====== Quirks ====== Quirks help to shape both your character and your experience as a player. Gameplay Quirks reflect aspects of your character and their history, giving them specific mechanical advantages and disadvantages. Playstyle Quirks communicate the content and themes that you're comfortable with, thereby tailoring the way the GMs interact with your character. ===== Gameplay Quirks ===== You can take a maximum of **6 Quirks** in total, as long as they add up to -1, 0, or +1. ===== Social: ===== You can take a **maximum of 4** social Quirks. You can take the same social Quirk a **maximum of 2 times**. ====Standing (+1/-1)==== //Take this Quirk with an institution, organisation, or demographic.// You have a certain reputation with a particular group of people, and may be approached by members of that group with a corresponding level of trust or scepticism. How did you develop your standing with this group? Have you been of service to them in the past? Alternatively, if you have a bad reputation with them, when and how did you come to be at odds? ====Relationship (+1/-1)==== //Take this Quirk with a person.// You have history with someone, be they a fellow guest at the Palace or someone on the outside. //(Excludes [[the_palace#staff | Palace Staff]])// Do you have a sworn enemy, who by some strange chance is also a guest at the Palace? Or have you left a sibling back home, who you’ve promised to write regular letters to? ====Favour (+1/-1)==== You owe someone a favour, or someone owes you a favour. //(Excludes [[the_palace#staff | Palace Staff]])// How did you come by this favour, and who owes you? Did you provide a journalist with crucial information? Did you save the life of a nation’s high-ranking military officer? Alternatively, how did you end up owing a favour? Did you trade an artisan a favour for a nice set of cards? Have you yet to fulfil your end of a past bargain with someone who has now turned up as a guest at the Palace? ====Secret (-1)==== You have a secret that could change it all for the worse. Everything’s at stake—your reputation, your relationships… and, of course, your position in the election, if you’re running. ===== Physical: ===== You can take a **maximum of 4** physical Quirks. You can take each physical Quirk **once**. ==== Sneaky/Clumsy (+1/-1) ==== You are good at concealing your actions. You are less likely to be spotted or called out when undertaking some actions, whether this be via physical stealth, a quick tongue, or both. However, not everyone is blessed with a light foot or a silver tongue. Perhaps you have a habit of tripping over your own feet, or find it hard to come up with excuses in a sticky situation. Because of this, you are more likely to be spotted or questioned. ==== Trusty Companion/Disobedient Pet (+1/-1) ==== In //Fated//, you are able to have your own pet. Please note, if you wish to have your pet present during Uptimes, they should be an animal of reasonable size (e.g. a cat). However, if you choose to have a larger pet (e.g. a horse) you can keep them in the Palace stables, and have access to them during Downtimes. You may have a close bond with your pet, and you can trust it to help you out. Send your companion to keep an eye on people, or ask it to protect you. An extra friend in the Palace could be comforting... or alternatively maybe you haven't known your animal companion for very long. Could your pet have a mischievous nature? Either way, your pet does not tend to listen to you. If you give them a task, they may not quite do what you ask. ==== Armoured/Thin-skinned (+1/-1): ==== You are in some way a particularly resilient person, or are physically protected somehow. It is harder to severely injure you. On the other hand, not everyone who comes to the Palace is dressed for a fight, or has experience with violence. Perhaps you lived a life of luxury and had others to protect you. Either way, you may sustain more serious injuries. ==== The Elephant in the Room (+1/-1): ==== You have a manifestation that is unusually obvious or striking. Does it draw positive or negative attention? Does it give away your emotions or your fate in a way that's advantageous or embarrassing? ==== Addict (-1) ==== Perhaps you were scared of your fate, perhaps it was just plain curiosity---regardless of your reasons, you have become addicted to one of the supposed miracle cures for fate (often found in the [[off_the_map#the_floating_market|Floating Market]]). Within the Palace, you do not have easy access to this cure. What lengths would you go to to acquire it? What withdrawal symptoms would your character suffer from? Do these withdrawal symptoms present as obsessive behaviours, such as preparing warding jewellery or counting the number of rune stones you own? What coping mechanisms do you have, if any? ====Observant/Unobservant (+1/-1)==== You tend to see things that most people might miss. Alternatively, you //don't// notice things that most people would usually pick up on. =====Playstyle Quirks===== You can take as many or as few Playstyle Quirks as you choose. ==== National Identity ==== In taking this quirk, a very brief piece of writing will be added to the end of your Turnsheet, where your character experiences or reminisces about a nation-specific view of fate. For example, a native of west [[vyrhen|Vyrhen]] may feel comfort by looking at the stars. On the other hand, a citizen of [[coreinodel|Coreinodel]] might feel a tug in their chest to leave… ====More Agency==== The Palace is an environment in which there is potential for your character’s agency to be restricted at various points throughout the game. Take this Quirk if you want to minimize agency loss as much as is possible within such an environment. ====Hit Me Harder==== In the Palace, actions have consequences. Take this Quirk if you want the consequences your character experiences to be violent and/or taken to their extremes. ====Make Me Cry==== By taking this Quirk, you opt in to your character experiencing heightened emotional trauma, grief, and other assorted flavours of inner turmoil. ====Make it Gory==== This Quirk indicates that you are comfortable encountering depictions of body horror, cannibalism, and medical malpractice, as well as descriptions of violence being enhanced. ====Romance Me==== This Quirk indicates that you are comfortable with NPCs initiating romantic interactions with your character. Even if you don't take this Quirk, you may still initiate romantic interactions yourself. (For [[glossary#ballgowning|ballgowning]] other PCs, this Quirk does not apply. You should make sure the other player is comfortable with it OC on a case-by-case basis.)