Quirks
Quirks are a way for you to define some character traits mechanically, and to shape the way that you and your character interact with the game.
Character Quirks
Character Quirks work a little differently in Scoop! than in some past games. In Scoop!, character Quirks will be primarily mechanical, having an impact on your character's abilities and methods for journalistic research. Outcomes for such research will be determined by a GM-side dice roll, and relevant Quirks will provide a boost or setback to that roll. For more information, please see Downtime and Turnsheets.
These are the Quirks that define your character, and which will make a mechanical difference to how your character interacts with the world. Character Quirks (where relevant) will have an impact on your chances of success or failure in Turnsheets. You may choose up to 3 character Quirks, but they must add up to no more than +1 (although you're welcome to go as low as -3 if you really want to!). Unless otherwise stated, each Quirk may only be taken once.
The default assumption is that your character is a competent journalist (unless you tell us differently) — these Quirks are more about how your character goes about getting information and any relationships they have. The variety of other personality details that shape who your character is can be shared in your public and private bios. The character creation form will ask you to elaborate on how each Quirk appears for your character — have fun with this!
Observational Skills (+1 or -1)
Is your character good at noticing small details and picking up on changes that others might miss? Or, conversely, are they prone to forgetting appointments and leaving drafts riddled with typos?
People Skills (+1 or -1)
Maybe you're incredibly charismatic, and everyone you meet just seems to really like you. Or maybe, there's just something about you, and people always seem a little on edge? This Quirk is primarily aimed at how you interact with potential sources; your character's reputation in the newsroom will be based on how you play your character in uptime.
Relationships (+1 or -1)
Working together, you get to know people. Sometimes, you meet your best friend or a great mentor at work. Sometimes, you have to share an office with someone despite the fact that you can't stand the sight of one another. Of course, those of you with a “work-life balance”, whatever that is, may also have relationships outside of the workplace. This Quirk may be taken multiple times, and may be taken either with the NPCs already on the GMs and NPCs page or with a player-created NPC — please tell us who! You can even take it with an unknown person — if so, you'll have a secret friend or foe!
Useful Contact (+2)
As a journalist, you get to know people. And maybe there's one specific person who likes to drop a useful secret from time to time. Tell us who, what their area of expertise is, and why they're willing to share information with you. Going beyond the Relationship Quirk, this Quirk provides a particularly useful and well-informed ally, although they are only an expert in a particular field. This Quirk may be taken either with the NPCs already on the GMs page or with a player-created NPC, as long as that character does not work for the newspaper — please tell us who!
Playstyle Quirks
These are out of character Quirks which describe how you would like to interact with the game. There are no limits on how many or how few playstyle Quirks you may take. You may change your playstyle Quirks at any point during the game by emailing the GMs at gm@scoop.oxfordrpg.com or letting us know on Discord. Please remember that you do not know which playstyle Quirks other players have taken, and they will not know yours, so please always check out of character in advance before starting an in-character romance, attempting blackmail, or drawing public attention to another character.
Romance Me
Taking this Quirk indicates that you're ok with an NPC initiating a romantic relationship with your character. Taking this Quirk is not a guarantee that it will happen (romance/ballgowns only happen in game when they make sense), and even if you don't take it you're welcome to initiate a relationship with an NPC yourself.
Make Me Cry
Taking this Quirk tells the GMs that you're on board for an emotional rollercoaster, and that we're free to make the game emotionally impactful for you, including upsetting or grief-inducing events (all within the CAT policy, of course).
Centre of Attention
Taking this Quirk tells the GMs that you are ok with having all eyes on you in Uptime. This could take the form of being IC publicly told-off, publicly praised, or otherwise made centre-stage. As we intend to make these sorts of public event a part of the setting, not taking this Quirk may limit you from being given credit for more dramatic discoveries, but should not impact your chances of success and failure and should not impact your ability to take part in any ongoing plot.
Blackmail Me
In a game about secrets and reveals, some people are sure to use information badly. Taking this Quirk tells the GMs that you are alright with your character being blackmailed, bamboozled, or otherwise talked into doing things or keeping secrets that they may not otherwise be inclined to do.