system:quirks

Quirks

A voyage lives and dies by its crew. It is true for all industries that a good manager knows and utilises the unique skillsets of their team, and spacefaring is no exception. Without a pilot, you'll get nowhere. Without a researcher, you'll learn nothing. Without an engineer, you'll get stranded. And without a medic, you'll realise just how far away help is. Know the skills and weaknesses of the team, and plan accordingly. If there is animosity between teammates, then the expedition has already failed.

Rodgar Leckar, “The Spacefarer’s Handbook” Vol. 3.


Quirks represent attributes that a character has. They serve not only to help define your character, but also to convey mechanical advantages or disadvantages. Playstyle Quirks are used to let us know what sort of experience you want out of the game.

You may take a limited number of Quirks. Your overall Quirk Score must be equal to 1, 0, or -1, and your Quirk Total cannot exceed 5.

Your Quirk Score represents the combined score of all Quirks you have taken. A Quirk's score is either +1 (indicated by a +), 0 (indicated by + AND -), or -1 (indicated by a -). If a Quirk is labelled, for example, (+ OR -), you may take it as + or -. Let us know which you have selected.

Your Quirk Total is the number of Quirks you have taken. Note that Quirks marked as FREE (i.e. Playstyle Quirks) do not contribute to your Quirk Total.

Unless otherwise specified, you may take each Quirk once only.

While these Quirks are split up into various categories, there is no mechanical distinction between them. This is designed to make it easier for you to navigate this page, and take things that best relate to your playstyle.

Well-Equipped (+)

You have 4 tokens to spend on Equipment and Body Augmentations. This stacks on top of the 4 initial tokens you get, as well as the standard Survival Kit.
This can be taken up to 2 times.

Poorly-Equipped (-)

You have a severe deficit of equipment. You do not gain the initial 4 Equipment Tokens (although you still have the standard Survival Kit).

Specialised Tool (+)

In addition to your normal equipment, you have a specialised tool that functions differently.
Describe what it does – subject to GM approval and balancing.

Established Presence (+)

Your pre-existing connections and power means that you start out the game with 4 Expansion Points to spend on Influence Assets.

Indebted (-)

You owe someone else a great debt. Choose or create an NPC you owe this debt to, explain what this debt is, the leverage that they hold over you, and how it might be possible to pay off the debt.
This can be taken multiple times with different NPCs.

Business Partner (+)

At some point in your life, you have managed to pick up a significant ally, someone willing to help you out with your work. Choose or create an NPC you have on speed dial, and explain the nature and origin of your partnership.
This can be taken multiple times with different NPCs.
Not all NPCs may be available for this.

Nemesis (-)

At some point in your career, you have managed to make a significant enemy. Choose or create an NPC, and explain the nature and origin of your rivalry.
This can be taken multiple times with different NPCs.

Reputation (+ OR -)

Cartographers talk, and you've given them something to talk about. Perhaps a selfless act during a survey mission gone wrong has solidified your heroism among other Cartographers, or helping researchers with their projects might have earned you a favour or two with them. On the other hand, repeated corner-cutting on paperwork might get you on the wrong side of management, or maybe you're just known to be grumpy and short-tempered.
No matter what the nature of your reputation, people know you, and they're talking.
This can be taken multiple times with different groups.
Specify a group with which your reputation lies, and whether your reputation is good (+) or bad (-).

Networker (+ AND -)

You are well known across the station. Beloved by many, and equally hated by many. You know what's going on with a lot of other people, but you also haven't always kept your plans close to your chest. People feel strongly about you, for better or for worse.

In the Know (+)

It might be a network of informants, it might be because you hold an influential position in your organisation, but you are kept updated about relevant events. You will receive a few sentences in your turnsheet informing you about other things happening in the galaxy.

Secret (-)

You have a terrible secret that would cause great damage to you or your reputation if revealed.
Please specify what the secret is. Your secret must be of ongoing relevance, for example a shady smuggling deal you've recently helped orchestrate, ethics violations you've committed during research, etc.
We will get back to you to make sure that your secret is appropriate and fits the setting of the game.

Academic Researcher (+)

You are well-studied in a field of applied research. Choose a discipline from the list of Academic Disciplines below. You get large bonuses to actions that rely on that specific discipline, as well as smaller bonuses to actions within that general field.
While you are allowed to make up your own, it will be heavily subject to GM approval, as it needs to be something that could feasibly come up in the game. You are allowed to write that you are an expert in something that has no mechanical benefits into your backstory for free, without taking a Quirk.

Prowess (+)

Years of training and experience have honed your knowledge and skills in a particular physical area.
This can be taken alongside Ineptitude, as long as the specified skill is different.
This can be taken multiple times with different areas.
Tell us what skill this is and how you developed it. Examples include piloting, combat, espionage, and athletics.

Ineptitude (-)

Whether through injury, a lack of training, or otherwise, you are not very capable in a particular physical area.
This can be taken alongside Prowess, as long as the specified skill is different.
This can be taken multiple times with different areas.
Tell us what skill this is and why you aren't particularly skilled in it. Examples include piloting, combat, espionage, and athletics.

Observant (+)

You tend to be quite adept at spotting things and patterns. You will be able to notice things that other people might miss, potentially revealing secrets, overheard conversations, or hidden details in data.
Cannot be taken alongside Unobservant.

Unobservant (-)

You tend not to be particularly good at noticing things. You will miss some important details, potentially putting you in a dangerous position, or overlooking key parts of a dataset.
Cannot be taken alongside Observant.

Quick Thinker (+)

You've practiced the art of adapting to unfamiliar scenarios. When things go wrong (as they sometimes do with space exploration), you are better than most at changing the plan and overcoming unexpected obstacles.

Tough (+)

It might be through extreme training, it might be through natural genetics, but your body is particularly resilient. If you do get into a fight or a dangerous situation, you are less likely to receive injuries as a result.
Cannot be taken alongside Fragile.

Fragile (-)

Perhaps you have been injured before, or perhaps you need more training, but your body is not very resilient. You may get injured in situations that are not normally very dangerous, and may fare worse in a fight.
Cannot be taken alongside Tough.

Careful (+)

You take a methodical, rational approach to situations. You are less likely to get break something, slip up, or otherwise cause circumstances that lead to things going wrong.
Cannot be taken alongside Clumsy.

Clumsy (-)

You can be a bit careless at times, and it can result in things going wrong. You are more likely to introduce dangerous or otherwise negative consequences in what you do, both for you and the people around you.
Cannot be taken alongside Careful.

Pass it Forwards (+ AND -)

While you seem adept at avoiding consequences for your actions, the people around you don't always seem to be so lucky. You might be the cause of the situation or just lucky, but others around you may suffer at your expense.
Cannot be taken alongside I'm Doing My Part.

I'm Doing My Part (+ AND -)

It might be a selfless nature, it might just be bad luck, but you tend to take the consequences for people. When working with others, you will tend to keep them safe, but will suffer more as a consequence.
Cannot be taken alongside Pass it Forwards.

Diverted Attention (+ AND -)

You don't always stay on task, but this isn't always a bad thing. You may lose focus on things that you initially planned to do sometimes, but this can allow you to learn about or do things you may not have realised were possible.

Academic Disciplines

Academic Disciplines are fields of study that benefit the research and work a character might do, when taking the Academic Researcher Quirk. While this list obviously isn't a comprehensive list of every field of study that exists, it includes the ones that we anticipate most likely to come up in game, broken down into categories so that each field is roughly the same importance. If you have a different suggestion for your character you can propose that, but it will be subject to GM approval as we ensure that it has similar relevance to the ones listed. If your chosen field only comes up in roleplay you do not need to take the Quirk to get it: you can just assume that you are an expert in that field.

The Disciplines are broken up into 4 categories, each of which includes 4 Disciplines (giving a total of 16 Disciplines). Someone skilled in a Discipline might get minor benefits to others in the same category. For instance, a metallurgist might know a bit about structural engineering, but wouldn't be as good as a structural engineer.

While each Discipline can be beneficial when narratively relevant, they also have defined benefits to particular Goal Actions. The benefits are as follows:

  • Research Culture: Gain relevant insights at an accelerated rate.
  • Procure Equipment: Reduce the cost of either Equipment or Augmentations by 1 Token (to a minimum of 1).
  • Research Technology: Research relevant technologies at an accelerated rate.
  • Survey System: Survey systems at an accelerated rate.
  • Expand Presence: Reduce the cost of specified Influence assets by 1 Expansion Point (to a minimum of 1).

For each benefit that accelerates the rate of something, one skilled person attempting the Goal Action is equivalent to two unskilled people attempting it.

Life Science

  • Bioengineering
    • Taking biological systems, and using them to make things. Benefits procuring Augmentations and researching genetic technology.
  • Botany
    • Studying plants and how they work. Benefits surveying planets and researching nutrition and some medicinal technologies.
  • Zoology
    • Studying animals and how they behave. Benefits surveying planets and researching animal-based technology.
  • Pharmacology
    • Studying drugs and medicine. Benefits procurement of Equipment and research of medical technology.

Physical Science

  • Astronomy
    • Studying and mapping the stars. Benefits system surveys and researching cartographic technology.
  • Geography
    • Studying the planets and their features. Benefits for system surveys and researching new geographic information system technology.
  • Particle Physics
    • Studying the nature of reality as well as other relevant fields (quantum physics, photonics). Benefits procuring Equipment and researching relevant technologies, such as FTL engines.
  • Energy
    • Studying energy generation and transfer. Benefits building Influence Installations and researching energy technology, nuclear and renewable.

Engineering

  • Metallurgy
    • Studying materials and metals. Benefits procuring Equipment and researching materials technology: making them stronger, tougher, harder, better.
  • Electronic Engineering
    • Studying computers and cybernetics, software and hardware. Benefits procuring Augmentations and researching machine technologies.
  • Mechanical Engineering
    • Studying moving systems, like spacecraft, sub-light propulsion, and some parts of stations. Benefits procuring Influence Squadrons and researching mechanical technology.
  • Structural Engineering
    • Studying buildings, and how to make them. Benefits building Influence Installations and researching the technology to make these better.

Social Science

  • Anthropology
    • Studying societies and behaviour of sapient life. Benefits about researching new cultures, as well as surveying them across systems.
  • Archaeology
    • Studying societies and places of the past through its remnants. Benefits system surveys and research of historical cultures.
  • Political Sciences and Economics
    • Studying governance and economic systems. Benefits recruitment of Influence Agents and for understanding culture.
  • Linguistics
    • Studying language and its behaviour. Benefits recruitment of Influence Agents towards a common goal and researching more about cultures, deciphering the language if necessary.

Unlike the other Quirks, these are more about what sort of experience you want out of the game rather than describing your character. You can take as many as you like and change them at any point in the game, and they don't count towards the limit on your Quirk Total.

Red Shirt (FREE)

The galaxy can be a cruel and uncaring place, and life can change in an instant. While this does not increase your chances of getting into dangerous circumstances nor does it increase the risk of things going wrong, it does increase the severity. While permanent PC death is unlikely even with this Quirk, it is very possible that a PC will be radically physically altered from their experience in space (and death is still a possibility).
If you wanted to take Hit Me Harder, then this is the Quirk for you.

More Gore (FREE)

You are happy to receive more vivid descriptions of injury or other particularly gory narration. Descriptions of such will be toned down if you do not take this.

Make Me Cry (FREE)

You are happy to lean into the more emotionally heavy moments of Ventures. While this doesn't mean that things will necessarily go worse for you, it will mean that you are happy with being more subjected to grief, sadness, trauma, and other things that might make you cry.

Romance Me (FREE)

This Quirk indicates you're okay with NPCs initiating romantic interactions with your characters. It still may not happen depending on whether an appropriate situation arises, and even if you don't take the Quirk you may still initiate things yourself. For ballgowning with other PCs, the Quirk does not apply (as they won't know if you have it), and you should instead check they're okay with it OC on a case-by-case basis.

Mindbender (FREE)

You are happy for your character to experience a temporary loss of agency as a result of mind-controlling effects, as well as to receive explicit descriptions of mind-altering effects. Even if you do take the Quirk, depending on the choices that you make, it is possible that you will not experience either of these.

  • system/quirks.txt
  • Last modified: 2024/10/13 21:46
  • by gm_harry_w