Depending on the gift or fault, a character may take it more than once in order to be even better or worse. For example, a character might take two levels of Strong, in order to be considered extremely strong. A player may gain more than 5 gifts by taking faults. The GM typically requires a powerful gift be offset by an equally powerful fault. See the GM for a list of gifts and faults.
Quirks are minor faults, which add color to a character.
Each quirk taken gains you a skill level. Quirks should be personality quirks used for fleshing out a character, not very weak versions of faults. See Five Point Fudge for a good list of Gifts and Faults. Abilities Abilities are specific, and starting characters get 60 points to spend on Abilities. Abilities can be classified as Easy, Normal, Hard, and Very Hard.