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gm:quirks [2024/04/13 12:19] – [Quirks available to Locals] gm_georgia | gm:quirks [2024/04/13 22:22] (current) – gm_georgia |
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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 'core' around which players can build out their characters. | 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 'core' around which players can build out their characters. |
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Quirks in transference fall into two categories: Playstyle quirks, which affect your character's experience with the world in an out-of-character way, in essence defining the ways in which the GM team will interact with your character. Gameplay quirks represent some in-character characteristic. Though we will aim to reflect your character's quirks in the game, they often take a back seat to the decisions that you make in character. In general, you shouldn't worry too much about your playstyle quirks, and their main purpose in Transference is to give players an idea of some jumping-off points for character creation | Quirks in transference fall into two categories: Playstyle quirks, which affect your character's experience with the world in an out-of-character way, in essence defining the ways in which the GM team will interact with your character. Gameplay quirks represent some in-character characteristic. Though we will aim to reflect your character's quirks in the game, they often take a back seat to the decisions that you make in character. In general, you shouldn't worry too much about your gameplay quirks, and their main purpose in Transference is to give players an idea of some jumping-off points for character creation |
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=====Playstyle Quirks===== | =====Playstyle Quirks===== |
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=====Gameplay Quirks===== | =====Gameplay Quirks===== |
The rules governing gameplay quirks are slightly more complex. You may take only **one** 'Core Quirk', and may then take any number of non-core quirks. In addition, the total sum of the quirk values (Indicated by -1, or +1 next to the names of the quirks) must not be greater than 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. In addition, the total sum of the quirk values (Indicated by -1, or +1 next to the names of the quirks) must not be greater than one. |
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| It may be that the Reputation and Relationship quirks are more likely to describe a Local player character while the Secret and Connected are quirks that are more likely to describe a Transfer player character. However, this is not a hard rule, and if your character defies it, then it should make for an interesting part of their backstory. |
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Our opinion is that Reputation and Relationship are quirks that are more likely to describe a Local player character, while Secret and Connected are quirks that are more likely to describe a Transfer player character. However, this is not a hard and fast rule and if your character defies it then it should make for an interesting part of their backstory. | |
====Core Quirks==== | ====Core Quirks==== |
===Reputation (+1 or -1)=== | ===Reputation (+1 or -1)=== |
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===Relationship (+1 or -1)=== | ===Relationship (+1 or -1)=== |
Your character has a relationship, good or bad, with a Local NPC. If your character has a good relationship, this quirk's cost is +1. If your character has a bad relationship, this quirk's cost is -1. If you have a good relationship, that character trusts you and is more likely to turn to you when they need help, and you're more likely to find their ear when you need help. If you have a bad relationship, that character might want nothing to do with you, or they might be actively working to sabotage you. Consider whether a relationship is old or new, what form it takes in your day-to-day interactions with this character and others, and whether the feelings are mutual or just one-way. | Your character has a relationship, good or bad, with a Local NPC. If your character has a good relationship, this quirk's cost is +1. If your character has a bad relationship, this quirk's cost is -1. If you have a good relationship, that character trusts you and is more likely to turn to you when they need help, and you're more likely to find their ear when you need help. If you have a bad relationship, that character might want nothing to do with you, or they might be actively working to sabotage you. Consider whether a relationship is old or new, what form it takes in your day-to-day interactions with this character and others, and whether the feelings are mutual or one-way. |
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====Quirks available to Transfers==== | ===Connected (+1)=== |
===Highly Educated (0)=== | 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. |
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 to the community. Consider how long ago this education was, how it's affected your life since, and how your character would relate it to their time in anchor rock. | |
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===Powerful (+1)=== | |
Your character has a position of some authority in the outside world. Though this authority isn't recognised in Anchor Rock, if you can reestablish contact with your organisation they may well be able to lend you some aid. Please note that the scope of Transference is tightly limited to Anchor Rock, and that any aid you receive through this quirk should be closely related to the setting of the game or its mysteries. Consider what form this power takes, what your organisation looks like, and how it might be affected by your absence. | |
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===Secret (-1)=== | ===Secret (-1)=== |
You have a secret. A real secret, not the sort of 'secret' that the gossipers of Anchor Rock will switch haphazardly between talking freely about and pretending is still completely unknown. A secret that you would rather stay secret. Consider what this secret might be, and further consider whether it's something your character has kept secret all this time, or something that's common knowledge outside Anchor Rock | You have a secret. A real secret, not the sort of 'secret' that the gossipers of Anchor Rock will switch haphazardly between talking freely about and pretending is still completely unknown. A secret that you would rather stay secret. Consider what this secret might be, and further consider whether it's something your character has kept secret all this time, or something that's common knowledge outside Anchor Rock. |
====General Playstyle Quirks==== | |
| ====Non-Core Quirks==== |
===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's right in front of them. | 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 will likely miss or ignore the activities of others, focused only on what is right in front of them. In turnsheets, Observant characters will gain additional information on who else is spending downtime in the same locations as they are, whereas Unobservant characters will not have access to any of this information, even in the event of obvious or dramatic actions taken by others. |
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===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 won't give up any more information than they have to, while Loose-Lipped characters enjoy every opportunity to gossip - about other people's business, or their own. | You may only pick one of these quirks. Tight-Lipped characters will not reveal any more information than strictly necessary, while Loose-Lipped characters will take every chance to gossip, giving up potentially-unreliable information at the slightest cue. Tight-Lipped characters will be harder for other players to glean info on in turnsheets, whereas Loose-Lipped characters will not be able to do anything in secret and may even expose the secrets of others. |
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| ===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. |