A "quirk" is a minor personality trait. It is not an advantage, and is not necessarily a disadvantage - it is just something unique about your character. For instance, a major trait like Greed is a disadvantage. But if you insist on being paid in gold, that's a quirk. You may take up to five "quirks" at -1 point each . . . so, if you do, you will have 5 more points to spend on advantages or skills. These do not count against the maximum number of disadvantage points allowed in your campaign.
The only drawback to a quirk is this: you must role-play it. If you take the quirk "dislike of heights," but blithely climb trees and cliffs whenever you need to, the GM will penalize you for bad role-playing. The points you lose this way will cost you much more than you earned for taking the quirk. So don't choose a quirk you aren't willing to play!
A quirk can also be "bought off" later by paying one character point. But as a rule, you shouldn't do that. The quirks are a big part of what makes your character seem "real." You may change quirks (with GM approval) if something happens to justify a change in your personality. You may also leave two or three quirks "open" when you first create your character, and fill them in after the first couple of play sessions - letting your character design himself!
Some examples of quirks:
Beliefs and goals. If a belief or goal is strongly held, important and/or irrational, it may be an important disadvantage. Religious fervor, greed and lust are examples of important goals. But a minor belief or goal makes a good quirk. Examples: Your life objective is to get just enough money to buy a farm (or boat, or spaceship, or castle) of your own. Or you insist on exhibiting "gentlemanly" behavior to all females. Or you insist on spurning "chauvinistic" behavior from all males. Or anything else you can think of!
Dislikes. Anything on the Phobia (which isn't posted yet but shall be soon) list can be taken as a mere dislike. If you dislike something, you must avoid it whenever possible, though it does not actually harm you as a phobia would. But dislikes don't have to come from the phobia list. There is a whole world full of things to dislike: carrots, cats, neckties, the opposite sex, violence, telephones, income tax . . .
Likes. Pick anything you can think of. If you like something, you will seek it out whenever possible. This is not a compulsion - just a preference. Gadgets, kittens, shiny knives, ceramic owls, fine art. . . whatever.
Habits or expressions. Saying "Jehoshaphat!" or "Bless my collar-button" constantly, for instance . . . or carrying a silver piece that you flip into the air . . . or never sitting with your back to the door. (If you push one of these too far, the GM may decree that it has developed into an Odious Personal Habit that causes others to react badly. So don't overdo it.
Anything else that you can think of that will make your character into a "real person"! Peculiarities of dress . . . choice of friends . . . unrequited love . . . hobbies (perhaps backed up by a few points in a hobby skill) . . . favorite entertainment . . . it's up to you.
So, what do you all think?
Personally, I like them and think they should be included for use at a GMs option. The 5 initial points wouldn't unbalance character generation and these quirks could make a character become more than just a collection of scores and skills. A useful tool for the neophyte or the veteran...