Quirks are options that shape your experience of the game, and lightly mechanise your character's abilities and resources.
Playstyle Quirks communicate the themes and content you're OC comfortable with, thereby tailoring the way that GMs interact with your character and influencing the plots your character is involved with.
Character Quirks are mechanical reflections of aspects of your character and their backstory, affecting the way they interact with the world around them. They are used to help the GMs weigh up the success of characters in turnsheets, and are intended to be plot and roleplay hooks. We encourage you to prioritise what is thematically interesting for the story you want to tell over what seems the most powerful.
The GMs will consider your Playstyle Quirks throughout all our interactions with you. By default, other players do not have knowledge of these Quirks. Your Character Quirks will be primarily relevant for helping us to determine the outcomes of your turnsheets.
You can change your Playstyle Quirks at any point in the game; simply message us. No explanation is required.
You may take as many Playstyle Quirks as you wish. You must, however, indicate which level of Mind-Altering Effects you would be most comfortable with. This game will prominently feature mind-altering effects, as a subject of discussion if not direct experience, and so this Quirk allows us to ensure that players only engage with it to an extent with which they are comfortable.
(NB: experienced players may notice the lack of a “More Gore” Quirk. We are not expecting gore to be present in Chronicle, and, as such, this Quirk does not apply.)
The Conduct and Acceptable Themes Policy entries on 'Mind control or other means of removing agency' and 'Discrimination on the basis of physical disability, mental health condition, or neurodivergence' may be helpful in determining your comfort levels here.
There are three levels available:
Mindstraightener: Your character will not experience mind-altering effects at all. However, we cannot guarantee that they will be able to avoid discussion of them, as these elements, and discrimination based on them, will play a role in the unfolding of the plot.
Mindbender: We will steer your character into plots that may involve them being offered the decision of consensually undergoing mind-altering changes. These experiences may lead to discrimination.
Mindwarper: Mind-altering effects will likely happen to your character without their consent. This does not include mind control. It does include experiences akin to visions and psychic communication. These experiences may lead to discrimination.
Note: Some Character Quirks will provide more uses if taken alongside Mindbender or Mindwarper. These are:
Actions have consequences, and discoveries do not exist in isolation. Take this Quirk if you want said consequences to be more extreme. This does not affect the likelihood of your character's actions succeeding or failing, only the severity of the outcome should they fail.
Taking this Quirk means that you're ok with your character experiencing more extreme emotional trauma, grief, and inner turmoil, and this being a focus of turnsheets. It does not automatically equate to a tragic story, but allows for more possibility of an engagement with tragedy.
This Quirk indicates that you are comfortable with GM-run NPCs initiating romantic interactions with your character. Even if you don't take this Quirk, you may still initiate romantic interactions yourself, with the consent of the GM. For initiating romantic relationships with other PCs and crew NPCs, this Quirk does not apply. You should make sure the other player or crew member is comfortable with it OC on a case-by-case basis.
Most character quirks provide a specific, more mechanical ability. However, most of them also represent a wider pool of contacts and sources of information that you gain through access to a community, area or faction. You may invoke them in both contexts.
Character Quirks are intended to be represent significant factors in your character’s plot, that are likely to feature significantly in turnsheets. For instance, if your character has had a passing relationship with the Temple of Mumnos then this doesn’t need to be a Quirk, but if this is a significant part of their life it makes sense for it to be one.
You may take Quirks from across regions, depending on your character’s life story. A number of people will have moved between regions; a number will have stayed put. All characters have access to VAA and Personal Quirks.
Some Character Quirks may be gained or lost based on turnsheets, depending on your relationship to the resources and connections they represent.
The parts of the quirk descriptions in bullet points indicate their stricter mechanical uses or any suggested or disallowed combinations with other quirks.
You may choose a maximum of four Character Quirks, and a minimum of two. Some Quirks cannot be taken alongside others. Some Quirks take up two Quirk slots, as they require extra work for us to facilitate.
Quirks representing pieces of your past. All characters have access to these.
Cherished Titbit: You carry a secret unknown to your colleagues. Tell us the nature of this secret. Who do you aim to hide it from the most? What would the possible repercussions be for letting the cat out of the bag?
Ripple from the Past: You have a significant prior relationship with an NPC who isn't listed on the wiki, but who will now appear in uptimes and/or emails. Tell us what this relationship looked like, or currently looks like. Were they a dear friend you’ve been meaning to get in contact with? An old rival seeking to settle the score with you? Something else entirely? If they appear in uptimes, why have they got access to the Archive forum meetings?
Quirks representing your skills as a Volunteer Assistant Archivist. All characters have access to these.
Worker Bee: You understand the immense value of contacts when it comes to your research.
Lone Wolf: You understand the value of inner contemplation and an unclouded perspective.
Specialist: You have a particular goal pertaining to your work with the Archive, and you intend to see it through.
Interdisciplinary: Your scholarly universality is a hefty boon for anyone in need of assistance.
Respected Researcher: Senior Archivists have taken an interest in your research and recommended you for funding.
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These represent non-Archivist jobs and connections one might have as an inhabitant of the Archive and its environs.
Bureaucrat: You help organise economic and political life in the Archive, a mirror of the Archivists organising their collections.
Port Worker: You work in Port Nemeus (on the coast near the Archive), and hear the gossip of traders from all over the world.
Shepherd: As a hermit wandering the rolling hills scattered throughout the Petu Peninsula, you tend well to your flock and ensure its steady preservation. In turn, their thick wool has the capacity to offer you serenity throughout the night.
The daily grind in Mayton Greynes grinds on, and on. Where do you fit inside the machine?
Lutown University Affiliate: Whether staff, student or administrator, you have access to the Lutown University Single Sign-On, which grants you access to a number of academic papers.
GLUMM Affiliate: You are a gear inside the complicated clockwork structure of GLUMM, likely as a civil servant or an enforcer. As such, you have fingers in the Greynesian monarchy's pie…
Complex Manager: You are a middle manager of a sub-branch of a sub-branch of the Complex’s enormous collection. So long as it doesn't affect profits, you can use your corporate power and connections for your own benefit.
Dispossessed: You live in the Pockets and likely work multiple zero-hour contracts, if you have a job at all. In the crowded, chaotic setting of the Pockets, getting by requires some falling in with groups who know how to exploit the cracks in the shell of industry.
Chronically Online: You constantly receive advertisements and news pings while you’re trying to interact with the Archive.
In addition to drawing on the mutual aid and libraries of the Temples, disciples of Endring’s gods bear a variety of uncanny blessings. Perhaps they are cultural placebos, reinforced over time. Perhaps not.
It is widely believed that the gods are more powerful when the month bears that god's name (see Time and Date). In the Month of the Many, this applies to the Small Gods.
Disciple of Itztepex: Your alignment with the god of rhetoric offers you clearer insight into what grabs the attention of the populace.
Disciple of Liria: Your alignment with the god of naming grants you the gift of using personal signifiers to your advantage, for a time.
Disciple of Mumnos: Your alignment with the god of community offers you a greater sense of harmony with nature and its myriad of denizens.
Disciple of Kleiops: Your alignment with the god of loss ensures that you are a reliable safehold for distant memories.
Disciple of OBIX: Your alignment with the god of games is imperceptibly evident, mostly displayed by your aptitude for being favoured by chance.
Nameless One: Your non-subscription to the multitude of deities in Endring comes with the merit of going unnoticed.
Nemean Quirks primarily represent the importance of home. Each place in Nemeus sings with divine memory. Even Merchants have a sacred home: the open sea.
As in Endring, Nemeans often believe they have uncanny capabilities, associated with their home-god. In both regions, a number of these manifestations have recently been sailing into the new waters of the Internet. There is also a belief that each island's blessings are greater in the year of its god (see Time and Date).
Inhabitant of Yuu: Your residence within the Mountain-Ache’s domain has given you a longing to reignite tales of ages past, even as they rest forevermore amongst the Arkhē. As such, you hold within your heart a mission to channel the virtue of the archipelago’s old friends.
Inhabitant of Baggaban: Your island is known for its lavish hospitality and decorum. As such, you find that it’s relatively easy for most people to trust your word.
Inhabitant of Xheech: Living in Nemeus’ creative nexus has gifted you with an exceptional eye for detail… and living in its economic nexus has given you an eye for the finer things in life.
Inhabitant of Doip: You’ve received a thorough education in the Alsatia, and have a detailed understanding of their teachings on Nemeus’ history and traditions.
Merchant: You know how to sell your wares with a persuasive tongue, and make trades with ease. Much of your skill is indebted to your family contacts, which allow you to acquire resources more easily than most.
Mountain-Dweller: You live near the higher peaks, where the High Sages are said to dwell. You do not know their secrets, of course. No one does. But you may have heard more stories, caught more glimpses, than most. More practically, you’ve spent your life climbing up hills and through forests. You’re physically strong as a result of this, and have higher-than-average stamina.
There are a number who live in the interstices between Nemeus and Endring, most notably the people of Alaxus. Note that not all Disciples of Alaxus are Inhabitants of Alaxus, or vice versa. Alaxian faith often calls its worshippers to wander the world, while there are other Endringian and Nemean religious traditions represented on the Island of Alaxus.
Disciple of Alaxus: Your alignment with the god of wayfare has ensured your own paths stay true… and exceedingly efficient.
Inhabitant of Alaxus: You’ve spent most of your life on a floating island, and consequently know the oceans well. You know how to navigate by the stars, and can build boats fairly effectively. And in order to ensure safe navigation, the island encourages competency with computers and machines.
Small God Disciple: This is an opportunity for you as a player to name your character’s god, whose domain will generally be smaller than the major gods of either culture. They may have a small Temple or Island associated with them, and grant you perhaps-uncanny skills.