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Quirks

From The Space Between
NOTICE: Recent system changes significantly altered Stat Point distribution, Mysticism calculations, and the unlocking of Umber/Gold Tier Actions. Pages on this Wiki related to Stats and Umber/Gold Actions may be out of date. See recent Discord announcements for further details.

What Are Quirks?

Quirks are positive and negative pieces of a character. Quirks can be physical, mental, or anything in-between which strongly represents a character. Quirks can give bonuses to Traits, Aspects, or Mysticism, and in some cases can effect other things (such as a Technologically Reliant character experiencing difficulty recovering SoS, or a Flight-Capable character’s ability to fly).

Characters may choose a maximum of 5 different Quirks at time of creation. Every Quirk costs points to take – some negative and others positive.

Each character begins with 6 points allotted for choosing Quirks. Points may be increased and added to through taking native cost Quirks (Hindrances).

Filterable Table

Below is a list of Quirk tables. Expand each section to see the relevant Quirks.








♢ Quirks that impact Conflict 


♦ Boons 
 CostDescription
Bloodlust3Gain an extra 1FP for your first turn of any confilct.
High Pain Threshold2You begin all conflict with the Condition: Defiance. This condition is removed once triggered once.
Incorporeal433% chance Archaeon's Blessing will not apply when used during conflict. Other players have a -1 difficulty disadavantage for Physical Damage dealt against you.
Nimble2You enter all conflict with the Condition: Haste already in play.
Premeditation2Iniatitive Bonus of +2 to all rolls entering conflict.


♦ Hindrances 
 CostDescription
Impulsive-2May only use 3FP for your first turn of conflict.
Lack of Fortitude-5After 4 turns of conflict, you gain the Condition: Stunned. This condition remains for the rest of conflict and cannot be removed.
Pacifist-3You begin all conflict with the Condition: Pacifist. This condition only falls off after taking damage.


♢ Quirks that impact Damage Resistance/Reduction 


♦ Boons 
No Applicable Quirks


♦ Hindrances 
 CostDescription
Easily Injured-5Combat Physical Damage has a +1 difficulty advantage on hit against you.
Weak Willed-5Combat Mental Damage has a +1 difficulty advantage on hit against you.


♢ Quirks that impact Recovery 


♦ Boons 
 CostDescription
Alchemic Understanding3When using a Currative Item, there is a chance (20%) that the item will not be consumed.
Medically Trained5Whenever SoS is recovered, an additional (2) SoS are recovered. This applies to both you and targeted players in and out of conflict.
Natural Chirurgeon7You are uneffected by the condition Recovery Burden while in conflict. Cooldown still applies normally.


♦ Hindrances 
 CostDescription
Technologically Reliant-3Recovery Burden is active both in and outside of conflict (50% recovery efficency). Additionally, all SOS recovery Actions used by other players against a Technologically Reliant character are reduced by 50%.


♢ Quirks that impact Mobility 


♦ Boons 
 CostDescription
Flight-Capable1PC is able to fly. While in conflict, characters may only fly up to 15 meters upwards.
Quick Footed3You may move 1 meter more than your size normally allows during conflict. (Cannot exceed 1FP/8 meters)
Size: Huge7Movement during conflict is 1FP/7 meters
Size: Large3Movement during conflict is 1FP/6 meters.


♦ Hindrances 
 CostDescription
Lethargic-3You move 1 meter less than your size normally allows during conflict.
Size: Small-3Movement during conflict is 1FP/4 meters.
Size: Tiny-6Movement during conflict is 1FP/3 meters.


♢ Other/Special Quirks 


♦ Boons 
No Applicable Quirks


♦ Hindrances 
 CostDescription
Addict-2Condition: Withdrawl lasts 2x as long as normal.
Spiritually Incapable-7Character will not be able to use ANY Mysticism Actions or Rolls, inside or outside of conflict.

Complete List: Boons


 CostMod Name (A)Mod Value (A)Mod Name (B)Mod Value (B)Description
Acute Senses2Augury2
Alchemic Understanding3When using a Currative Item, there is a chance (20%) that the item will not be consumed.
Beguiling Gaze2Allure1Deception1
Blood Mage3Incarnum1
Bloodlust3Gain an extra 1FP for your first turn of any confilct.
Book Smart1Insight1
Bravado1Daunting1
Brawler2Power2
Brutish4Ferocity2Aura-1
Captivating Voice1Allure1
Changeling3Alteration2Incarnum-1
Clairvoyance4Sight1
Contortionist2Somatics2
Curse Eater5Alteration3Sight-1
Deep One5Phantasm3Aura-1
Desirous Persona2Allure2
Divine Understanding4Sight2Ferocity-1
Dreamweaver3Vismancy1
Dumb Luck1Fate1
Eidetic Memory2Insight2
Elemental Manipulator3Evocation1
Enchanter3Alteration1
Extra Parts1Somatics1
Fae Bound4Shadows1
Feral3Augury2Power1
Fit1Power1
Flight-Capable1PC is able to fly. While in conflict, characters may only fly up to 15 meters upwards.
Gambler's Eye2Fate1Deception1
Graceful3Allure2Somatics1
Gregarious Persona4Aura2Shadows-1
Haunted3Conjuration1
High Pain Threshold2You begin all conflict with the Condition: Defiance. This condition is removed once triggered once.
Huntmaster3Somatics2Augury1
Hyperesthesia1Augury2Fate-1
Incorporeal433% chance Archaeon's Blessing will not apply when used during conflict. Other players have a -1 difficulty disadavantage for Physical Damage dealt against you.
Infernal Heritage5Evocation3Ferocity-1
Inorganic Body1Power2Allure-1
Intimidating Appearance2Daunting2
Lich5Incarnum3Ferocity-1
Medically Trained5Whenever SoS is recovered, an additional (2) SoS are recovered. This applies to both you and targeted players in and out of conflict.
Mesmer3Vismancy2Evocation-1
Monstrous Anatomy3Daunting3
Natural Chirurgeon7You are uneffected by the condition Recovery Burden while in conflict. Cooldown still applies normally.
Necromantic3Incarnum2Alteration-1
Nimble2You enter all conflict with the Condition: Haste already in play.
Oracle's Curse3Phantasm2Conjuration-1
Premeditation2Iniatitive Bonus of +2 to all rolls entering conflict.
Primal Bloodline3Evocation2Vismancy-1
Prodigy3Conjuration2Phantasm-1
Puppet Master5Vismancy3Shadows-1
Quick Footed3You may move 1 meter more than your size normally allows during conflict. (Cannot exceed 1FP/8 meters)
Reactionary1Augury1
Scavenger3Fate1Insight2
Shade Touched4Shadows2Sight-1
Silver Tongue3Deception2Allure1
Size: Huge7Power1Movement during conflict is 1FP/7 meters
Size: Large3Movement during conflict is 1FP/6 meters.
Sneaky2Deception3
Spirit Medium5Conjuration3Ferocity-1
Sturdy Frame4Ferocity1
Swift Recovery2Fate2
Tactical3Insight2Daunting1
Threatening Aura2Daunting1Power1
Trickster3Phantasm1
Unnaturally Enticing4Aura1

Complete List: Hindrances


 CostMod Name (A)Mod Value (A)Mod Name (B)Mod Value (B)Description
Addict-2Condition: Withdrawl lasts 2x as long as normal.
Ailing Health-3Power-3
Amnesiac-3Insight-3
Anxious Fidget-1Deception-1
Blind-3Augury-3
Chronic Pain-2Somatics-2
Clumsy-1Somatics-1
Compulsive Urges-3Deception-3
Creepy-1Allure-1
Dainty Frame-3Daunting-3
Delusional-2Insight-2
Distinctive Features-2Deception-2
Easily Injured-5Combat Physical Damage has a +1 difficulty advantage on hit against you.
Exhibitionist-4Shadows-1
Forgetful-1Insight-1
Frail-2Power-2
Hearing Impaired-1Insight1Augury-2
Hedonistic Cravings-1Allure1Fate-2
Impulsive-2May only use 3FP for your first turn of conflict.
Jinxed-4Sight-1
Lack of Fortitude-5After 4 turns of conflict, you gain the Condition: Stunned. This condition remains for the rest of conflict and cannot be removed.
Lethargic-3You move 1 meter less than your size normally allows during conflict.
Maimed-2Power-1Somatics-1
Missing Parts-3Somatics-3
Naive-3Augury-2Insight-1
Nervous Stutter-3Daunting-2Deception-1
Pacifist-3You begin all conflict with the Condition: Pacifist. This condition only falls off after taking damage.
Paralyzed-4Ferocity-1
Poor Vision-1Augury-1
Putrid Odor-3Allure-3
Repulsive-3Allure-2Fate-1
Risk Seeking-2Fate-2
Ritualistic-1Somatics1Deception-2
Size: Small-3Movement during conflict is 1FP/4 meters.
Size: Tiny-6Power-1Movement during conflict is 1FP/3 meters.
Soul Bound-4Aura-1
Spiritually Incapable-7Character will not be able to use ANY Mysticism Actions or Rolls, inside or outside of conflict.
Superstitious-3Fate-3
Technologically Reliant-3Recovery Burden is active both in and outside of conflict (50% recovery efficency). Additionally, all SOS recovery Actions used by other players against a Technologically Reliant character are reduced by 50%.
Timid-1Daunting-1
Unassuming-2Daunting-2
Weak Willed-5Combat Mental Damage has a +1 difficulty advantage on hit against you.