quirks

Quirks

Quirks are player-selected attributes that change the way players experience the game.

Character Quirks reflect aspects of your character and their history, affecting how your character experiences the world around them.

Playstyle Quirks communicate the content and themes that you're comfortable with, thereby tailoring the way the GMs interact with your character.

When writing your turnsheets, you should note down all the playstyle quirks you take and the character quirks you feel are relevant.

Character Quirks

You can take a maximum of 3 Quirks in total. You can take any quirk multiple times, but you can't take opposite Quirks - for example, you can't be both a Star Student and a Slacker!


At Camp Ohiocester, it's pretty useful to know your way around the great outdoors. Instructors and counsellors are one thing, but really knowing the natural world – that's something else.

If you're a Tree Hugger, you understand the camp like the back of your hand. Maybe you're a dab hand at tying knots or building fires. Maybe you can identify bird song, or track an animal through the woods. No matter what your specific skillset, the Appalake District feels like home to you.

On the other hand, Indoor Kids might find themselves out of their depth here at camp. Was that a wolf, or just a creaking tree? Either way, you're not going to stick around to find out. You're far more comfortable inside, in your cabin or the cafeteria.


As easy as it might be to forget, you are here to carry out a research project. This quirk allows you to work out just how important that is to your character.

Star Students know precisely what they're here for, and aren't happy about any obstacles in their way. More likely to be found at a desk than on a zipwire, they might find themselves coming up against people with a different perspective on the camp – counsellors who are more focused on the Recharging than the Research, or students here to slack off.

Speaking of slacking off, the Slacker quirk is for those students who shun their project. Why would you come to camp if not to have fun? The College might not be too happy with you, and certain teacher's pets or strict staff might give you a side eye, but who cares when you're on the trim trail?


When you're far away from society, it's easy to get lost in your own thoughts. This Quirk allows you to decide just how easily your character does so.

If you've got your Head in the Clouds, you likely have a very active imagination. Whether or not this translates to creativity is up to you, but you certainly spend a lot of time off in your own world. At the same time, your ungrounded way of thinking might lead you to notice things that others pass by.

If you're Down To Earth, you have a strong sense of who you are and where you're going. No matter what your plans for a summer at Camp Ohiocester may be, you're set on fulfilling them (even if such plans are to throw some crazy parties). Your goal-oriented mind will be sure to serve you well in a summer that's relatively self-directed.


Take this quirk with a person. You can take it with another PC, an NPC already on the wiki, or an NPC that you come up with! You can also ask the GMs for a secret positive or negative relationship and find out who's helping or hindering you through play!

You know someone at this camp, and they might approach you – or you might approach them – accordingly.

You might be academic rivals, old friends recrossing paths, distantly related, or even an old flame. Think about how you know this person, and how that might affect your interactions with them.

Playstyle Quirks

You can take as many or as few Playstyle Quirks as you choose.


This quirk allows you to opt-in to potentially encountering paranormal entities or forces in your turnsheet. In accordance with the tone of the game, these encounters will be light-hearted and not threatening to your character (though, of course, if you believe your character would react fearfully, you may do so). If you do not take this quirk, we will not describe paranormal entities or forces in your Turnsheets, though we cannot guarantee that other players will not reference them during Uptime. If you have questions about the nature of paranormal entities in this game, please contact the GM team.


This quirk allows you to opt-in to experiencing the effects of substance use in your turnsheet. Examples of things this quirk could apply to would include drunken social interactions or tripping on psychedelic mushrooms. If you do not take this quirk, but choose to use substances, you will receive non-detailed descriptions of consumption.


This quirk lets the GM team know that you're okay with experiencing emotionally intense events that might be upsetting to your character (within the scope of the CAT policy).


This quirk lets the GM team know that you're okay being put in the spotlight, whether by being named in game-wide announcements or being publicly praised, disparaged, or otherwise centered during Uptime. Do note that not taking this quirk does not prevent you from putting yourself in the limelight—it merely ensures that the GMs will not surprise you by doing so.


This quirk lets the GM team know that you're okay with NPCs attempting to initiate a romantic relationship with your character. Not taking this quirk does not prevent you from initiating romantic relationships yourself (either with other PCs or NPCs), but it does mean that NPCs will not approach your character romantically unless you do so first.

  • quirks.txt
  • Last modified: 2025/07/05 12:53
  • by gm_yona