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====== Quirks ====== | ====== Quirks ====== | ||
- | Quirks represent things about your character which are unusual or unique and are not covered by your Attributes. A positive | + | Quirks represent things about your character which are unusual or unique and are not covered by your Attributes. A positive |
- | * Your character gets one free positive | + | * Your character gets one free positive |
- | * You can then take up to two more positive | + | * You can then take up to two more positive |
* For each additional positive you must take a negative (a flaw) to balance it out. | * For each additional positive you must take a negative (a flaw) to balance it out. | ||
* You may take up to two flaws total even if you do not choose to take additional positive Quirks. | * You may take up to two flaws total even if you do not choose to take additional positive Quirks. | ||
- | * Quirks marked as (+ AND -) count as both a positive and a negative | + | * Quirks marked as (+ AND -) count as both a positive and a negative |
+ | * You may only take a given Quirk once. | ||
- | Playstyle | + | Playstyle |
===== General ===== | ===== General ===== | ||
==== Apocalyptic Secret (+) ==== | ==== Apocalyptic Secret (+) ==== | ||
- | You are a harbinger of the end - someone’s end, anyway. Whether it’s a word of ash on the tip of your tongue, a sinister prophecy croaked out by a prophet on your homeworld, | + | You are a harbinger of the end - someone’s end, anyway. Whether it's through sinister prophecies from your homeplane, ashen words on the tip of your tongue or recipes |
+ | |||
+ | If you set out to create such a weapon, or seek out such a fate, you searches will be easier, and more successful. NPCs with an appreciation for all things end-of-the-world related will be more sympathetic when helping you on your quest, and may approach you, offering aid. | ||
+ | |||
+ | ==== Bounteous (+) ==== | ||
+ | |||
+ | Your home plane is metaphysically rich. Whether they are easier to extract or farm, or whether your home plane is simply burgeoning with proto-soul matter, you have access to considerable liquid assets. You start the game with a single [[souls|SoulCoin]]. | ||
+ | |||
+ | //Cannot be taken with In Debt (-).// | ||
==== Clairvoyance (+) ==== | ==== Clairvoyance (+) ==== | ||
- | In your homeworld, there was nothing that could escape your understanding; | + | In your homeplane, there was nothing that could escape your understanding; |
==== Cryptid Empathy (+) ==== | ==== Cryptid Empathy (+) ==== | ||
- | Maybe it’s because they remind you of creatures on your homeworld | + | Maybe it’s because they remind you of creatures on your homeplane |
==== Mix and Match (+) ==== | ==== Mix and Match (+) ==== | ||
- | Glories, Chimerae, and Implements are the most common categories of Entities that visit the store, but some blend the elements of the three. | + | Glories, Chimerae, and Implements are the most common categories of Entities that visit the store, but some blend the elements of the three. |
==== Psychic Anchor (+) ==== | ==== Psychic Anchor (+) ==== | ||
- | With someone’s IC consent, you are able to place a psychic anchor in them that allows you to share their senses | + | With someone’s IC consent, you are able to place a psychic anchor in them that allows you to send and receive telepathic messages |
+ | |||
+ | Note: you can only have one psychic anchor active at a time, and Psychic Anchors with NPCs may be slower, as GMs may be busy elsewhere! | ||
==== Ritualist (+) ==== | ==== Ritualist (+) ==== | ||
- | Many Entities aren’t just powerful beings in their own right, but are masters of arcane arts: magic, science, philosophy, counter-reality sophistry. You can use these in turnsheets or linears, just as with any other PvE or PvP action. | + | Many Entities aren’t just powerful beings in their own right, but are masters of arcane arts: magic, science, philosophy, counter-reality sophistry. You can use these in turnsheets or linears, just as with any other [[conflict_resolution|PvE or PvP action]]. |
+ | |||
+ | To be a ritualist doesn’t confer additional abilities in itself - rather, it allows you to be much more // | ||
==== Technician (+) ==== | ==== Technician (+) ==== | ||
- | Wires! Fuseboxes! Mysterious plastic components emitting an unsettling wisp of blue smoke! These, and so much more, are familiar to you, o paramount artisan of your homeworld. You may not be as skilled as an Implement with the necessary object head - although if that’s what you are, this just means you’re even more qualified - but you’ll be more successful when tinkering with Emporium’s various security and mechanical systems. | + | Wires! Fuseboxes! Mysterious plastic components emitting an unsettling wisp of blue smoke! These, and so much more, are familiar to you, o paramount artisan of your homeplane. You may not be as skilled as an Implement with the necessary object head - although if that’s what you are, this just means you’re even more qualified - but you’ll be more likely to be successful when tinkering with Emporium’s various security and mechanical systems. |
==== Unerring Sense of Direction (+) ==== | ==== Unerring Sense of Direction (+) ==== | ||
- | Whether a homebody or a stellar wanderer, you always know where you are, and how to get back to where you started. This quirk greatly increases your ability to navigate the store and its warehouses, circumventing traps, throwing off pursuit, and locating shortcuts while on Excursions. | + | Whether a homebody or a stellar wanderer, you always know where you are, and how to get back to where you started. This Quirk greatly increases your ability to navigate the store and its warehouses, circumventing traps, throwing off pursuit, and locating shortcuts while on Excursions. |
- | ==== Distortion | + | ==== Somniac |
+ | Unlike many of the entities here, you require sleep. Fortunately, | ||
- | Your manifestation in Emporium isn’t perfect, and glitches in reality occur around | + | If you take this Quirk, it will be assumed that you take time to sleep each downtime unless |
- | ==== Somniac | + | ==== Accountability Clause |
- | Unlike many of the entities here, you require sleep. Fortunately, | + | |
- | If you take this quirk, it will be assumed | + | Your presence (and lines of credit) in Emporium is conditional on you reporting back home; whether |
- | ==== Accountability Clause (-) ==== | + | Since the representative doesn' |
- | + | ||
- | Your presence (and lines of credit) in Emporium is conditional on you reporting back home; whether | + | |
==== Delicious Plasma (-) ==== | ==== Delicious Plasma (-) ==== | ||
- | The essence that runs through your veins - whether that’s regular blood, crude oil, star-matter, | + | There is something |
==== Incarnation Blues (-) ==== | ==== Incarnation Blues (-) ==== | ||
- | When you took on a corporeal form, something about the process didn’t quite stick. You move through space awkwardly, clipping through the floor and not quite knowing your own strength when you pick up small, delicate objects. You’ve got a bad case of the incarnation blues. You are much more likely to break small, delicate objects, knock over stacks of cans, and other acts of poor coordination. | + | When you manifested in Emporium, something about the process didn’t quite stick. You move through space awkwardly, clipping through the floor and not quite knowing your own strength when you pick up small, delicate objects. You’ve got a bad case of the incarnation blues. You are much more likely to break small, delicate objects, knock over stacks of cans, and other acts of poor coordination. |
- | + | ||
- | ==== Insubstantial (-) ==== | + | |
- | + | ||
- | Your avatar in Emporium is ghostly, in all the wrong ways. You can’t carry more than one physical object at any given time (and even that takes a lot of concentration); | + | |
==== Limited Credit (-) ==== | ==== Limited Credit (-) ==== | ||
- | Your ability to draw on your Homeworld’s credit is limited. Maybe you’ve been set a strict budget by the powers you serve, maybe there are powerful metaphysical export controls in place, maybe you just don’t have much to give. You can only liquidate parts of your world to complete a [[howtobuy|purchase]] twice over the course of the game. | + | Your ability to draw on your homeplane’s credit is limited. Maybe you’ve been set a strict budget by the powers you serve, maybe there are powerful metaphysical export controls in place, maybe you just don’t have much to give. You can only liquidate parts of your world to complete a [[howtobuy|purchase]] twice over the course of the game. |
==== Mortal (-) ==== | ==== Mortal (-) ==== | ||
- | Almost all entities within Emporium are functionally immortal, requiring great and legendary tools, weapons, and prophecies to banish. This isn’t the case for you, however. Your vessel is mortal, and although you are hardly fragile, enough injury, deprivation, | + | Almost all entities within Emporium are functionally immortal, requiring great and legendary tools, weapons, and prophecies to banish. This isn’t the case for you, however. Your vessel is mortal, and although you are hardly fragile, enough injury, deprivation, |
+ | //NOTE: This Quirk means that character is more likely to become unplayable - combine with the [[Quirks# | ||
+ | // | ||
==== Problem Customer (-) ==== | ==== Problem Customer (-) ==== | ||
- | You aren’t liked. It’s not a specific ‘someone’ who dislikes you, but some quirk of store bureaucracy has decided that you are An Issue, to whom only a minimum of service is to be extended. If you are a customer, NPCs employees might give you worse service or not go to particularly great lengths to help you; if you are an employee, guess who’s getting all the worst assignments. //**Cannot be taken with VIP Customer (+).**// | + | You aren’t liked. It’s not a specific ‘someone’ who dislikes you, but some quirk of store bureaucracy has decided that you are An Issue, to whom only a minimum of service is to be extended. If you are a customer, NPCs employees might give you worse service or not go to particularly great lengths to help you; if you are an employee, guess who’s getting all the worst assignments. |
+ | |||
+ | //Cannot be taken with VIP Customer (+).// | ||
==== Rival (-) ==== | ==== Rival (-) ==== | ||
- | Someone dislikes you, and they are here with you in Emporium to make your life - or at least shopping experience - miserable. Perhaps you have a longstanding rival who has warred with you since the dawn of time. Perhaps you accidentally burned someone’s feathers when you were queueing together. Give a less than 100 words description of your rival and why they hate you. | + | Someone dislikes you, and they are here with you in Emporium to make your life - or at least shopping experience - miserable. Perhaps you have a longstanding rival who has warred with you since the dawn of time. Perhaps you accidentally burned someone’s feathers when you were queueing together. Give a less than 100 words description of your rival - who must be an NPC - and why they hate you. |
- | =====Glory-only quirks | + | ===== Chimera-only Quirks |
- | ==== Last Words (+) ==== | + | ==== Hyper-Evolution |
- | Glories are beings | + | Chimerae contain multitudes, the infinite potential |
- | ==== Sub-Self | + | ==== World Devourer |
- | Some Glories have such mastery | + | Whether it's a set of gnashing jaws, an ever-burning flame that can be used to cremate specially prepared objects, or just a tendency to consume energy fields larger than their heads, some Chimerae are expert at consuming things and gaining power from them. This can be used to slowly (but effectively) destroy objects (or scenery) made from non-living matter, and gain power from it. Most objects will just offer a sense of satiation, but more exotic material may have ... unusual results. |
- | ==== Eternal Survivor | + | ==== Exotic Hunger |
- | You are a survivor of aeons: ageless, immortal, invincible. And you certainly didn’t get that way by taking risks. When engaging in PvE and PvP, you gain significantly less of an advantage by declaring that you’re willing to sacrifice anything; a by-product of this, of course, is that you will seldom be in extreme danger. | + | |
- | ==== Unsubtle (-) ==== | + | Chimerae are often hunters, of a sort, but for some, this is literal. Characters with this Quirk need an unusual non-biological material (precious metals, fire, books; let us know what your character consumes) to sustain their existence in the store. If you don’t consume a source of this material each turn, you will receive gradually accumulating penalties when performing actions. This doesn' |
- | Glories are meant to be //beheld//, to leave their mark on everything that encounters them. Even if you favour the arts of stealth, you still can’t give up who you are: terrifying, transcendent beings, with a penchant for terrifying amounts of collateral destruction. During turnsheets and Excursions, unless you are specifically restraining your power, you will often wreck your surroundings. | + | ==== Kryptonite (-) ==== |
- | ===== Chimera-only quirks ===== | + | Many Chimerae are bound by the symbolic laws of nature. Acid weathers stone, predator hunts prey, night follows day. This manifests as a weakness or vulnerability in the presence of a symbolically appropriate material or substance; tell us what it is (ideally something relatively common; you //will// encounter it in play). |
- | ==== Hyper-Evolution (+) ==== | ||
- | Chimerae contain multitudes, the infinite potential of living things. Regardless of whether or not you suffer an [[conflict_resolution_injury# | + | =====Glory-only Quirks ===== |
- | ==== World Devourer | + | ==== Last Words (+) ==== |
- | Whether it's a set of gnashing jaws, an ever-burning flame that can be used to cremate specially prepared objects, or just a tendency | + | Glories are beings |
- | ==== Exotic Hunger (-) ==== | + | ==== Sub-Self (+) ==== |
- | Chimerae are often hunters, | + | Some Glories have such mastery |
- | ==== Kryptonite (-) ==== | + | Try not to lose them: you can only have one Servitor active at anyone one time, can only reunite with your Servitor through physical contact, and, if they are destroyed, are likely to suffer metaphysical damage or injury yourself. |
- | Many Chimerae | + | ==== Eternal Survivor (-) ==== |
+ | You are a survivor | ||
- | ===== Implement-only | + | ==== Localised Apocalypse (-) ==== |
+ | |||
+ | Glories are meant to be //beheld//, to leave their mark on everything that encounters them. Even if you favour the arts of stealth, you still can’t give up who you are: terrifying, transcendent beings, with a penchant for terrifying amounts of collateral destruction. During turnsheets and Excursions, any direct physical confrontation you engage in will cause considerable damage to the location you are in; it won't directly impede you (unlike the [[Quirks# | ||
+ | |||
+ | ===== Implement-only | ||
==== Multitool (+) ==== | ==== Multitool (+) ==== | ||
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==== Sociocybernetic (+) ==== | ==== Sociocybernetic (+) ==== | ||
- | Many Implements were created to assist, support, manage, and pre-empt the needs and wishes of the people of their world. Your superhuman ability at coordination often persists into the present day. On Excursions | + | Many Implements were created to assist, support, manage, and pre-empt the needs and wishes of the people of their world. Your superhuman ability at coordination often persists into the present day. When you assist other characters on an Excursion |
==== Fragile (-) ==== | ==== Fragile (-) ==== | ||
- | The bodies of Implements are artificial things, not the starlight stuff of Glories or the majestic flesh of Chimerae. As such, Implements with this quirk can break down, requiring repair or maintenance. | + | Implements with this Quirk can break down, requiring repair or maintenance. |
- | + | ||
- | ==== Not That Kind of Doctor (-) ==== | + | |
- | Made for purpose, many Implements are specialised | + | If this happens, it will need to be repaired, usually as a major turnsheet action, to regain its previous function. |
- | ===== Customer-only quirks ===== | + | ==== Directive (-) ==== |
- | //Only PCs who start the game as customers | + | Implements are often constructed beings, often manufactured to fulfil a particular task. Even now they have achieved deity-like power and universe-spanning capabilities, |
+ | ===== Customer-only Quirks ===== | ||
==== A Nose For Deals (+) ==== | ==== A Nose For Deals (+) ==== | ||
- | Whether you’re a coupon fiend, a quasi-divine logistics AI, or simply an expert haggler, you know how to buy in bulk, for cheap. When spending souls on minor purchases | + | Whether you’re a coupon fiend, a quasi-divine logistics AI, or simply an expert haggler, you know how to buy in bulk, for cheap. When determining whether or not a soul purchase is below the abstraction layer (for goods such as food, trinkets, or basic craft supplies), |
==== VIP Customer (+) ==== | ==== VIP Customer (+) ==== | ||
- | Some entities find themselves enjoying a privileged status. They are orichalcum-tier shoppers, bearers of ancient cards of authority, or showered with complimentary gifts according to some mysterious quality they possess. If you have this quirk, expect store employees to offer you a whole host of minor perks; you’re subject to the same rules as anyone | + | Some entities find themselves enjoying a privileged status. They are orichalcum-tier shoppers, bearers of ancient cards of authority, or showered with complimentary gifts according to some mysterious quality they possess. If you have this Quirk, expect store employees to offer you a whole host of minor perks, such as canapés and flutes of exotic beverages, the benefit of the doubt when an NPC finds you exploring somewhere you shouldn' |
+ | |||
+ | //Cannot be taken with Problem Customer (-).// | ||
==== Dependent (+ AND -) ==== | ==== Dependent (+ AND -) ==== | ||
- | You have brought a squishy mortal friend with you from your homeworld | + | You have brought a squishy mortal friend with you from your homeplane |
+ | |||
+ | Give a less than 100 words description of your dependent, but for CAT policy reasons, please **avoid overt child-coding** for your dependent (in description or in play). | ||
==== Easily Distracted (-) ==== | ==== Easily Distracted (-) ==== | ||
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Even many of the most jaded of Entities find themselves a little overwhelmed with the amount of treasures, wonders, and miracles for sale in Emporium. For some, this makes it harder to see the flaws in some of what’s on offer - you often won’t get a good idea of the downsides, imperfections, | Even many of the most jaded of Entities find themselves a little overwhelmed with the amount of treasures, wonders, and miracles for sale in Emporium. For some, this makes it harder to see the flaws in some of what’s on offer - you often won’t get a good idea of the downsides, imperfections, | ||
- | ===== Employee-only | + | ===== Employee-only |
- | + | ||
- | //Only PCs who start the game as employees can take quirks from this list.// | + | |
==== Treasures of the Janitor (+) ==== | ==== Treasures of the Janitor (+) ==== | ||
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==== Unseen Patron ( + and - ) ==== | ==== Unseen Patron ( + and - ) ==== | ||
- | Someone high-up in Emporium watches you from afar; they see you as a catspaw in their own unfathomable schemes and campaigns throughout the organisation. While you don’t know their exact identity, they have let you know that you can call on them for support and assistance when you’re in peril. They expect the favour | + | Someone high-up in Emporium watches you from afar; they see you as a catspaw in their own unfathomable schemes and campaigns throughout the organisation. While you don’t know their exact identity, they have let you know that you can call on them for support and assistance |
==== In Debt (-) ==== | ==== In Debt (-) ==== | ||
While most other employees can expect to see a paycheck at the end of their seasonal shift, you, for some reason, already owe a debt to the store and your earnings are already earmarked for repaying it. You will not receive wages for your first successful shift, or you must find another way to pay off your debt. | While most other employees can expect to see a paycheck at the end of their seasonal shift, you, for some reason, already owe a debt to the store and your earnings are already earmarked for repaying it. You will not receive wages for your first successful shift, or you must find another way to pay off your debt. | ||
+ | |||
+ | //Cannot be taken with Bounteous (+).// | ||
==== On Review (-) ==== | ==== On Review (-) ==== | ||
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==== Multimedia ==== | ==== Multimedia ==== | ||
- | During // | + | During // |
- | If you opt in to this quirk, let us know any accessibility requirements you might have (transcripts of audio files, large print for printed documents, colour-blind-friendly physical media), and whether you want to receive physically mailed objects (in which case, please provide us with a mailing address, which we will keep secure and delete after the game - see the [[privacy_policy|Privacy Policy]]). If you are open to receiving physical content of this sort, you will receive at least one thing in the mail over the course of the game. | + | If you opt in to this Quirk, let us know any accessibility requirements you might have (transcripts of audio files, large print for printed documents, colour-blind-friendly physical media, etc), and whether you want to receive physically mailed objects (in which case, please provide us with a mailing address, which we will keep secure and delete after the game - see the [[privacy_policy|Privacy Policy]]). If you are open to receiving physical content of this sort, you will receive at least one thing in the mail over the course of the game. |
==== Horror ==== | ==== Horror ==== | ||
- | While // | + | While // |
==== Mindbender ==== | ==== Mindbender ==== | ||
- | // | + | // |
- | + | * Removal | |
- | If you do // | + | * Removal of bodily agency |
+ | * Alteration of perceptions | ||
+ | * Loss or alteration of memories (amnesia, false memory) | ||
+ | * Implanting | ||
+ | These will not be a core theme, but may occur if you take this Quirk; GMs will contact you if this has a major impact on your character story. If you would like to take this Quirk but opt out of any of the above individually, just let us know. | ||
+ | If you do //not// take this Quirk, then you may still receive optional roleplaying effects based on external influences, supernatural or otherwise. It will always be possible for your character to reject or ignore them, and there will generally be room for you to interpret how exactly your character acts under those influences if you do choose to follow them. | ||
==== Romance Me ==== | ==== Romance Me ==== | ||
- | Romance is not something the GMs will actively set out to explore in this game, but if you have this quirk, NPCs may try to initiate romance with your character. Not taking the quirk doesn' | + | Romance is not something the GMs will actively set out to explore in this game, but if you have this Quirk, NPCs may try to initiate romance with your character. Not taking the Quirk doesn' |
==== Death is Real ==== | ==== Death is Real ==== | ||
- | For whatever reason, if your character is destroyed in Emporium, they die more or less permanently. No bouncing back to the end of the queue, no waking from a bad dream back in their bed - if they die, they die. Note that this quirk does not by itself increase the likelihood of character death (for that, check the // | + | For whatever reason, if your character is destroyed in Emporium, they die more or less permanently. No bouncing back to the end of the queue, no waking from a bad dream back in their bed - if they die, they die. Note that this Quirk does not by itself increase the likelihood of character death (for that, check the // |
- | + | ||
- | As this is a playstyle quirk, it does not necessitate or make redundant the mechanical //Mortal// quirk. Roughly speaking, if you take the //Mortal// quirk and not //Death is Real//, that means your character might be crushed by three hundred collapsed ceilings, but once they die in store they just appear back home. They still become unplayable for the remainder of the game as they cannot return to the store, but narratively they will live on in-universe. If you take //Death is Real// but not //Mortal//, that means your character is much harder to kill, but once someone goes to the length of completing an apocalyptic assassination ritual or summoning a cosmic horror specifically to devour your character, they die for good. | + | |
+ | As this is a playstyle Quirk, it does not necessitate or make redundant the mechanical //Mortal// Quirk. Roughly speaking, if you take the //Mortal// Quirk and not //Death is Real//, that means your character might be crushed by three hundred collapsed ceilings, but once they die in store they just appear back home. They still become unplayable for the remainder of the game as they cannot return to the store, but narratively they will live on in-universe. If you take //Death is Real// but not //Mortal//, that means your character is much harder to kill, but once someone goes to the length of completing an apocalyptic assassination ritual or summoning a cosmic horror specifically to devour your character, they die for good. |