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== Getting Quirks == Quirks are modified through the game preferences menu by clicking on Configure Quirks. Doing so will open your quirk setup. [[File:Trait_menu.png|right]] 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! <br /><br /> <!-- this is to add some white space between the bottom entry and the list so it doesn't format weirdly with the image -->
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