gm:quirks

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Quirks

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 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

You may take any number of playstyle quirks.

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's dreams through a short sentence or two in each turnsheet. Our intent is that this quirk will not stray into the territory of mind-altering effects or a loss of agency, though as it will include experiences taking place within the player character's psyche, we understand that players may feel differently.

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, especially if they choose to investigate the event itself. This quirk will not stray into the territory of mind-altering effects or a loss of agency.

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.

Romance Me

Taking this quirk signals that you are happy for NPCs to initiate romantic interactions with your character. This quirk does not affect PC-PC interactions, and romantic interactions with other players' characters should always be cleared out of character first.

The rules governing gameplay quirks are slightly more complex. You may take only one quirk for Transfers or Locals, and may then take any number of quirks under the General category. In addition, the total sum of the quirk values (Indicated by 0, -1, or +1 next to the names of the quirks) must equal zero or one. NB to play testers - we're unsure about whether quirk value total = 0 or = 1 is more fun, please try putting together quirk sets for both values

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 than most.

Bad Reputation (-1)

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 a worse impression of you. Consider why this might be, and how your character feels about this reputation.

Relationship (+1)

Your character has a good relationship with a Local NPC, and has thoroughly earned their trust. As a result, that character is more likely to turn to you when they need help, and you're more likely to find their ear when you need help. Consider the nature of the relationship, and whether that trust might be mutual or just one-way.

Highly Educated (0)

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.

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.

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

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.

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.

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