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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 Fire Resist, +25 Plasma 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
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
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
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
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
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
Focused +1 Quickness, +1 Fortitude, +1 Strength Determined +1
Frail -2 Fortitude, -1 Strength Educated -1
Gossip Gregarious and quick to make friends, gain 20% 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
Hyperwarp Sickness Wrenching experience of Hyperwarp travel causes sickness, loss of 3 to 10 HP when jumping Hyperwarp Grav -1
Ill-Tempered Surly and morose, Morale never rises above 80 Focused -1
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 50% Chance of resisting a positive or negative Morale changes Veteran 0
Klepto +3 Quickness, -2 Wisdom Curious -1
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
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
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
Other Fascination What might terrify others invokes an intense fascination, gain +6 Morale when encountering xeno ship Spacer 0
Pacifist -20% All Accuracy Empathetic -1
Pain Tolerant +2 Fortitude, +1 Resilience Addictive +1
Peacemaker Gain Morale whenever ending ship combat in Draw or Ransom, lose Morale when destroying enemy ship Tolerant 0
Power Hungry Always rises against the Captain in a Mutiny, +10% All Damage, +5% Critical Savage 0
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
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
Revenant NOT IMPLEMENTED; 50% chance to stand up with Fortitude worth of HP on death 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
Rugged +2 Fortitude, +10 Plasma 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
Skeptic +2 Resilience, +35% To Resist Debuffs Educated +2
Sly Artful in devious craft, gain +10% Intel Record rewards whenever Spying Curious +1
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
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
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
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
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 encounter something alien, loss of 6 Morale when encountering xeno ship Grav -1