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Character Profile Statistics

Every generated character in EXODE has a number of statistics in their “profile” that affect numerous aspects of their behavior and the successful completion of tasks.

When a character's profile stat is above, or under, a specific level, it may generate a visible “trait” that may trigger some “perks” and bonuses or disadvantages and/or determine behavior in certain situations.

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 (used in many situations, like with Citizens)

Empathy (used in many situations, like with Citizens)

Intimidation (also used in combat to determine “taunt” and in some actions like Reunite With Crew)

Leadership (used in some authority orders like Reunite With Crew)

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)

Cover (for self protection)

Heroism (can trigger a berserk to save people)

Manual Dexterity (used for many actions like Loading Fuel, Loading Cargo)

Toughness (tough characters survive better for such things as Managing Shields)

Shooting (for killing targets)

Speed (used for moving between rooms and many actions like Come Back Here, Loading Cargo, Escort Passengers)

Stealth

Tactical Orders (group bonus if several crewmen)

Violence (may increase damage even when shooting – but could be very problematic for your colony)

BEHAVIOR

Agitation (in politics)

Discipline (one of the most used during evacuation)

Federal Values/Anti-Federation (loyalty to 2325 government)

Investigation (used to Reunite With Crew )

Loyalty/Disloyal (to you!)

Moral Values/Low Morality

Narcophile - likes those drugs just a little too much

Open Mindedness/Stubborn (stubborn characters are low in this and harder to bring back in Reunite With Crew)

Secret Agenda (chances to develop a secret plan)

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)