Quirks, Perks and Flaws

Attributes and skills say what a character can do. These say who they are — and they are what turns a stat block into a person. A quirk is small and two-sided and free; a perk is a clean advantage you paid for; a flaw is an outright bummer nobody chose. All three work the same way, and the chapter is called Quirks because that is what you will look it up under.

The three

What it says Cost
Quirk who you are, in a small way — nimble-fingered, short-sighted (with glasses), reads people free, because it is a trade: the good half is paid for by the bad half
Perk a focused advantage with no downside — perfect pitch, eidetic memory, great genes points, at full price. Narrow scope is what makes it affordable
Flaw an outright bummer — blind, haemophiliac in a world without clotting factor free, and it funds nothing

All three are permanent, all three are narrow, and all three emit the same thing: a modifier with a target (what rolls it touches), a scope (when), and a combine (how it interacts with its relatives). That is deliberately the same shape as a piece of equipment — a quirk is a modification to a person, the way fine is a modification to a sword.

Take up to three quirks. More and the character reads as a basket case rather than a person. Perks come from templates, background factors and intrinsic factors — not from the quirk allowance. Flaws aren't taken at all; they're decided, usually by the GM and the character's history together.

Two tests, and they point opposite ways

A quirk is a trade, so the drawback has to actually bite: Weakness for the Ladies that never costs you anything is a perk you didn't pay for. If you cannot name a session in which the bad half would have hurt, it isn't a quirk.

A flaw's compensation runs the other way: nobody may ever want the deal. However the years were redirected, a blind person would still, in almost every case, rather not be blind — and that has to stay true after the compensation. The moment it doesn't, the flaw has a price, and a priced flaw is one you go shopping for.

So: would the drawback bite? yes. Would the compensation tempt? no. A quirk failing the first is a perk; a flaw failing the second is a purchase.

Flaws pay in capacity, never in currency

A flaw grants no points. It is not a trade and there is no good half.

But it does leave a mark on the build, and it should. It genuinely makes sense that someone blind from childhood concentrated on the things blindness doesn't cripple — and had more hours to spend on them. The question was never whether that's real; it's what it's denominated in.

Points are the wrong currency, because points don't remember where they came from. Grant them and blindness funds marksmanship by way of the character sheet. So the compensation is denominated in the thing a flaw actually costs: time. ForeSight already measures a life in years — background factors are years lived, fields are four points a year — so a flaw is an argument about how those years went, and may justify one field, or one familiarity, GM-approved, in an area the flaw doesn't touch.

Never in a skill, and never routing around the flaw's own domain. One field is nowhere near tempting enough to buy blindness with, which is exactly why it's safe.

This is the same exchange as age, and should read the same way: capability for capacity. A fifty-five-year-old with four more background factors and a bad knee is a better character than a twenty-five-year-old, not a worse one.

Designer's Note: ForePlay (2015) priced flaws at an attribute point or two skill points — and then apologised for it in the same breath: "this isn't intended to be a store: design the character you want; sometimes a weakness is just a weakness." That caveat was already the right answer, so the price tag goes and the sentence stays. The consequence is a large simplification: because no flaw is purchasable, blindness and haemophilia never have to be costed against each other. There is no flaw point table to build, balance or argue about — a whole chapter other systems carry that this one simply doesn't.

Families, and the one question that settles stacking

Quirks come in named families, and a family carries its own combine rule. This is not filing convenience — it is what stops a GM adjudicating stacking case by case at the table.

Default: within a family, best applicable only. They do not add.

That matters because +1 EF is worth roughly your whole Score in the sweet spot, so anything additive dwarfs the skill it modifies. Same rule as tools and armour, same reason.

A family is defined by what it touches, not by what it cost — so one family spans all three carriers. Endurance holds a perk (built like a Kalenjin distance runner), several quirks (sprinter versus marathoner), and a flaw (a condition that guts your stamina across the board). They're one family because they modify the same rolls and so need the same combine rule.

The exception, and the question that decides it: family members that aren't on the same axis do stack. Striking and Scarred are both Appearance, but they are not two ends of one dial to be netted off — a face can genuinely be both, and they fire on different audiences and different readings.

Do these two fire on this roll for the same reason? Same reason → take the best. Different reasons → both apply.

That question is answerable in a second, which is the only standard that matters at a table.

The five families

Appearance — what people see first, and how differently they read it. Not one axis: observers agree at the extremes and diverge sharply on type.

Empathy — reading people. PC is the spine; these are the deviations, and the family exists because empathy is perception of people and neurotype moves it hard in both directions.

Endurance — the rolls that were EN's before the attributes went to five: exhaustion checks, Pain Resistance, convalescence, shaking off a stun. WP carries them now; these say how.

Coordination — CO is the spine; these are the sub-capabilities that must not become attributes.

Age — the same capability-for-capacity exchange as a flaw, arriving with time rather than history. Age quirks are acquired, not purchased, and grant no points: ageing already pays in the other direction, in background factors, fields and skill. Two shapes — standing (it is simply true of you now) and intermittent (it fires on a trigger) — written out in Ageing, below.

Chronic conditions — four lines, and you're done

A condition is a quirk or a flaw depending on what the fourth line says. Write all four:

Attach — which rolls it touches. Trigger — what brings it on. Effect — what it does when it fires. Management — what holds it off, and what happens when that isn't available.

The management line is the one that decides the carrier. Manageable with something a character can reasonably carry is a quirk — the drama is the day the inhaler is in the other coat. Unmanageable in this setting is a flaw.

Severity means writing it twice, not adding a dial. Mild and severe asthma are two entries — and often the mild one is a quirk while the severe one is a flaw. The same goes for the degree ladders above: Scarred and Disfigured are two entries, not one with a knob.

Intermittent conditions must hang off something already in play — never their own timer. Tie it to weather, exertion, an exhaustion level, or a roll someone is making anyway. Anything that asks the table to track "is it flaring today?" will be quietly dropped, and then the character sheet is lying.

A wound that heals badly becomes one of these. Convalescence that goes wrong is the commonest way a character acquires a chronic condition mid-campaign — same four lines, written at the table.

Ageing — the family you don't buy

Nobody spends points to get older, and nobody is paid for it. Age quirks are conferred, by the same route a background factor can be conferred after creation: at downtime, the GM hands one over, and it is simply true from then on. One at a time, and never retroactively.

The compensation is real, and it is not written next to the drawback — it is the rest of the sheet. This is the one place where the usual quirk shape doesn't apply: a 55-year-old's fields, familiarities and skill levels are what he was paid for the stiffness, and he was paid in the only currency ageing deals in, which is time. So an age entry looks one-sided on the page, and isn't. (It is also why age entries grant no points: that would be charging the character twice for the same decade, once in years and once in build.)

Standing — it is true of you now.

Intermittent — it fires on a trigger, and the trigger is never a clock. Each of these hangs off something already in play, for the reason the chronic-condition rule gives: anything that asks the table to check whether today is a bad day gets dropped.

Severity means writing it twice here too. Stiff and Arthritic are two entries, not one with a dial; so are Hard of hearing and Deaf, and the second of each pair is a flaw — which means it closes something off and routes the capacity somewhere the age cannot reach.

Attributes do not decay. Ageing is entirely quirk-borne, deliberately, for three reasons. A single number cannot say which rolls got harder, and age is specific — the hands go before the eyes, or the other way about, and that difference is the character. A decaying attribute makes a character worse at everything it feeds, including the things that in life get better with age. And a sheet that rots is a sheet a player stops wanting to pick up, which is the practical objection and probably the decisive one. If a campaign genuinely runs for decades and the table wants an attribute lowered, lower it — but as something that happened in the fiction, not as a rule the rules make you apply.

(The young end of the same idea needs no mechanics at all: a sixteen-year-old's disadvantage is a short field list and a thin background, which the point economy already produces.)

Writing your own

There is no list to pick from; the ones above are examples, and a good quirk is specific to the character. Build one by analogy: name the family, write the two halves, and check it against the two tests. If it has no bad half it's a perk and costs points. If nobody would ever want the deal, it's a flaw and grants nothing. If you can't say which rolls it touches, it isn't a quirk yet — it's a personality note, and those are free and need no mechanics at all.

Designer's Note: these used to be attributes. Endurance and Appearance each had a column, and the argument for cutting them was not that they don't matter — it's that neither is one number. Appearance asserted a total order on faces, which is not what the world looks like; Endurance had a genuine central axis but drove no skill formula, so nothing on the build screen ever showed a player what it was for. A family fixes both: a quirk can say striking in a particular way, and here is who that works on, where an attribute could only say 13. The general principle is worth keeping: attributes are for independent capabilities; quirks are for deviations from a correlated default. It is why exceptional eyesight and left-hand coordination don't get columns either.