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Traits


Traits

Traits are the strengths and flaws picked at character creation. Positive traits cost points, and negative traits give points back. Together with the occupation, they decide how strong, fast, smart and healthy a survivor starts out. A few traits even change during play as Fitness and Strength rise and fall.


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Point System


Every build balances its points. The occupation sets the starting pool. Custom Occupation gives 8 points, while the Veteran costs 8. Positive traits spend points, and negative traits add them. The build cannot start with a negative total.

Some traits cannot be taken together. Athletic rules out Fit, Out of Shape, Unfit and the weight traits. Fast Learner rules out Slow Learner and Crafty. Brave rules out Cowardly, and Keen Hearing rules out Hard of Hearing and Deaf. Some job traits, such as Night Owl, Desensitized, Ax-pert and Burglar, come only with their occupation.

Physical


Strength and Fitness traits are the most expensive. Athletic costs 10 points and starts with Fitness 4. Its description reads "Faster running speed. Can run for longer without tiring." Fit costs 6 and adds Fitness 2. Strong costs 10 and adds Strength 4, with "Extra knockback from melee weapons. Increased carrying weight." Stout costs 6 and adds Strength 2.

The weak versions give points back. Out of Shape gives 6 and lowers Fitness by 2. Unfit gives 10 and lowers Fitness by 4. Weak gives 6 and lowers Strength by 2. Puny gives 10 and lowers Strength by 5, with "Extremely small carrying weight."

These traits change in play. Fitness 0 to 1 brings Unfit, 2 to 4 brings Out of Shape, 6 to 8 brings Fit and 9 or higher brings Athletic. Strength 0 to 1 brings Puny, 2 to 4 brings Weak, 6 to 8 brings Stout and 9 or higher brings Strong. Exercise can turn an Unfit start into an Athletic survivor over time.

Skill


Many cheap traits add a starting skill level. Angler adds Fishing 1, Gardener adds Agriculture 1, First Aider adds First Aid 1 and Runner adds Running 1. Sewer adds Tailoring 1, Tinkerer adds Maintenance 1 and Target Shooter adds Aiming 1. Baseball Player adds Long Blunt 1, and Brawler adds Axe 1 and Long Blunt 1.

Bigger packages cost more. Handy costs 8 and adds Carpentry, Carving, Maintenance and Masonry at 1, with "Faster and stronger constructions." Hunter costs 8 and adds Aiming, Tracking, Sneaking, Short Blade and Butchering at 1. It also knows the trap recipes and Make Stag Head Trophy. Bushcrafter costs 8 and adds Foraging, Knapping, Maintenance and Carving at 1. Former Scout costs 6 and adds First Aid, Foraging and Fishing at 1. Hiker costs 5 and adds Foraging and Trapping. Gymnast costs 5 and adds Lightfooted and Nimble.

Learning traits change all experience. Fast Learner costs 6 and reads "Increased XP gains." Slow Learner gives back 6. Crafty costs 3 and boosts experience for crafting skills only. Reluctant Fighter gives back 5 and cuts combat experience.

Senses and Stealth


Keen Hearing costs 6 and gives a "Larger perception radius." Hard of Hearing gives back 4, and Deaf gives back 12, the most of any trait. Eagle Eyed costs 4 and makes weapon sights more effective at long range. Short Sighted gives back 2 and shrinks the view distance. Cat's Eyes costs 3 and gives "Better vision at night."

Graceful costs 4 and makes less noise when moving. Clumsy gives back 2 and makes more. Inconspicuous costs 4 and makes a survivor less likely to be spotted by zombies. Conspicuous gives back 4 and does the opposite.

Health and Body


Thick-skinned costs 8 and gives a "Lower chance of being scratched or bitten." Thin-skinned gives back 8 and raises that chance. Fast Healer costs 6 and "Recovers quickly from injuries and illness." Slow Healer gives back 3. Resilient costs 4 and gives a "Slower rate of zombification." Prone to Illness gives back 4 and speeds it up.

Appetite and sleep traits shape daily needs. Light Eater costs 2 and Hearty Appetite gives back 4. Low Thirst costs 2 and High Thirst gives back 2. Wakeful costs 3 and needs less sleep, while Sleepyhead gives back 4. Restless Sleeper gives back 6 and slows rest. Iron Gut costs 2 and lowers the chance of food illness, while Weak Stomach gives back 2.

Mind traits matter in a fight. Brave costs 4 and is "Less prone to becoming panicked." Cowardly gives back 2. Adrenaline Junkie costs 4 and moves faster when highly panicked. Agoraphobic and Claustrophobic each give back 4. Fear of Blood gives back 5 and stops first aid on others.

Other


Organized costs 4 and raises container capacity. Disorganized gives back 6 and lowers it. Dextrous costs 2 and moves items faster, while All Thumbs gives back 2. Fast Reader costs 2, Slow Reader gives back 2, and Illiterate gives back 10. Speed Demon costs 1 and Sunday Driver gives back 1. Smoker gives back 3. Outdoorsy costs 2 and is "Less affected by harsh weather conditions."

Knowledge traits teach recipes. Inventive costs 2 and lowers the skill needed to research or auto-learn recipes. Nutritionist costs 2 and shows the nutrition of any food. Herbalist costs 4 and finds medicinal herbs. Vehicle Knowledge costs 3 and covers common and commercial vehicles. Keen Cook costs 3 and knows cooking recipes. Whittler costs 2 and adds Carving 2. Mason costs 2 and adds Masonry 2. Artisan costs 2 and adds Glassmaking and Pottery.

Notes


All Traits



Subcategories

This category has the following 5 subcategories, out of 5 total.

Pages in category "Traits"

The following 91 pages are in this category, out of 91 total.

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