Table of Contents

Quirks

The quirks on this page allow you to define specific advantages and disadvantages that your character has beyond what they can do, see Skills. These are split up into Personal, Relationship, and System quirks: you can take any Personal or Relationship quirks (as long as they don't mutually contradict each other), but you can only take the System quirks for the planet your character hails from.

As base, a character has 2 positive quirks. You can take up to 3 more, so long as they take balancing numbers of negative flaws. At maximum you can take 5 positive quirks, and 3 negative flaws. Some quirks require more specification, which should be added onto your character submission.

Each quirk can only be taken once.

Personal Quirks

Bullet Magnet (-)

No matter where you are, or what you are doing, when trouble kicks off you are somehow always on the receiving end of it. At least that's how it feels from the inside. If you take this flaw, you are not more likely to end up taking fatal damage, but any ruckus that goes on around is much more likely to rebound on to you.

Fancy Technology (+)

Anything more complicated than subsistence tech is as rare as gold dust in these post-peace days, so what little you have scrounged away is very useful indeed. Whether it is a weapon, a pair of linked and coded communicators, or even just a small private space-craft you have a piece to rival the heights of the pre-war industry. If you take this quirk, you have a personal piece of equipment to use.

Please tell the GMs what sort of gadget you have when submitting your character.

Incurable Illness (-)

Medical developments never really developed beyond the treadmill of keeping people alive for about one hundred years, at best. With the advent of the war, and the collapse of most of the infrastructure of the systems, the chances of someone being struck down with something that can't be cured is much greater. If you take this flaw, you have a persistent illness that is beyond the ability of the current society to cure.

Please tell the GMs what sort of illness afflicts your character, when submitting.

Recognisable Face (-)

You just have one of those faces. People will pass you, in even the busiest crowds and then have that feeling about you the next time they see you. If you take this flaw, people are much more likely to recognise you a second time: this is unhelpful if you are trying to sneak around, or if you are a hidden time traveller.

Resources (+)

Not much was not fed into the the great war machines of the Seven Systems. What little there is left, however is in your hands. It isn't anything particularly functional, or sapient, but an enterprising person can put it to good use. If you take this quirk, you have stored up a reasonable pile of raw resources - be they constructive or luxury.

Please tell the GMs what sort of resources you have, when submitting your character.

Technologically Enhanced (+/-)

In these advanced days, even and perhaps especially with the ravages of the War, there are many people who have had their body enhanced. These can be of a variety styles and designs, from the cool steel of Kedalion to the organic growths of Briareos. Many of these may be helpful and useful, but just as many are buggy and prone to being more trouble than they're worth. If you take this quirk, or flaw, you have some sort of technological enhancement attached to your body.

Please tell the GMs what your enhancement is, and whether it is a positive or negative quirk, when submitting your character.

Time Travel Sickness (-)

One thing that was noticed in the very early Chronos tests was that one of the test subjects had a debilitating nausea response on jumping through time. People don't know what might cause this, but it does have a certain incidence rate in the population at large. If you take this flaw, there is a chance that you will feel nauseated, and much less effective, when you use the Chronos machine.

Tough (+)

Some people just don't stop. With the War raging through the systems, there are a surprising amount of people still alive who are very resilient. If you take this quirk, you are much less likely to be slowed or stopped by minor or moderate physical damage, or illness.

This quirk cannot be taken if you have Weak (-).

Vice (-)

There's a lot out there in the world which people like, and there are a lot of people who just can't get enough of it. Whether it's alcohol, drugs, stealing or compulsively lying, you just can't relax until you get your next hit. If you take this flaw you have a vice which you need to indulge on a regular basis.

Please tell the GMs what your vice is when submitting your character.

Weak (-)

Some people get hit, and get hit hard. With the War raging through the systems, it's unsurprising there are people who will be at risk of damage. If you take this quirk, you are much more likely to be slowed or stopped by minor or moderate physical damage, or illness.

This flaw cannot be taken if you have Tough (+).

Relationship Quirks

Ananke Connections (+)

The Ananke Conference brought together the great and the good from across the Seven Systems. You were not there; if you were, you'd be dead. You do however know someone who was there, or at least know someone who knows someone (if you're not old enough). Either way, if you take this quirk you will have a person on the Ananke who you can leverage.

Please tell the GMs who you are connected to on the Ananke, and how you know about them, when submitting your character.

Allies (+)

When you arrived at the CHRONOS project, you didn't come alone. No great projects are achieved by a single person, and having a team at your back can make certain things much easier. If you take this quirk you have a small team of allies who can help you out within their speciality, or with simple other tasks.

Please tell the GMs who your allies are, when submitting your character.

Dark Secret (-)

The War has raged for more than twenty years, which means that there have been countless opportunities for even the kindest soul to do something horrific. Most of these smaller horrors have been lost to the sands of time, but the universe never truly forgets. If you take this flaw, you have something dreadful that you did in your past, that you don't want people to discover.

Please tell the GMs what your dark secret is, when submitting your character.

Dependent (-)

Not everyone is completely capable of keeping themselves safe in this blighted universe; but the one of the fundamental human drives is community. We help each other, and through that we hold back the dark. If you take this flaw, you have someone who depends on you, and that you must protect.

Please tell the GMs who your dependent is, when submitting your character.

Planetary Agent (+ AND -)

The CHRONOS agency, while secretive, is not leak-proof. A lot of what remains of the governments (and other planetary organisations) have heard snippets of what's happening on the inside. Naturally, many of them have their own designs on such a powerful piece of technology. If you take this quirk, you work as an agent of this group, providing information and action within the CHRONOS agency, in return for direction and support.

Please tell the GMs which planetary organisation you are connected to, when submitting your character.

N.B. This counts as BOTH a positive quirk and a negative flaw.

Powerful Enemy (-)

The structure of the CHRONOS organisation has never been incredibly rigid, but there are always people who have always been in a core group. These people have a lot of power and influence within the organisation. If you take this flaw, one of these people has taken a strong dislike to you and will take opportunities to move against you if they come up.

Please tell us about the enemy you have within the CHRONOS team, when submitting your character.

Powerful Sponsor (+)

The structure of the CHRONOS organisation has never been incredibly rigid, but there are always people who have always been in a core group. These people have a lot of power and influence within the organisation. If you take this quirk, one of these people has taken a liking to you when bringing you into the organisation and will be more likely to give you aid and support if you need it.

Please tell us about your CHRONOS sponsor, when submitting your character.

Achelia Quirks

Darkvision (+)

As a now mostly spacefaring people, there are some of the Achelian who have developed to life in the inky black. These lucky Achelians have much developed eyesight, and can pick up shapes and details with even the minimal amount of light. If you take this quirk your eyesight is improved, and you can expect to see well in the dark.

Gravity?? (-)

Lots of Achelians grew up on asteroids in low and zero-gravity environments. If you take this quirk, you have acclimatised to low gravity, and sometimes forget forget that gravity exists. You have a tendency to drop things (often around very delicate equipment), or otherwise act somewhat clumsily.

Briareos Quirks

Foodless (+/-)

Those who have broken away from the tyranny of post-War Briareos have to struggle with a strange existence indeed. Now that the surface of the planet can support no long term agriculture at all, its people must use biotechnology to support themselves. This can go well, allowing a person to thrive without food or drink, or poorly, leaving them in a permanently weakened and hungry state. If you take this quirk, or flaw, you have these changes made to your body.

Please tell the GMs whether you are taking the positive or negative version of this quirk, on submitting your character.

Gasbag Manager (+)

Gasbags are no longer just floating farms on Briareos, they are also the only major place people live outside the palace of the Tyrant. If you take this quirk, you were a manager of one of these gasbags before being attached to the CHRONOS organisation. You are very at ease among the Briarean biotechnology, and know a lot of weird tricks about how it works.

Cheimeros Quirks

Hardcore Survivalist (+)

If you take this quirk, you have developed a mindset that if something could possibly go wrong it will, and in the worst possible way. Obviously fatalism has its disadvantages, but it does mean that when things do go wrong, you will be ready - it is very helpful to have a safe life in Cheimeros.

Light Sensitivity (-)

Cheimeros is a dark place, with a harsh sun. If you take this flaw, your eyes have worn out due to a long lifetime of the glare; any bright lights that are shone directly at you are enough to distract and disorient you.

Eunomia Quirks

Casteless (-)

You were once of a caste. Perhaps a Realizer, a Champion, or even a Visionary. No more. If you take this flaw you have been stripped of your caste and are now of the Potentials. If your identity is exposed, any good Eunomian would mistrust you or even demand your capture.

You may choose this Quirk in conjunction with Eunomia – High Caste or Eunomia – Military Caste, having the latter as your caste before you became a mere Potential. You will gain the relevant benefits (by potentially pretending to belong to the relevant castes).

For Eunomian players who have not picked a caste through quirk, they would automatically belong to the Realizer caste.

High Caste (+)

If you take this quirk you are of the Visionary Caste. You are perceived as a scholar of the Eternal Order. You have great understandings of (the Cult of) the Eternal Order and the Eunomian society. You command trust and respect amongst fellow Eunomians in general.

This quirk cannot be taken if you have Military Caste (+).

For Eunomian players who have not picked a caste through quirk, they would automatically belong to the Realizer caste.

Military Caste (+)

If you take this quirk you are of the Champion Caste. You are shaped for war from the moment of your birth. You possess heightened perceptions and have exceptional battle-field awareness.

This quirk cannot be taken if you have High Caste (+).

For Eunomian players who have not picked a caste through quirk, they would automatically belong to the Realizer caste.

Kedalion Quirks

Electric Eye (-)

If you take this flaw you are, for whatever reason, a person of particular interest to one of Kedalion's many Optis. Without your knowledge, a simple detection chip has been implanted in you, so that it may keep track of your whereabouts across the vast gulfs of space.

Foot In The Door (+)

Whether you are a high-powered executive, or a figure who has fought their way up from the streets, many on Kedalion have a keen nose for deals and opportunities. If you take this quirk, you can rest assured that you will be able to catch wind of which is the correct person to talk to with a certain organisation. Whether they'll listen to you, or not, is another question, but you have somewhere to start.

Kybele Quirks

Blogger (+)

People tend to read what you have to say about things, and you understand how to make a following larger. While your readers won't always believe you, at least you have a lot of them. If you take this quirk, you are able to get your voice out there more easily.

That's An Order (-)

Your whole life has been spent with a domineering warlord controlling the area in which you live. If you take this flaw you have a tendency to do what authority figures ask of you without really thinking.

Selas Quirks

Inoculation (+)

If you take this quirk you have been inoculated or inured against several experimental biological or chemical weapons. Exposure to these agents will have little to no effect on you.

This quirk cannot be taken if you have Weakened Immune System (-).

Weakened Immune System (-)

If you take this flaw, you volunteered as a subject for the above experiments, but you had a horrid reaction. As a result, you are now more susceptible to chemical and biological agents in general. Even a passing whiff can make you ill for weeks.

This flaw cannot be taken if you have Inoculation (+).

Playstyle Quirks

Hit Me Harder (0)

Taking this quirk indicates that you wish to play the game on hard mode. You wish your encounters with new dangers to be more dangerous, and possibly more dramatic; you accept that it is slightly easier for your character to have an epic death or to come away from an encounter with more injuries.