Traits

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Traits are special aspects or quirks that a character possesses. A newly recruited crew member starts with 3 Traits, and may gain, lose or change Traits through game and story events, through a process Trait Mutation.

Traits List[edit | edit source]

Name Rules Grouping Meta Score


Acid Burnt +25 Energy (Plas/Rad) Resist Gearhead +1


Acrobatic +15% Parry, +15% Dodge Agile +2


Addictive Tick Increases chance that Trait mutation will result in other addiction-related Traits, -2 Resilience, +3 Initiative Addictive -1


Adventurous Exhilarated by wandering new and dangerous lands, gains a Resilience % chance to recover 3 to 5 Morale whenever Exploring Spacer +1


Assertive Commanding and convinced of own authority, gains a Charisma % chance to increase Reputation bonuses by 25% whenever on Patrol Strict +1


Astute Timing +10% All Damage, +10% Critical Educated +1


Bandit Frightening and overawing with threats, gain +10% profits on forcing other ships to give Tribute Savage +1


Battle Scarred -2 Fortitude, +4 Wisdom, -2 Charisma, +20 Bleed Resist Veteran 0


Bearbuilt +3 Strength Hardy +1


Berserk +15% All Damage, +15% Critical Savage +1


Blind Focus +15% All Accuracy, -15% Parry Focused 0


Born Hunter A natural predator, +2 Resilience, +10% Accuracy, +2 Initiative Profession +3 *


Brave +2 Initiative Stalwart +1


Brilliant Expansive and lightning fast mind leaps to conclusions and solutions, +50% chance of gaining double XP Educated +3


Brute Penchant for taking out frustration on others, a loss in Morale causes an equal loss from another crew member, +2 Strength, +15% All Damage Savage -1


Calculating 20% chance to gain permanent +1 Tactics Skill Bonus when leveling (max 12) Focused +2


Calm +10% To Resist Debuffs Tolerant +2


Charmer +3 Charisma Empathetic +1


Classically Trained +10% All Accuracy Worldly +1


Combat Nerves -10% All Accuracy, -10% Parry, -10% Dodge Veteran -1


Concentration +2 Wisdom, +1 Resilience Focused +1


Conditioned Hardened by military training, +1 Quickness, +2 Fortitude, +10% Armor, +10% All Accuracy Profession +3 *


Confident +2 Charisma, +15% To Resist Debuffs Stalwart +1


Crafty Good at spotting hiding spots, grants +10% cargo rewards whenever Salvaging an orbital Spacer +2


Crippled -4 Fortitude, -2 Strength, +3 Resilience Veteran -2


Dead Aim +15% Critical Focused +1


Death Wish Going out in a blaze of glory, -25% Death Save to survive lethal hit in any situation, +15% All Accuracy, +15% Critical Veteran 0


Device Freak Special obsession with tech and devices allows equip of 2nd Gear slot, only if Officer or Captain Gearhead +2


Discreet 20% chance to gain permanent +1 Stealth Skill Bonus when leveling (max 12) Agile +2


Dread Legacy Bearing a charter stained in the blood of xeno, gains extra Rep bonus with all factions in a quadrant for destroying a Xeno ship and a personal XP bonus Profession +3 *


Driven Unshakable in resolve, Morale will never drop below 50, +2 Resilience Strict +3


Drunk Only gains 50% Morale while at the Spice Hall Addictive -1


Durable +25% Chance to Survive Death Saves Worldly +1


Earthbound Friends Charisma % chance to learn about a new Contact when Spicing in the Hall Grav +1


Earthy +3 Fortitude Grav +1


Enduring +2 Fortitude, +2 Resilience Determined +2


Erudite +3 Wisdom, +1 Resilience Educated +1


Ex-Military +5% All Accuracy, +10% All Damage, +5% Armor Stalwart +1


Exacting Well-versed in every aspect of the trade, +2 Charisma, +1 Wisdom and gains +10% profit when trading at an Exchange Profession +3 *


Exploiter Leveraging the risk required to avoid trade law, +1 Quickness, +2 Charisma and gains +10% profit when trading at a Black Market Profession +3 *


Fatalistic Seeing death as inevitable in the end, -10% Death Save to Survive lethal hit in any situation Addictive -1


Fearless Never suffers a Morale Break in Crew Combat, regardless of how low Morale is Determined +2


Fearsome -2 Charisma, +15% All Damage Savage 0


Fierce +1 Strength, -1 Charisma, +15% Armor Piercing Savage +1


Flashbacks Vivid and disturbing memories of past trauma cause paralysis, always 25% Stunned in Crew Combat, causes 25% Stun Veteran -2


Fleet footed +4 Initiative, +10% Dodge Agile +1


Flighty Always dodging the law, gains +5 Escape, +10% Defense, +5% Shield in Ship Combat Profession +3 *


Focused +1 Quickness, +1 Fortitude, +1 Strength Determined +1


Frail -2 Fortitude, -1 Strength Educated -1


Gossip Gregarious and quick to make friends, gain Charisma % chance to learn a Rumor when Spicing Worldly +1


Gravity Sickness Illness from the savage pull of gravity, loss of 3 to 6 HP when landing on a world Spacer -2


Greedy Pay Rate increases by $3 every level, gains extra Morale bonus whenever paid Addictive -1


Hard Hitting +10% Armor Piercing Hardy +1


Hardened Presence Dominant presence reduces cost of paying off mutineers by 10%, +2 Resilience, +25% To Resist Debuffs Hardy +2


Hazard High Thrilled by the high-stakes risks, gains a Resilience % chance to recover 5 to 8 Morale whenever Salvaging at an Orbital Spacer +1


Headstrong Resistant to new ideas, +3 Wisdom, +3 Resilience, 25% chance of not gaining XP Educated -1


Highbrow Pay Rate increases by $2 every level, suffers Morale penalty if paid as a Crew instead of Officer Educated -1


Honorable Reputable and trustworthy, adds +1-2 bonus Personal and faction Rep whenever completing a Mission step and reduces negative Rep by 1 Profession +3 *


Hyperwarp Sickness Wrenching experience of Hyperwarp travel causes sickness, loss of 3 to 10 HP when jumping Hyperwarp Grav -1


Hypochondriac Constantly worried about unknown medical maladies, healing costs twice as much as usual Savage -1


Ill-Tempered Surly and morose, Morale never rises above 80 Focused -1


Indomitable Defeat is unimaginable, gains +10% Accuracy, +5% Defense, +10% Protection against Crew and Morale Dmg/Turn in Ship Combat Profession +3 *


Infiltrator Intergalactic character of mystery, +2 Wisdom, +1 Charisma and gains +15% profit when selling Conflict Intel to one of the involved factions Profession +3 *


Inner Flame Resolute and unwavering in the hunt, +2 Resilience, +1 Fortitude, +2 Initiative, +15% Armor and Morale will never drop below 50 Profession +3 *


Inspiring 20% chance to gain permanent +1 Command Skill Bonus when leveling (max 12) Empathetic +2


Intrepid 20% chance to gain permanent +1 Explore Skill Bonus when leveling (max 12) Stalwart +2


Iron Spine +3 Resilience Tolerant +1


Jaded Lacking any illusions, 50% chance of resisting any positive or negative Morale change Veteran 0


Junker Every remnant of scrap has a use, fixes 2 ship components up to Repair Skill whenever salvaging a destroyed ship or drawing a Salvage card that grants Credits Profession +3 *


Klepto +3 Quickness, -2 Wisdom Curious -1


Lawful Known for legitimate dealings, reduces the hostility of law-abiding ships (Military Officers, Merchants, Bounty Hunters, Zealots) encountered in travel Profession +3 *


Libertine Freewheeling and loved for leading the party, increases Morale bonus in Spice Hall when Trade Law is less than 5 Curious +1


Life-Spark +25% Chance to Survive death in crew combat (still removed from battle) Determined +1


Listener Empathetic and approachable, a gain in Morale causes an equal gain for another crew member, +2 Initiative Spacer +2


Loyal Committed to the ship, the captain and the crew, has only a 20% chance to abandon the ship due to low Morale Stalwart +1


Lucky +25% Death Save to Survive lethal hit in any situation; has a chance of wearing off after each use Determined +1


Magnetic Captivating personality keeps people in your orbit, 10% + Charisma chance that crew will not abandon when at critically low Morale, only if Officer or Captain, +2 Charisma Empathetic +2


Malcontent Always rises against the Captain in a Mutiny Hardy -1


Marauder Eager to hunt profit, gains +10 Boarding, +10% Accuracy, +5 Range Change in Ship Combat Profession +3 *


Mechsync 20% chance to gain permanent +1 Repair Skill Bonus when leveling (max 12) Gearhead +2


Mediator 20% chance to gain permanent +1 Negotiate Skill Bonus when leveling (max 12) Empathetic +2


Menacing 20% chance to gain permanent +1 Intimidate Skill Bonus when leveling (max 12) Savage +2


Merciless Reveling in the death, gain Morale whenever destroying enemy ship but lose Morale whenever ending combat in Draw or Ransom Savage +1


Meticulous Care 20% chance to gain permanent +1 Doctor Skill Bonus when leveling (max 12) Educated +2


Mindful -1 Fortitude, +2 Wisdom, +2 Resilience, -1 Initiative Educated +1


Moody Volatile temperament brings down energy, 50% to double all negative Morale changes Grav 0


Motivating Stirring words and powerful presence, gains +2 Charisma, +2 Wisdom, +1 Initiative, +20% Debuff Resist Profession +3 *


Mysterious Perplexing and good at hiding the truth of things, this one has 50% resistance to hidden Traits being discovered Curious -1


Neverlost 20% chance to gain permanent +1 Navigation Skill Bonus when leveling (max 12) Spacer +2


Nimble 20% chance to gain permanent +1 Evasion Skill Bonus when leveling (max 8) Agile +2


Obdurate Stubborn and stuck in old ways, 25% chance of not gaining XP Determined -1


Obedient Pay Rate increase when leveling is 80% less likely Empathetic +1


Observant Always alert and wary of danger, reduces crew and ship damage by 10% whenever Exploring Tolerant +1


Obsessive Constantly fixating on something good or bad, double all negative or positive Morale changes, +5% Critical Addictive +1


On Edge Coiled spring ready to strike, +1 Strength, +1 Fortitude, +3 Initiative Profession +3 *


Other Fascination What might terrify others invokes an intense fascination, gain +6 Morale when encountering xeno ship Spacer 0


Overkeen Obsessive in the search, double the chance of drawing Xeno Artifact cards while Exploring and Exploring Missions start with +10% chance to draw Mission card Profession +3 *


Pacifist -20% All Accuracy Empathetic -1


Pain Tolerant +2 Fortitude, +1 Resilience Addictive +1


Paranoid Constantly on edge, all Morale gains are reduced by 50%, -2 Wisdom, +2 Initiative Savage -1


Peacemaker Gain Morale whenever ending ship combat in Draw or Ransom, lose Morale when destroying enemy ship Tolerant 0


Plague Scarred Scarred by the crimson pox, +2 Fortitude, +2 Wisdom, -4 Charisma, +12 Bleed Resist Plague 0


Power Hungry Always rises against the Captain in a Mutiny, +10% All Damage, +5% Critical Savage 0


Pox Infected Infected crew are contagious and may spread the Crimson Pox to faction landing zones, -10 Fortitude, -2 Strength, -2 Resilience, +16 Bio-Poison Resist Plague -2


Pox Survivor Crimson pox survivor, +4 Fortitude, +2 Resilience, +16 Bio-Poison Resist, +25% To Resist Debuffs Plague +1


Precise +2 Quickness Agile +1


Principled Upstanding and stern in peaceful ransom, gain +10% profits on Ransoming enemy ship Tolerant +1


Problem Solver 20% chance to gain permanent +1 Electronics Skill Bonus when leveling (max 12) Educated +2


Professional Pay Rate increases by $2 every level Worldly -1


Protector A faction soldier, any Orbital Ops card that adds Rep gains +2-4 bonus and Blockade or Patrol Missions start with +10% chance to draw Mission card Profession +3 *


Proud Pay Rate increases by $1 every level, double Morale penalty if not paid when other Crew are paid Worldly -1


Rash +15% All Damage, -10% Parry, -10% Dodge Savage 0


Relentless Dogged in the pursuit, completing any mission step that requires an Edict grants +10% payment, extra Rep and a personal XP bonus Profession +3 *


Resilient System Having survived worse, all Morale loss is reduced by 50%, +2 Fortitude, +4 Resilience Plague +2


Revenant Death cannot break pure will, gains ability to survive even after failing Death Save; once Revenant has prevented a death it is removed Veteran +2


Reveres Authority Always joins the Captain's side of a Mutiny Strict +1


Righteous +2 Strength, +20% Armor Piercing, -10% Parry Strict +1


Rigidly Lawful 25% chance to lose 2-4 Morale when spicing in the brazen carnival of a 6 or higher Spice Hall. Loses 2-4 Morale on successfully accessing a Black Market Strict -1


Risky +10% All Damage, -10% Armor Curious 0


Roughneck Rough but durable and approachable, +2 Fortitude, +2 Wisdom and gains 10% chance to learn a Salvage Rumor when Spicing Profession +3 *


Rugged +2 Fortitude, +10 Energy (Plas/Rad) Resist, +10 Bio-Poison Resist, +10 Bleed Resist Hardy +1


Scavenger Naturally voracious seeker, gain +10% rewards whenever Exploring Curious +1


Scrappy Tough to put down, +5% Death Save to survive lethal hit in any situation, +2 Fortitude Hardy +1


Seedy At home in the Spice Hall, gain +20% Morale bonus when Spicing Worldly +1


Sharp Witted Astute and clever, +25% chance of gaining double XP Curious +2


Sharpshooter +10% Ranged Accuracy Gearhead +1


Shrewd +1 Quickness, +3 Wisdom Curious +1


Single-Minded Diehard and inflexible, +2 Resilience, +2 Initiative, +10% All Damage, Morale never breaks in Crew Combat Profession +3 *


Skeptic +2 Resilience, +35% To Resist Debuffs Educated +2


Slippery Either about to disappear or backstab, gains +5 Escape, +5% Shield, +10% Critical in Ship Combat Profession +3 *


Sly Artful in devious craft, gain +10% Intel Record rewards whenever Spying Curious +1


Smooth Utterly practiced at the art of persuasion, +3 Charisma, +2 Wisdom and reduces cost of Contact Introduction by 15% Profession +3 *


Snob At times condescending to the point of being insulting, gains a 50% chance to cause Morale loss in other crew members when spending time in the Spice Hall Educated -2


Spatial 20% chance to gain permanent +1 Pilot Skill Bonus when leveling (max 12) Gearhead +2


Spice Addict Refuses anything but spice at the Spice Hall, requires more time and money Addictive -2


Spiritual Seeing past worldly turmoil leads to inner zen, reduces Morale loss by 25%, +2 Resilience, +10% To Resist Debuffs Determined +2


Stalker Seeks high-value targets, when crew combat includes an enemy officer or captain then immediately gains a Buff for +15% Critical, +10% Dodge, +10% Parry and Stealth Mode for 3 Turns Profession +3 *


Steady Dependable and enduring, all Morale loss is reduced by 50%, +2 Fortitude, +5% Armor Determined +1


Stormshock Afflicted by even the slightest radiation, loss of 3 to 10 HP and Morale when sailing through Radiation Storms Spacer -1


Storyteller Known for spinning engaging tales and cracking hilarious jokes, this storyteller increases Morale gains in Spice Hall by +2 Empathetic +1


Stout +1 Fortitude, +1 Strength, +1 Resilience Grav +1


Stubborn Once below 50 Morale, obstinately digs in on a grudge and all Morale gains are reduced by 50%, +2 Resilience Hardy -1


Sturdy +3 Fortitude, +20 Bio-Poison Resist, +10% To Resist Debuffs Stalwart +2


Survivor +50% Death Save to Survive lethal hit in any situation Hardy +2


Tank -2 Quickness, +4 Fortitude Hardy 0


Tense +3 Initiative Curious +1


Terrifying Scary in the worst way, confiscates 10% more Credits whenever successfully Blockading Savage +1


Thick Skinned +10% Armor Hardy +1


Tough +3 Fortitude, +10% Armor Stalwart +1


Traveler Excited by far-flung travel, gains 3-6 Morale when making a Hyperwarp jump Spacer +1


Twitchy +4 Initiative, -5% Armor Agile 0


Uncompromising Demanding ferocity brooks no argument, +2 Resilience, +1 Fortitude and doubles all Credits extorted from enemy captain's in Blockade or Ship Encounter Profession +3 *


Valiant +10% Parry, +10% Dodge Determined +1


Vandal When boarding, +10% Dmg to enemy ship components Gearhead +1


Virtuous Proud to do the right thing, gains a Wisdom % chance to recover 3 to 5 Morale whenever Patrolling Focused +1


Voyager Highly skilled at riding the galactic winds, +2 Wisdom, +1 Resilience and reduces travel time and fuel consumption by 10% Profession +3 *


Vulture Adept at picking over the wreck for valuable scrap, gain +10% credits when Salvaging enemy ship or orbital Gearhead 0


Wanderlust Insatiable drive to travel can only be sated by new experiences, gain 5 to 10 Morale when orbiting a new world Spacer 0


Warhawk Antagonistic faction supporter, gains extra +3-4 Conflict Score and a personal XP bonus whenever impacting a Conflict Profession +3 *


Weak System -20 Bio-Poison Resist Veteran -1


Wily +1 Wisdom, +10% Deflection Worldly +1


Worldsick Security of gravity and spice hall are a reminder of the loneliness of space, loss of 1 to 4 Morale on landing on a world Grav -1


Xenophobic Sickening dread paralyzes when encountering something alien, loss of 6 Morale when encountering xeno ship Grav -1



Some traits can be removed via the help of Trait Conditioning.

Talents to Discover Crew Traits[edit | edit source]

In addition to the use of Charisma some talents can help discover crew traits.


Icon Name Job Required Rank Description Cooldown


Talent commander discernglance normal.png
RECRUIT
Discerning Glance Commander 1 When Recruiting, new crew member gains improved Attributes and you discover one of their hidden Traits. 3 weeks Cooldown


Talent qm perceptiveboss normal.png
PAY
Perceptive Boss Quartermaster 1 When paying your crew, your intuition grants a 30% + Command Skill chance to learn hidden Trait from among your crew 9 weeks Cooldown


Talent mo recruit normal.png
RECRUIT
Recruiter's Eye Military Officer 5 When Recruiting, new crew member gains improved Attributes and you discover one of their hidden Traits. 3 weeks Cooldown