Table of Contents

Quirks

Quirks help to shape both your character and your experience as a player throughout the game.

Character Quirks reflect your character and their history, shaping how they interact with others and the world.

Playstyle Quirks communicate the content and themes that you're comfortable with, tailoring the way the GMs interact with your character in Downtimes and Uptimes.

Character Quirks

You can take a maximum of 5 Character Quirks in total, as long as their combined score adds up to -1, 0, or +1.

Any Character Quirk can be taken more than once if so desired.

Relationship (+1/-1)

A defining connection for your character. Is it a long-time rival, or a lover they’ve rapidly become devoted to above all else? Is it an unbreakable bond of siblinghood with a childhood best friend, or a deep, festering hatred towards a sworn enemy?

Reputation (+1/-1)

A group of people has certain preconceptions about you, be it a city, a community, or some other collective. Is your reputation a positive or negative one? What did you do (or not do) to cause them to feel this way?

Favour (+1/-1)

Someone owes your character a favour. Who is it, and why?

Alternatively, your character owes someone else a favour. Who do they owe, and why?

Secret (-1)

Your character has a secret that they don’t want coming to light. If revealed, it could change their story forever.

Signature Skill (+1)

Your character is very good at something. Is it the inheritance of a long-honed craft, passed down over generations? Is it it something learnt spontaneously on the road? Is it an inborn talent discovered in childhood, or a skill developed through long and arduous study?

Fatal Flaw (-1)

A deep-seated attribute that could well be the cause of your character’s downfall. Are they filled with hubris? Are they quick to burst into a rage? Are they a slave to a particular vice?

Helpful/Horrible Heirloom (+1/-1)

You possess a unique and useful object, be it a weapon, tool, or something else.

Alternatively, you have an object of significance in your possession which actively hinders you, but you can't yet get rid of for whatever reason.

What is it? How did you acquire it?

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 (with the exception of Echo).

More Gore

You're comfortable with detailed descriptions of violence, gore, torture, and cannibalism.

Hit Me Harder

If your character fails at a dangerous or risky undertaking, 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.

Make Me Cry

You're comfortable with your character experiencing significant emotional trauma, grief, and other inner turmoil.

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 Ballgowning for more details.

Mortality

You are happy for your character to die partway through the game and continue their story as an Echo in the House of Fame.

Please note that in order for your character to become an Echo, you must be comfortable gaining the Echo Playstyle Quirk.

Mutability

The physical changes that your character displays whilst in the House of Fame may be unsettling and/or extreme.

Echo

Your character has died and has become an Echo inhabiting the House of Fame.

As an Echo, your character may experience an extreme instablity of memory, personality, and sense of self. (Specifics always subject to discussion with GMs.)

Characters who become Echoes automatically gain this Quirk.