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 '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.

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.

Reputation (+1 or -1)

Your character stands out from the crowd in Anchor Rock, for good reasons or bad. If your character has a good reputation, this quirk's cost is +1. If your character has a bad reputation, this quirk's cost is -1. They will have an easier or harder time respectively earning the trust of local NPCs. Consider a good reputation 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. A bad relationship might be your fault, or it might not. Consider why the people of Anchor Rock feel this way about you, and how your character feels about the reputation that they've accrued.

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 one-way.

Connected (+1)

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)

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.

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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