences as well. 
 +
 +//Please ensure you tell us what your dark secret is!//
  
 ==== Flair (+1/-2) ==== ==== Flair (+1/-2) ====
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 **(-2)** You get caught up in the flair, which can slow you down, or give people time to regroup and fight back. **(-2)** You get caught up in the flair, which can slow you down, or give people time to regroup and fight back.
 +
 +Note: You can take both (+1) and (-2) versions of this Quirk simultaneously. This represents a tendency to successfully impress bystanders with your grandstanding, but at the cost of getting distracted yourself.
  
 ==== Medical training (+2) ==== ==== Medical training (+2) ====
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 It fills you with dread. Sends chills down your spine. Makes you do stupid things, or just sends you running in the other direction. Your phobia should be something broad, not impossibly narrow (e.g. your character could be afraid of birds, but just having a phobia of robins may be a bit too specific). Do please check the [[Conduct and Themes]] to make sure your phobia is appropriate for the game. It fills you with dread. Sends chills down your spine. Makes you do stupid things, or just sends you running in the other direction. Your phobia should be something broad, not impossibly narrow (e.g. your character could be afraid of birds, but just having a phobia of robins may be a bit too specific). Do please check the [[Conduct and Themes]] to make sure your phobia is appropriate for the game.
  
 +//Please ensure you detail the nature of your phobia.//
  
 ==== The Code (-2) ==== ==== The Code (-2) ====
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 You follow a strict personal code. It may not have anything to do with following the law - it's much more personal than that. Maybe you have vowed to kill no one, or maybe you have vowed that during each scheme, at least one person must die a grisly death. Deviation from the code is something you just don't do. You will stick to your code, and damn the consequences.  You follow a strict personal code. It may not have anything to do with following the law - it's much more personal than that. Maybe you have vowed to kill no one, or maybe you have vowed that during each scheme, at least one person must die a grisly death. Deviation from the code is something you just don't do. You will stick to your code, and damn the consequences. 
  
-==== 'Tis But A Scratch! (+2) ==== +//Please ensure you detail the nature of your Code.//
- +
-//May not be taken with Oh Look, I've Been Impaled// +
- +
-You can shrug off wounds that would fell a lesser person. You're not sure why, but injuries just don't slow you down as much. You take a lickin' but keep on tickin', as they say. You can continue to function at full capacity even when having taken severe injuries.+
  
 ==== Unnoticeable (+2) ==== ==== Unnoticeable (+2) ====
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 You have always found that animals are well disposed towards you. Small fluffy animals have been known to nuzzle right up to you whilst large ferocious animals usually give you the benefit of the doubt when you accidentally invade their territory. You have always found that animals are well disposed towards you. Small fluffy animals have been known to nuzzle right up to you whilst large ferocious animals usually give you the benefit of the doubt when you accidentally invade their territory.
 +
 ==== External Responsibility (-2) ==== ==== External Responsibility (-2) ====
  
 You have responsibilities outside your job as an underling. Something in your life is more important to you than your Villain, and will occasionally pull you away. Maybe you're a parent, and your kids take priority. Whatever it is, your Villain is unlikely to see things the same way you do, and will be unhappy with you if they realise you're skipping your duties. You have responsibilities outside your job as an underling. Something in your life is more important to you than your Villain, and will occasionally pull you away. Maybe you're a parent, and your kids take priority. Whatever it is, your Villain is unlikely to see things the same way you do, and will be unhappy with you if they realise you're skipping your duties.
  
-==== Favours Owed (-2/+2) ====+//Please ensure you detail the nature of your responsibilities.//
  
-A favour can be a powerful thing, especially when you can trust it'll be paid when it's time to collect.+==== Favours Owed (-2) ====
  
-**(-2)** At some point in the past, someone did you a solid. Maybe they helped you get that promotion, or saved your family from a burning building, or 'accidentally' lost your criminal record. Whatever it is, you owe them. Expect them to collect on the debt.+At some point in the past, someone did you a solid. Maybe they helped you get that promotion, or saved your family from a burning building, or 'accidentally' lost your criminal record. Whatever it is, you owe them. Expect them to collect on the debt. 
 + 
 +//Please either detail what you owe to who, or the GM team will come up with something for you.//
  
-**(+2)** Whether or not your the helpful type, you previously lent someone a hand in a pretty big way. Now they owe you. Whatever you did, you know you can rely on them to pay back that debt when the time comes. 
 ==== Friends in High Places (+2)* ==== ==== Friends in High Places (+2)* ====
  
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 This may be taken multiple times, but each must relate to a different person or group. This may be taken multiple times, but each must relate to a different person or group.
 +
 +//Please ensure you detail roughly who your friends are.//
  
 ==== Information Network (+2) ==== ==== Information Network (+2) ====
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 Alternatively, this Quirk can represent having access to an extensive library. Mechanically this is identical, including the ability to spend an action researching to gain more information, but the results you get will be more geared towards collected knowledge rather than information about current affairs. Alternatively, this Quirk can represent having access to an extensive library. Mechanically this is identical, including the ability to spend an action researching to gain more information, but the results you get will be more geared towards collected knowledge rather than information about current affairs.
  
-You can optionally choose a specialisation for your library (such as magic, demonology, corporate law, etc), which will result in more in-depth information related to your speciality but less useful information outside that subject.+You can optionally choose a specialisation for your information network (such as magic, demonology, corporate law, etc), which will result in more in-depth information related to your speciality but less useful information outside that subject. 
 + 
 +//Please ensure you specify whether this is a network of informants or a library, and what the specialisation is if you would like one.//
  
 ==== Lab Rat (+2/-2) ==== ==== Lab Rat (+2/-2) ====
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 Someone out there has an issue with you personally, and the drive to make it your problem. This could be an enemy sworn to kill you for whatever reason, but it can also be far more petty than that. Maybe your Villain's beloved familiar has taken a dislike to you, and delights in tormenting you at every turn, knowing that it is safe from retaliation because the Villain will punish you harshly if you dare to so much as touch it. Having a Nemesis simply means that there is someone actively and personally working to make your life harder in some way. Someone out there has an issue with you personally, and the drive to make it your problem. This could be an enemy sworn to kill you for whatever reason, but it can also be far more petty than that. Maybe your Villain's beloved familiar has taken a dislike to you, and delights in tormenting you at every turn, knowing that it is safe from retaliation because the Villain will punish you harshly if you dare to so much as touch it. Having a Nemesis simply means that there is someone actively and personally working to make your life harder in some way.
 +
 +//Please ensure you detail the nature of your Nemesis.//
  
 ==== No Room For Failure (-3) ==== ==== No Room For Failure (-3) ====
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 **(-2)** Your Villain is jealous of your fame. They don't like the fact that people have heard of you - maybe even people that haven't heard of them. Expect them to react badly when you get recognised. **(-2)** Your Villain is jealous of your fame. They don't like the fact that people have heard of you - maybe even people that haven't heard of them. Expect them to react badly when you get recognised.
  
-==== Rumour-Monger (+1) ====+==== Rumour-Monger (+1/+2) ====
  
 You love to gossip, and you know exactly who to talk to when you want a story to spread. You can get information of your choice into the between-turn news, either with your name attached or not, at your discretion. You love to gossip, and you know exactly who to talk to when you want a story to spread. You can get information of your choice into the between-turn news, either with your name attached or not, at your discretion.
 +
 +**(+1)** You can insert an article into the genre news for your genre each turn.
 +
 +**(+2)** You can insert an article into the general news each turn.
  
 ==== Teacher’s Pet (+2) ==== ==== Teacher’s Pet (+2) ====
quirks.1718056084.txt.gz · Last modified: 2024/06/10 21:48 by gm_cameron