Quirk

Quirks are peculiar traits possessed by heroes at their creation, and gained through activities in the Hamlet or during expeditions. Quirks affect the hero in various ways, both positive and negative, either modifying their stats or forcing particular behaviours.

Acquiring and managing quirks
When initially found at the Stage Coach, a hero will possess a random set of quirks, at least one positive and one negative.

Additional quirks, positive or negative, can be gained during expeditions by interacting with curios. Furthermore, at the end of an expedition, regardless of its outcome, surviving heroes will have a chance to get additional quirks. Quirks can also appear as a result of perusing stress relief buildings in the Hamlet, notably the Tavern and Abbey.

A character can possess a maximum of five positive and five negative quirks. If a hero gains an additional quirk when having reached the maximum number, a random existing quirk will be replaced.

It is possible to lock positive quirks on a hero, preventing them from being replaced by new ones that may be acquired, by using the Sanitarium in the Hamlet; the Sanitarium is also useful to remove negative quirks. A maximum of three positive quirks can be locked, and this action is irreversible. Both activities require a hefty sum to be paid, with positive quirk treatment being the most expensive. The cost for each quirk treatment is calculated on the basis of the hero's Resolve level.