====== Quirks ====== > No two people are the same. Our differences make us who we are, and may bring about great fortune. ---- Quirks represent resources, relationships, and other similar character traits that are not encompassed by [[skills|Skills]]. Also unlike Skills, Quirks can be positive (+), negative (-), or both (+ AND -). Some Quirks are also listed as (+ OR -); you decide when taking the Quirk whether it is positive or negative. When making a character, you may choose a number of Quirks up to a maximum of 5, but they must add up to 1, 0, -1, or -2, with positive Quirks being a +1, negative being a -1, and (+ AND -) Quirks being a 0. Unless specified, each Quirk can only be taken once. ===== Character Quirks ===== These Quirks represent personal traits of your character, in ways that can affect the success and failure of their actions. ==== All or Nothing (+ AND -) ==== Your actions tend towards extremes -- you may get bigger rewards, but you’ll face more extreme consequences. ==== A Rebel’s Soul (+ AND -) ==== You know you have a Role, and you hate that fact. The fact you are free from such a state is a relief that you intend to make the most of. Actions that fundamentally disobey your Role will have greater chances of success, while those that follow your Role will be less successful. //Cannot be taken with Bound by Purpose (+ AND -)// ==== Bound by Purpose (+ AND -) ==== You know you have a Role, and you intend to fulfil it. Even with the Hero gone, it must be possible for you to work towards it, right? Actions that follow your Role will have greater chances of success, while those that disobey your Role will be less successful. //Cannot be taken with A Rebel’s Soul (+ AND -)// ==== Hoard (+) ==== You have a collection of some mundane, non-magical item. Specify what your character’s hoard is in character creation. ==== Loading Screen Tips (+) ==== Each Turnsheet, you receive a small titbit of information. It might be a clue for a puzzle, a monster’s weakness, or a hint towards an upcoming event. In-character, your character may read this information in a book, overhear it in a public space, or simply come to know it. ==== Magical Item (+ AND/OR -) ==== Through some means or another, you are in possession of a [[magic#Magic Items|magical item]]. You can create your own, or choose one from the following list: * **Sending Stones (+)**: A pair of linked sending stones. You can give one of the stones to another person, and the two of you will be able to communicate remotely. In Uptimes, this will be represented as a private channel on the sidebar of the Discord server. * **Scrying Mirror (+)**: A scrying mirror that can view other places and times. Once per Turnsheet, you will receive a short vision of something going on elsewhere in Mydreign (either written by GMs, or sometimes excerpts from others’ Turnsheet responses). You can’t control the subject of your visions, but they will always be at least indirectly useful. * **Boost Boots (+ AND -)**: A pair of boots with a wing design etched into their sides. You can activate them to move more quickly and nimbly, but repeated or prolonged use will lead to an energy crash. * **Amulet of Misfortune (-)**: An amulet that you cannot seem to remove. Bad luck seems to follow you wherever you go. If you decide to create your own magical item, the GMs will need to discuss it to ensure it is appropriate in terms of power and narrative tone; we will work with you to alter it if necessary. ==== Monster Munched (-) ==== There’s something about //you// in particular that monsters find appealing. In combat, monsters are more likely to focus on you instead of other combatants. ==== Skilled (+) ==== You’re trained in a particular field or craft. You begin the game with one [[skills#specialties|Specialty]] in a Skill you have at least one point in. ==== Unskilled (-) ==== You find yourself less able than other people. You only have two Skill Points in character creation, and the highest level you can start with in any branch is level 1. ==== Superstitious (-) ==== While many in Mydreign have some beliefs and rituals, you take this to a whole new level. You have a superstition, and you worry that if you don’t keep to it, bad things will happen, meaning you always take the time and care to ensure it’s met. Let us know what your superstition is when taking this Quirk. If you go against your superstition, there may be consequences. ==== What Could Possibly Go Wrong? (-) ==== Every aspect of your plan is thought out to perfection. Every piece fits together like clockwork. There’s no way this doesn’t succeed, right? //OC: This will often take effect at unexpected and inconvenient times, though we will aim to ensure things fail in a fun way, and that failure still brings good outcomes too.// ==== Words as a Weapon (+) ==== It is said that the pen is mightier than the sword. You know this to be true. You are able to create flowing prose and detailed illustrations that can move the hearts of powerful figures. ===== Relationship Quirks ===== These Quirks represent different relationships and reputations your character may have cultivated. ==== Dark Secret (-) ==== There is a part of your past that you keep hidden from everyone. If it were to come out somehow, your position in society would be at stake. Tell the GMs what your character keeps secret when taking this Quirk at character creation. ==== Don’t Tell Anyone Else, But... (-) ==== Secrets never seem to be kept when they end up with you. Things that you tell only one person seem to have a knack for getting spread around, especially when you don’t want them to. ==== Owed a Favour (+) ==== Someone owes you a favour, and you’re not planning to let them forget. At some point during the game, you can call it in, and they’ll help you however they can. At character creation, let us know who owes you a favour and why. ==== Relationship (+ OR -) ==== There is a particular NPC that you have a connection with. Perhaps they are a close friend, a sponsor or benefactor, or someone seeking to improve your life however they can. Or maybe they are a rival, constantly getting in your way or aiming to foil all of your schemes from the shadows. When taking this Quirk, please give us either a specific NPC from the Wiki, make one from scratch, or give us an idea of what you want and the GMs will assign/create one for you. //This Quirk can be taken multiple times, once as a positive (+) Quirk, and once as a negative (-) Quirk// ==== Trustworthy (+) ==== You’re well-known and well-respected. You make a good first impression with strangers. Most NPCs are more likely to trust you and do what you request (within reason). //This Quirk cannot be taken with Untrustworthy (-)// ==== Untrustworthy (-) ==== For whatever reason, word has gotten around that you are bad news. Most NPCs are less likely to trust you, and may require extra persuasion or incentives to do what you request. //This Quirk cannot be taken with Trustworthy (+)// ===== Location Quirks ===== These Quirks are based on your character’s physical place within the world. You are allowed to take multiple Location Quirks. However, since most of them require a character to have a significant link with the associated region, the GMs may request that you change your choice if the Quirk doesn’t feel justified for the character. ==== Nobility (+ AND -) ==== Whether by blood or other means, you have a personal connection to the royal family of Myddul, placing you in one of the most influential positions in the kingdom. Other characters are likely to recognise your position and act favourably towards you as a result. However, you are easily recognised as an important figure. Other characters are likely to be watching your every move, waiting for you to slip up. //This Quirk can only be taken if your character is from Myddul.// ==== Heartwood Dweller (+ AND -) ==== Each year, Karu provides a Blessing to the people of the Heartwood. You’ve been a resident of the forest long enough to have received one of these Blessings, and you feel it has truly improved your life. You may experience random quirks of fate, as good fortune smiles upon you. However, the effects of the Blessing are at the whims of the Guardian Beast; they may turn for the worst depending on its mood. //This Quirk can only be taken if your character has lived in the Heartwood for a significant period of time.// ==== A Goddess’s Favour (+ AND -) ==== The goddess Lavata and the elders of your tribe have a strong bond with you. Sometimes, they may bestow wisdom upon you. But occasionally, they may ask you to do something you may not agree with. You may receive an unsolicited request or command in your Turnsheet prior to each Uptime. Not completing such a request may result in a consequence, as your loyalty to the tribe is questioned. //This Quirk can only be taken if your character has lived in the Lizard’s Fangs Volcanoes for a significant period of time.// ==== Chela’s Reach (+ AND -) ==== The power of Chela's currents flows steadily through all creatures in the Sea of Light. The stream of fate holds you as its priority passenger. You are more likely to find items, people, or places that you are looking for. However, beware: on your journey, you are also more likely to stumble upon situations you are trying to avoid. //This Quirk can only be taken if your character has lived in the Sea of Light for a significant period of time.// ==== The Present is a Gift (+ AND -) ==== Live in the present; die in the present. Living in an extreme biome with little life teaches you to appreciate what is there in front of you. Residents of the Sunshade Desert are in tune with life—and so too with death. You are a more effective healer for yourself and others. However, during combat, you may take more damage from physical attacks. Out of combat, you may notice more of the pain around you. //This Quirk can only be taken if your character has lived in the Sunshade Desert for a significant period of time.// ==== Mistwalker (+) ==== You have walked the mist that surrounds the world. With your frequent explorations, you feel it starting to change you. Each Turnsheet, you can use a Minor Action to spend time wandering the mists. When doing so, you can choose to move one Skill Point from one branch of the G.A.M.E. System to another; this is reflected by a slight alteration in your body, adapting to this change in Skills. You also gain the new Skill Point in addition to this. //This Quirk may provide access to storylines in which it is recommended that you have the **Mindbender** Playstyle Quirk.// ===== Playstyle Quirks ===== These Quirks, rather than affecting your character, are used to affect your game experience. You may take as many or as few of these as you like, and they don’t count towards your Quirk limit. At any time, you can turn any of these Playstyle Quirks on or off by contacting a GM. ==== Mindbender (0) ==== As detailed in the [[conduct-acceptable-themes|Conduct & Acceptable Themes Policy]], there is a possibility of mind-altering effects to occur during the game. Taking this Quirk indicates to the GM team that you are happy for these effects to occur to your character. ==== More Gore (0) ==== //New Game Plus// is set in a mediaeval-style fantasy world, with combat expected as a part of the game. Some gory details may be expected to arise in the course of the game. Taking this Quirk means you are alright opting in to receiving more gruesome descriptions in Turnsheets. You are also welcome to inform us about any particular depictions you do not want to receive. Gruesome details in Uptime will be hidden behind spoiler tags with relevant content warnings. ==== Hit Me Harder (0) ==== The land of Mydreign can be a dangerous place, especially with this Quirk active. It does not affect the likelihood of your character’s actions succeeding or failing, but the consequences of failure will be more severe. ==== Make Me Cry (0) ==== Taking this Quirk will let us know that you are happy to engage with a more emotionally heavy game, with grief and inner turmoil a possibility throughout. ==== Centre of Attention (0) ==== This quirk lets the GM team know that you're okay being put in the spotlight, whether by being named in game-wide announcements or being publicly praised, disparaged, or otherwise centred during Uptime. Do note that not taking this quirk does not prevent you from putting yourself in the limelight—it merely ensures that the GMs will not surprise you by doing so. ==== Romance Me (0) ==== Taking this Quirk lets us know that you are open to NPCs potentially initiating romance with your character. You are also welcome to initiate romance with NPCs and other PCs without taking this Quirk, as long as you have OC consent.