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Personality Traits

Every character in EXODE has a number of statistics that we call “profile”. In EXODE, you don't have to understand all these stats, and you may actually not even see them onscreen.

When a personality stat is above, or under, a specific level, it may generate a “behavior trait” that you will see on that character's file.

You will also see the results of these statistics in something clearly exposed ingame, which are Skills.

While improving gameplay, we may decide to release many more of these stats to the player, but only when interactivity allows it without breaking the game flow.

The complete list of personality stats is as follows:

SOCIAL

Charisma (used in many situations, like with Citizens)

Conversation (used in many situations, like with Citizens)

Diplomacy (not used much in EVAC)

Empathy (used in many situations, like with Citizens)

Intimidation (also used in combat to determine “taunt”)

Leadership (used in some authority orders)

Popularity (also affects morale loss if you lose this crew)

Social Closure (how that character appreciates being alone)

Social Exposure (how that character appreciates being with others)

TACTICAL

Awareness (used to detect hostiles, load cargo faster)

Courage (increases Taunt but also combat stress resistance)

Heroism (can trigger a berserk to save people)

Resistant (tough characters survive better)

Tactical - Orders (group bonus if several crewmen)

Tactical - Cover (for self protection)

Tactical - Shooting (for killing targets)

BEHAVIOR

Agitation (in politics)

Discipline

Drugs Addiction

Federal Values (loyalty to 2325 government)

Investigation

Loyalty (to you!)

Morality

Open Mindness

Secret Agenda (chances to develop a secret plan)

Speed

Violence

UNUSED

These last stats are used to determine friendship and rivalries among the crew, with values being compatible or not with others.

Rivals and friends may be rolled randomly instead, in the first versions.

However this refined system is anticipated to allow more compatibility in citizens, and to estimate if a citizen purchased on the market could be friend with the team he will work with.

Social Ties (can trigger easier friendships)

Family Ties (the more family ties, the less happy the citizen can be from these losses)

Personality Type (one of six values)

Ego Type (one of six values)

Intellect Type (one of six values)

Agenda Type (one of six types of agenda)