Quirks

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Quirks are modifiers to your character in Space Station 13. Inspired by similar mechanics from many games (especially roguelikes, ala Cataclysm: Dark Days Ahead), they impact the way you play the game in small (or sometimes large) ways by adding passive mechanical bonuses and drawbacks.

Getting Quirks[edit | edit source]

Quirks are modified through the game preferences menu by clicking on Configure Quirks. Doing so will open your quirk setup.

Trait menu.png

Quirks are organized alphabetically and by quality, in descending order: positive, negative, and neutral. You can see their names, and next to those, a short gameplay descriptor on what they do. To the right of that is a button to either take the quirk or lose it. Whenever you spawn in, either through latejoining or when the round starts, your quirk setup will be locked in - your character will have those quirks until the round ends, and changes you make to the setup during the round will not apply.

Quirks use a point system, called quirk balance, which defaults to 0. This is used to balance the quirks you take, and designed in such a way that every positive quirk requires some drawbacks. Positive quirks take from this balance, negative quirks add to it, and neutral quirks don't affect it at all.

You cannot buy a positive quirk unless you have the balance for it, but you can take any amount of negative quirks. For instance, if you take the Poor Aim quirk, you now have a quirk balance of 1 and can purchase any one quirk that has a balance cost of -1, like Night Vision. If you were to also take Nearsighted, you would have a quirk balance of 2, and could take a quirk with a cost of -2, like Skittish or Self-Aware. In this case, you could also take two quirks that cost -1. Simple stuff!

Regardless of balance points, you can only have six total quirks at a time. Unspent balance is left unused.

Example quirks setup, using the right image as a reference:

  • Starting points: 0
  • You want to take Self-Aware and Night Vision, meaning you'll need 3 points.
  • You take Nearsighted to gain 1 point.
  • You take Poor Aim to gain 1 point.
  • You now have 2 points, so you take Self-Aware for 2.
  • You decide not to take Night Vision, and instead you want Skittish.
  • You remove Self-Aware to regain the spent points, and remove Nearsighted. You now have 1 point.
  • You take Pacifism to gain 2 points.
  • You take Prosopagnosia to gain 1 point.
  • You take Self-Aware again and then take Skittish. You now have 0 points.

This setup coincides with the point costs (0 - 1 - 2 - 1 + 2 + 2 = 0) as well as the quirk limit (5/6). If you wanted, you could also take an additional negative quirk or a neutral quirk to get your maximum quirks.

Keep in mind that there's nothing forcing you to take the maximum amount of quirks, spend all your points, or even use quirks at all. You are able to enter the game and play even with no quirks, so don't let it concern you too badly!



List of Quirks[edit | edit source]

Below is a list of all positive, negative, and neutral quirks in the game, including their balance costs and actual gameplay effects. If you don't see a quirk on here, that means it's missing - please update the list to include it! Conversely, any quirks on this list that are not in-game have likely been removed, so you are free to remove them from this list to avoid misinformation.


Positive Quirks[edit | edit source]

Positive quirks take from quirk balance and have useful or beneficial effects.

Quirk Name Balance Entry Description Gameplay Effects
Alcohol Tolerance -1 "You become drunk more slowly and suffer fewer drawbacks from alcohol." You only take 70% of the drunkenness from alcohol, and some negative effects (i.e. jittering) won't affect you.
Apathetic -1 "You just don't care as much as other people, that's nice to have in a place like this, I guess." All mood modifiers (positive and negative) are 20% less effective on you.
Drunken Resilience -2 "Nothing like a good drink to make you feel on top of the world. Whenever you're drunk, you slowly recover from injuries." The more drunk you are, the faster you heal, up to a maximum of 0.4 Brute and 0.2 Burn damage per tick.
Empath -2 "Whether it's a sixth sense or a careful study of body language, it only takes you a quick glance at someone to understand how they feel." You can tell the mood of another person, if they are feeling down, you'll feel down too.
Freerunning -2 "You're great at quick moves! You can climb tables more quickly." You can climb tables and ammunition 20% faster.
Friendly -1 "You give the best hugs, especially when you're in the right mood." Any hug you give is automatically 100% Better, if you're feeling great then you give 200% better hugs!
You also have the intensive urge to hug everything and everyone, consequences be damned.
Jolly -1 "You sometimes just feel happy, for no reason at all." You will occasionally gain a boost to your mood.
Light Step -1 "You walk with a gentle step; stepping on sharp objects is quieter, less painful and you won't leave footprints behind you." Stepping on sharp things, like glass shards, is somewhat quieter than normal.
Additionally, stepping on them without shoes will deal 50% less damage than normal.
You also won't create footprints from stepping in all this blood!
Musician -1 "You can tune handheld musical instruments to play melodies that clear certain negative effects and soothe the soul." You spawn with a musical orbital drop beacon which allows you to summon a single instrument once.
Any music you play will give a positive mood boost to others nearby.
Multilingual -1 "You spent a portion of your life learning to understand an additional language. You may or may not be able to speak it based on your anatomy." Your character starts with the ability to understand and speak an additional language.
This might give you a language that's native to one of your co-workers homeworlds, or it might give you the ability to speak with slimes.
Slimes make excellent conversationalists.
Night Vision -1 "You can see slightly more clearly in full darkness than most people." Your vision in darkness is very slightly brighter, and you can see the 3x3 area around you without a blur.
Photographer -1 "You know how to handle a camera, shortening the delay between each shot." You start the shift with a camera and can take pictures twice as fast as a regular person.
Self-Aware -2 "You know your body well, and can accurately assess the extent of your wounds." You are capable of performing cosmetic changes on yourself using a razor without a mirror.
You only have a 40% chance of fucking up when performing self-surgery.
When checking yourself for injuries, you can see the exact amount of brute and burn damage.
You can also tell if you have toxin or oxygen damage.
Skittish -2 "You can conceal yourself in danger. Ctrl-shift-click a closed locker to jump into it, as long as you have access." Ctrl-shift-clicking on a locker will, if you can open it, cause you to jump in and lock the door behind you.
Spiritual -1 "You hold a spiritual belief, whether in God, nature or the arcane rules of the universe. You gain comfort from the presence of holy people, and believe that your prayers are more special than others." You start the shift with a box of candles and a box of matches.
When you pray, administrators online will see a special notice next to your name. This doesn't mean they have to respond, though.
You also get a slight mood boost in the presence of holy people.
Tagger -1 "You're an experienced artist. While drawing graffiti, you can get twice as many uses out of drawing supplies." You start the shift with a spraycan and you can use spraycans and crayons for twice as many drawings than a regular person.
Voracious -1 "Nothing gets between you and your food. You eat faster and can binge on junk food! Being fat suits you just fine." The click delay when eating food and drinking drinks is halved.
NEET -1 "For some reason you qualified for social welfare and you don't really care about your own personal hygiene." You can be covered in blood and not care about it, you also get an additional 20 credits to your paycheck.



Negative Quirks[edit | edit source]

Negative quirks add to the quirk balance, and have detrimental effects.

Quirk Name Balance Entry Description Gameplay Effects
Bad Back +2 "Thanks to your poor posture, backpacks and other bags never sit right on your back. More evently weighted objects are fine, though." You will always be in a bad mood if you're wearing a backpack, or god forbid, a duffel bag!
Blood Deficiency +2 "Your body can't produce enough blood to sustain itself." You lose blood over time, and you will die if you neglect to get treatment. Without treatment: (15 minutes: low blood symptoms, 30 minutes: oxygen damage builds up, 32 minutes: fainting, 34 minutes: dead)
Blind +4 "You are completely blind, nothing can counteract this." You are literally unable to see anything beyond the tile you are currently standing on, however on the bright side, you are immune to flashes!
Brain Tumor +3 "You have a little friend in your brain that is slowly destroying it. Thankfully, you start with a bottle of mannitol pills." You occasionally get some ticks of brain damage, which, if left untreated, will cause various ailments.
Deaf +2 "You are incurably deaf." You are unable to hear anything and won't get slapped into a stun-lock by loud noises, however bright flashes will still get you.
Depression +1 "You sometimes just hate life." You occasionally become sad, in a similar way to how Jolly occasionally makes you happy.
Family Heirloom +1 "You are the current owner of an heirloom, passed down for generations. You have to keep it safe!" You start the shift with a special item, which varies based on your job. Examples include a golden bike horn for the Clown or a special hammer for the Lawyer. If you are not in possession of your family heirloom, you gain a significant negative mood modifier.
Frail +2 "Your bones might as well be made of glass! Your limbs can take less damage before they become disabled." You become extremely easy to disable in combat.
Foreigner +1 "You're not from around here. You don't know Galactic Common!" Unless your species has a second language, chance is high that you won't be understood.
Heavy Sleeper +1 "You sleep like a rock! Whenever you're put to sleep or knocked unconscious, you take a little bit longer to wake up." All unconsciousness effects are increased in duration by an amount between 25% and 30%.
Hypersensitive +1 "For better or worse, everything seems to affect your mood more than it should."
Light Drinker +1 "You just can't handle your drinks and get drunk very quickly."
Nearsighted +1 "You are nearsighted without prescription glasses, but spawn with a pair." Anything far away from you is difficult to see. Unlike genetic mutation nearsightedness or nearsightedness caused by eye damage, this variety cannot be cured. without admin intervention. Any new bodies created through cloning will suffer the same issue, so you can't circumvent it that way.
Nyctophobia +1 "As far as you can remember, you've always been afraid of the dark. While in the dark without a light source, you instinctually act careful, and constantly feel a sense of dread." You cannot run in darkness, you can only walk. When shrouded in darkness, you get a negative moodlet modifier.
Pacifist +2 "The thought of violence makes you sick. So much so, in fact, that you can't hurt anyone." You are incapable of directly hurting any other creatures. You cannot fire guns, use harm intent, or swing weapons. Stun batons can still stun, but that's the extent of it. Note: If you spawn as an antagonist, Pacifist is not disabled.
Paraplegic +3 "Your legs do not function. Nothing will ever fix this. But hey, free wheelchair!""
Poor Aim +1 "You're terrible with guns and can't line up a straight shot to save your life. Dual-wielding is right out." Any shots you fire with projectile weapons are shifted randomly by up to 25 degrees.
Prosopagnosia +1 "You have a mental disorder that prevents you from being able to recognize faces at all." Examining someone will always show them as Unknown, regardless of appearance, ID, etc.
Prosthetic Limb +1 "An accident caused you to lose one of your limbs. Because of this, you now have a random prosthetic!" One of your arms or legs is replaced with a surplus prosthetic, which are very fragile and needs tools to repair.
Pushover +2 "Your first instinct is always to let people push you around. Resisting out of grabs will take conscious effort." It will take quite the effort to wiggle out of someones grasp on you, perhaps long enough for them to table slam you.
Reality Dissociation Syndrome +2 "You suffer from a severe disorder that causes very vivid hallucinations. Mindbreaker toxin can suppress its effects, and you are immune to mindbreaker's hallucinogenic properties." You suffer from intense, constant hallucinations. These include normal hallucinations but can also be strange, unique effects that can't be induced by anything else. Having this does not give you a license to act in an antagonistic manner.
Social Anxiety +1 "Talking to people is very difficult for you, and you often stutter or even lock up." You periodically stutter, and there is a very low chance every second for you to become incapable of speech for a period of time, sometimes this can happen in the middle of a lifesaving conversation.
Junkie +2 "You can't get enough of hard drugs." Start with a random drug addiction and a pill bottle full of pills for said addiction.
Smoker +1 "Sometimes you just really want a smoke. Probably not great for your lungs." Spawn with a tobacco addiction, a lighter, and a pack of smokes.
Alcoholic +1 "You can't stand being sober." Spawn with an alcohol addiction, a bottle of the good stuff, and a liver that packed its bags yesterday.
Unstable +2 "Due to past troubles, you are unable to recover your sanity if you lose it. Be very careful managing your mood!" When, not if, When you end up losing your mind, you will never be able to recover it.
Sea-sick +2 "Your body has a natural aversion to the currents and radiation produced by bluespace. You may start to feel sick when the ship performs an FTL jump." You are going to have an extremely bad time onboard this wild ride.



Neutral Quirks[edit | edit source]

Neutral quirks cost no points and do not impactfully alter the way the game plays.

Quirk Name Balance Entry Description Gameplay Effects
Ageusia 0 "You can't taste anything! Toxic food will still poison you." Food, drinks, and reagents have no taste to you. However, toxic food will still incur nausea.
Vegetarian 0 "You find the idea of eating meat morally and physically repulsive." Basically what it says on the tin can.
Those poor Vampires.
Ananas Affinity 0 "You find yourself greatly enjoying fruits of the ananas genus. You can't seem to ever get enough of their sweet goodness!" Pineapple is added to your loved foods list.
Ananas Aversion 0 "You find yourself greatly detesting fruits of the ananas genus. Serious, how the hell can anyone say these things are good? And what kind of madman would even dare putting it on a pizza!?" Pineapple is added to your detested foods list.
Fun Fact: Pineapples are the only known source of an enzyme called Bromelain, this specific enzyme is capable of actually digesting proteins, so basically when you eat a pineapple it's literally eating you back.
Deviant Tastes 0 "You dislike food that most people enjoy, and find delicious what they don't." Your liked and disliked foods are swapped. This means that for humans you will suddenly like raw and gross foods, but disliked fried and junk food. This differs between species, so being a lizard or moth will cause you to like and dislike different things.
Monochromacy 0 "You suffer from full colorblindness, and perceive nearly the entire world in blacks and whites." You can no longer view colors. Play as a Detective for the full authentic noir view.