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- | I'm just putting some words here so I can link to this page in the character creation part. Please change | + | ======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 | ||
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+ | Quirks in transference fall into two categories: Playstyle quirks, which affect your character' | ||
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+ | =====Playstyle Quirks===== | ||
+ | You may take any number of playstyle quirks. | ||
+ | ===Dreamer=== | ||
+ | On the first night after the Transference, | ||
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+ | ===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, | ||
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+ | ===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. | ||
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+ | ===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, | ||
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+ | =====Gameplay Quirks===== | ||
+ | The rules governing gameplay quirks are slightly more complex. You may take only **one** 'Core Quirk', | ||
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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 | ||
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+ | ====Core Quirks==== | ||
+ | ===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, | ||
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+ | ===Relationship (+1 or -1)=== | ||
+ | Your character has a relationship, | ||
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+ | ===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. | ||
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+ | ===Secret (-1)=== | ||
+ | You have a secret. A real secret, not the sort of ' | ||
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+ | ====Non-Core Quirks==== | ||
+ | ===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 business, while Unobservant characters | ||
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+ | ===Tight-Lipped (+1) or Loose-Lipped (-1)=== | ||
+ | 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. | ||
+ | |||
+ | ===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. |