Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Quirks ====== Quirks are features that shape both your character and your experience as a player. They affect the ways your character can interact with the world to achieve their goals, express your out-of-character preferences about the game, and also aim to inspire possible directions to pursue when creating your character. =====Gameplay Quirks===== Gameplay quirks are made up of Resource and Skill Quirks, which reflect the mechanical advantages your character has. You should take **three** of these in total, in any combination (for example, combinations might include 2 resource quirks and 1 skill quirk, or 3 skill quirks). For each one you take, you'll get the opportunity to explain the details of the specific resource or skill your character has. ==== Resource Quirks ==== //Each Resource Quirk can be taken an unlimited amount of times.// == Qualified Ear == You're in regular contact with somebody outside of Antarctica. You'll be able to contact this person for advice or information during the game. Who are they, how did you get to know them, and how might they be able to help you? == Hallways of Power == You know someone who could use their influence for your benefit---for example, a politician, military boss, or corporate executive. Who are they, and why would they be of use you? == Levers of Power == You have the ability to influence the world directly. This could be through a prominent media presence, authority over people or assets, or something else. What influence do you have, and what could it achieve? //Subject to GM balancing.// == Well-Equipped == You're bringing a specialised item, device or machine that could be of use to you. What is it, and what does it do? == Custom == Your character has a different useful resource, not listed here. Tell us about it! //Subject to GM balancing.// ==== Skill Quirks ==== //Unless otherwise specified, each Skill Quirk can only be taken once.// == Survivalism == You have prior experience of hostile environments, or exploration in general. Tell us what it is, and how you expect it to help you at APERIS. == Medicine == You're trained in some form of medical science, be it first aid, general surgery, or something more specialised. Tell us what skill you have and where you got it. == Vehicles == You can skillfully drive or pilot a particular type of vehicle used in Antarctica. This could include ships, planes, or specialised land vehicles (such as Sno-Cats or snowmobiles). Let us know what kind of vehicle it is, and where you learnt to drive it. //(This Quirk can be taken an unlimited amount of times.)// == Diving == You have experience or training in cold water diving, allowing you to skillfully explore the sea beneath Antarctica. == Technology == You're especially qualified to use and/or maintain a specialised type of technology. This could include physical equipment or devices, machinery, or computer programming skills. Tell us what your proficiency is and how you might use it at APERIS. //(This Quirk can be taken an unlimited amount of times.)// == Science == You're qualified in an area of science, such as zoology, oceanography, or meteorology. Tell us what skill you have and where you got it. //(This Quirk can be taken an unlimited amount of times.)// == Paranormality == You have knowledge or experience relating to encounters with the paranormal, anomalous, or occult. Tell us what it is, how you feel about it, and how you might try to use it at APERIS. //Please note that although your character may believe they have encountered the paranormal before, this does not necessarily mean they actually have.// == Research == You are skilled at using archives, and an aptitude for fact-finding. Tell us how you gained this skill. == Combat Training == You have training in some form of combat. Tell us what kind of combat training you have and how you gained it. //When taking this quirk, bear in mind that weapons are technically banned at APERIS in accordance with its ethos of international co-operation.// == Custom == Your character has a specialised skill not listed here that you expect will be useful at APERIS. Tell us about it! //Subject to GM balancing.// //(This Quirk can be taken an unlimited amount of times.)// ===== Playstyle Quirks ===== Playstyle Quirks communicate your preferences as a player and tailor how the GMs interact with your character. **You can take as many or as few of these as you like, and can change them whenever you want during the game by telling a GM.** == Hit Me Harder == If your character fails at a dangerous or risky task, the consequences they experience will be more violent, or taken to their extremes. Taking this quirk does //not// make failure more likely, but it does make it more damaging. == More Gore == You're comfortable with more detailed descriptions of violence and body horror than usual. == Break My Brain == Your character is more likely to experience mind-altering effects, and they will be more intense and debilitating. == Make Me Cry == You're comfortable with your character experiencing more emotional trauma, grief, and other inner turmoil than usual. == Romance Me == You're happy for NPCs to initiate romantic interactions with your character. If you would like to initiate a romantic interaction yourself, with either an NPC or a player character, you do not need this quirk, but you must ask for OC consent first. See [[glossary#Ballgowning]] for more details. ~~NOTOC~~ quirks.txt Last modified: 2025/10/07 08:03by gm_jack