# The Quirkening
## Guidelines to adding quirks
Quirks should stray away from being direct bonuses to your ability to fight or be fought, especially as they are generally invisible and irrevocable.
Similarly, we probably don't need a lot more quirks which simply add more ways of receiving a positive or negative moodlet as they are common already.
Ideally both positive and negative quirks encourage some kind of difference in gameplay or game plan rather than a simple statistical tweak.
Neutral quirks can be more "just for flavour" (like the quirks to choose whether you are pro or anti pineapple on pizza).
## Positive quirks
### Glowing Genotype (1)
You produce a *very* soft glow with customisable colour, weaker than an ethereal glow. Not available to ethereals.
### Cold Hands (1)
Your normal body temperature is slightly lower (if this is possible). Hugging people cools them down slightly.
### Virtual vacationeer (2)
Simulations really soothe you. Pets, the beach, the gentle hum of microwaves... Sleeping on the holodeck heals you faster and also gives you a mood buff. You also start with a free tropical drink.
### Throwing Arm (3)
Either by playing sports when you were younger or though other activities you can throw objects further than other people can. You never miss the shot on a disposals bin toss.
### Compulsive Door Closer (3)
There's just something about you that gets you about airlocks, you HAVE to close them behind you when you walk through them!
> [name=flowercuco] going to try to, when i get out of pizza mines, attempt to add the two ive added here above as well as poster boy and sub box.
### Poster Boy (4)
Spawns with a pack of posters (preferably with a selectable theme) which are the opposite of the Traitor posters and make the crew happy.
Possibly they should be more narrow than mirrored traitor posters, and only cheer up a specific department or other subset of crewmembers (or the Union posters which cheer up the crew but not the Heads, although that doesn't really fit with our Lore).
If you become evil then you can use a spraycan on them to convert them into traitor posters (even as Blood Brother, or Changeling).
### Subscription Box (6)
Infrequently receive species-and-preference appropriate food in the mail.
Could potentially also reduce your incoming paychecks.
I feel like this has to be reasonably expensive just in terms of it sort of devaluing the chef.
### Scrounger (6)
Similar to the ability of the Regal Rat, Scroungers can interact with disposals chutes with a progress bar to generate random items.
Usually just trash, occasional coins, some other more interesting items.
Should either have a cooldown or escalating chance to slightly hurt you.
## Neutral quirks
### Alien prosthesis - IMPLEMENTED
Thanks to a life saving medical experiment, one of your limbs has been replaced by the limbs of another species, making you look rather cool. Incompatible with robotics prosthesis quirk.
### Sponsorship Deal
You receive 5 credits more per paycheck. In exchange, your dreams and "interrupted speech noises" are replaced by corporate messages, and intermittently you happen to think about products.
### Sleep Talker
Mumble your dream dialogue out loud.
### Tic
Select from a preset list of emotes, this will occasionally trigger by itself.
### Pet Owner
Start with a pocket-sized simplemob (preferably with a selection menu) and an item to rename it (or the ability to name it from the menu if we're not bloating it too much).
This provides no intrinsic benefit other than having a funny pet but you will be really sad if it dies.
#### Alternative: Pet Egg
The same but you start with a mystery egg, we should not implement both of these.
### Bad Vibes
Makes animals avoid you or trigger unfriendly (non-hostile) behaviour. The Chaplain can see some kind of flavour text on examine.
Perhaps give suspicious emote text to nearby players, or give them a negative moodlet if they spend too long adjacent to you.
### Shimmering Hair
Hair becomes translucent, like slime hair. Only valid on species who have hair.
### Itchy Trigger Finger
Holding a gun gives you a positive moodlet. Discharging a gun gives you a large positive moodlet. Doing neither of these things gives you a negative moodlet.
This is essentially all downside but also not bad enough to be worth negative points I think.
### Big / Small
Applies the relevant mutation at round start.
Not totally certain about this purely because those tend to just make your sprite pretty ugly.
## Negative quirks
### Coffeeholic (-2)
If you don't drink coffee 2-3 times in a session you become sluggish and perform actions slower, with accompanying bad mood.
Should be annoying but significantly less terrible than Smoker.
### Hatemail (-2)
The items you receive in the post consist of smaller checks, junk items, bursts of smoke or glitter, flashbang explosions, or an angry bee.
NOT mutually exclusive with Subscription Box, as this quirk is easily bypassed by just not opening letters.
### Dynamic Entry (-4)
You arrive on the station in a random area via cargo pod, in soft crit. We should try to ensure suit sensors are enabled but there's no guarantee that anyone will find you quickly.
### Dystechnia (-6)
You are befuddled by technological complexity. Activating advanced technology comes with an inherent failure chance, which may cause comedic negative effects.
### Bloody Mess (-8)
Your body immediately gibs if you fall into hard crit.
Technically you can still be borged or rebrained, but your body is always destroyed.
### Pain Insensitivity (-8)
You are unable to feel pain or detect temperatures. You do not have a "health bar" onscreen, you do not receive temperature warnings, and your health doll only updates when you examine yourself. You will still notice wounds, but wounding text will display at normal size rather than giant. As a small upside, pain will not cause any mood debuffs (if it does that normally?), and you will never scream from pain of any sort (getting crushed by firelocks, surgery without anesthetic, etc.).