Character Generation - Part 3


One Quirk everyone must take is Wealth. This doesn't take up one of your normal four Quirk slots. The six Wealth levels are:

  • Wealth: Destitute
  • Wealth: Poor
  • Wealth: Comfortable
  • Wealth: Well-To-Do
  • Wealth: Rich
  • Wealth: Opulent

When inputting the Quirk on your sheet in game, it must use the format above (including capitalization and spaces), or some elements of code in the game won't function properly for you. Note that any Wealth level above Comfortable requires the expenditure of Cookies. See the Quirks page for more details on Wealth.

Step 3: Quirks

Quirks are little things that make your character unique. They can be physical, social, virtues, vices, or other noteworthy traits. Quirks have no specific game effect. They could provide modifiers to rolls at the Storyteller’s discretion, but mostly they are just there to spur roleplay. Be creative!

  • You must have at least 3 and no more than 5 Quirks. One of your Quirks must be a Wealth Quirk.
  • There is no official list of Quirks; you can invent you own (within reason, see the Quirks page for details).

Choosing Quirks

Quirks are meant to be personality quirks or trivial advantages. They are not for power gaming. “Photographic Memory” and “God’s Gift To Women” are too powerful to be quirks, but “Never Forgets a Face” and “Girl In Every Port” are legitimate alternatives.

Quirks just reflect notable qualities of your character. What's notable for one character may not be notable for another. Just because someone picks "Honest" as a quirk does not mean you have to have that quirk to be honest.

Why would you want to pick negative quirks? Well, first of all — it's fun to play flawed characters. You can get a lot of roleplay mileage out of them. Also keep in mind that many quirks are two-edged swords, and can work for you or against you depending on the situation.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License