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Quirks define your interactions as a player with the world of Transference on a mechanical level. As Transference is a mechanics-light game that revolves primarily around uptime, the Quirks system is also light and strives mostly to provide a ' | Quirks define your interactions as a player with the world of Transference on a mechanical level. As Transference is a mechanics-light game that revolves primarily around uptime, the Quirks system is also light and strives mostly to provide a ' | ||
- | Quirks in transference fall into two categories: Playstyle quirks, which affect your character' | + | Quirks in transference fall into two categories: Playstyle quirks, which affect your character' |
=====Playstyle Quirks===== | =====Playstyle Quirks===== | ||
You may take any number of playstyle quirks. | You may take any number of playstyle quirks. | ||
===Dreamer=== | ===Dreamer=== | ||
- | On the first night after the transference, people - both local and from afar - notice a difficult-to-explain uptick in the strangeness of their dreams. Take this quirk to opt into experiencing your character' | + | On the first night after the Transference, people - both local and from afar - notice a difficult-to-explain uptick in the strangeness of their dreams. Take this quirk to opt into experiencing your character' |
===Touch The Veil=== | ===Touch The Veil=== | ||
- | Though the world is generally free of happenings outside the purview of the natural sciences, the Transference is a major exception. If you take this quirk, your character is more likely to experience the supernatural happenings that come in the wake of the Transference, | + | Though the world is generally free of happenings outside the purview of the natural sciences, the Transference is a major exception. If you take this quirk, your character is more likely to experience the supernatural happenings that come in the wake of the Transference, |
===Make Me Cry=== | ===Make Me Cry=== | ||
- | Anchor Rock is a suitable setting for fun and whimsy, but also for moments of more intense emotions. Taking this quirk signals that you are happy for your character to experience the more melancholic side of Transference | + | Anchor Rock is a suitable setting for fun and whimsy, but also for moments of more intense emotions. Taking this quirk signals that you are happy for your character to experience the more melancholic side of Transference. |
===Romance Me=== | ===Romance Me=== | ||
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=====Gameplay Quirks===== | =====Gameplay Quirks===== | ||
- | The rules governing gameplay quirks are slightly more complex. You may take only **one** | + | The rules governing gameplay quirks are slightly more complex. You may take **up to one** 'Core Quirk' only, and may then take any number of non-core |
- | ====Quirks available to Locals==== | + | |
- | ===Good Reputation (0)=== | + | |
- | Your character is well-respected in Anchor Rock and will have an easier time earning the trust of Local NPCs. Consider this might be due to age and wisdom, or due to some particular service rendered to the community in recent memory, or even due to a penchant for keeping quiet about gossip that makes your company a little more valuable | + | |
- | ===Bad Reputation (-1)=== | + | It may be that the Reputation and Relationship quirks are more likely to describe |
- | Through your own fault or not, the people of Anchor Rock don't trust you. You'll have a harder time earning the trust of Local NPCs, and Local NPCs are more likely to give other characters | + | |
- | ===Relationship | + | ====Core Quirks==== |
- | Your character has a good relationship with a Local NPC, and has thoroughly earned their trust. | + | ===Reputation |
+ | Your character stands out from the crowd in Anchor Rock, for good reasons or bad. If your character has a good reputation, this quirk' | ||
- | ====Quirks available to Transfers==== | + | ===Relationship |
- | ===Highly Educated | + | Your character has a relationship, good or bad, with a Local NPC. If your character has a good relationship, |
- | Your character has a formal education to a high standard, which may or may not be in the same field as their skill. They're likely to be amongst the most capable characters in Anchor Rock on this subject, and will be invaluable | + | |
- | ===Powerful | + | ===Connected |
- | Your character has a position of some authority in the outside | + | You know someone from outside Anchor Rock who's more likely than most to have a clue about what's going on. This contact might be an old friend, a colleague, or a family member. You will be able to contact this character during downtimes by using your action. Consider what your contact might know things about, and why they might know it. If your relationship to them is particularly close, consider how they might feel about the Transference and separation from you. |
===Secret (-1)=== | ===Secret (-1)=== | ||
- | You have a secret. A real secret, not the sort of ' | + | You have a secret. A real secret, not the sort of ' |
- | ====General Playstyle | + | |
+ | ====Non-Core | ||
===Observant (+1) or Unobservant (-1)=== | ===Observant (+1) or Unobservant (-1)=== | ||
- | You may only pick one of these quirks. Observant characters are more likely to take note of the goings-on of other characters while they go about their own business, while Unobservant characters will go about their business aloof to everything but what' | + | You may only pick one of these quirks. Observant characters are more likely to take note of the goings-on of other characters while they go about their business, while Unobservant characters |
===Tight-Lipped (+1) or Loose-Lipped (-1)=== | ===Tight-Lipped (+1) or Loose-Lipped (-1)=== | ||
- | You may only pick one of these quirks. Tight-Lipped characters | + | You may only pick one of these quirks. Tight-Lipped characters |
+ | ===Expert (+1)=== | ||
+ | Your character is an expert in a field, which may or may not be the same field as the skill(s) you list in your character creation form. Taking the Expert quirk represents a greater proficiency in a field than simply selecting it as your skill. An Expert character is likely to be amongst the most capable characters in Anchor Rock on this subject, and will be invaluable to the community. Consider why and where your character developed this expertise, how it's affected your life since, and how your character would relate it to their time in Anchor Rock. |