Stats
Health: Measures a character’s physical health. When it reaches zero, the character dies. Can be increased by certain meals at certain campsites, using Medicine, using Herbal Remedies, or visiting Physicians.
Morale: Measures a character’s mental health. When it gets too low the character can become Forlorn. When it reaches zero, the character may leave the journey. Can be increased with Harmonicas, certain activities at certain stops, eating Meat, or by a Musician playing music at campsites.
Stamina: Measure of the amount of physical strain a character can take. When lower than full, the amount of meat or fish a character can carry from a Hunt or Fishing trip will be lower. When too low, the character becomes Exhausted, which lowers all character stats. Can be increased with higher rations, rest at certain campsites or stops, or with Coffee.
Hygiene: Measure of how clean a character is. If it reaches 2 or lower the character will become sick. Can be fixed with clean clothes, baths at certain campsites, or visits to a Barber.
Personality
Loyalty: Measure of selflessness, ability to work within a team, and a measure of general morality.
Attitude: Outlook of a character, whether pessimistic or optimistic. Alters Morale of others. Higher levels help with Fishing.
Composure: Ability to remain calm under pressure or when stressed. Higher levels help with the safe placement of Nitro at mines.
Wit: Measure of a character's intelligence, wisdom, and ability to think quickly. Higher levels can help with Haggling.
Skills
Shooting: Ability to handle weapons and aim accurately. Higher levels help with Hunting and shooting challenges.
Carpentry: Ability to build and repair objects. Useful in demanding regions. Higher levels help with wagon repair.
Wayfinding: Ability to traverse dangerous terrain. Useful in more demanding regions. Higher levels help identify safe food, find new routes, and find missing oxen.
Medical: Ability to heal or treat injuries and disease. Useful for maintaining party health. Higher levels have a higher chance of treating party members.
Traits (In order of points used or gained)
Athletic (-7 points): Healthy, strong, and enjoys physical activities. Gains Stamina more quickly. (Loses stamina slowly and gains +2 when rested or uses Coffee.)
Charming (-7 points): Can easily compel those around them. Gains Loyalty more quickly. (Extremely useful in any party as almost every Haggle attempt is successful and leads to a larger decrease in price and amounts asked for.)
Brilliant (-6 points): Understands the ways of the world and is a fast learner. Gains Wit more quickly. (Gains skill points faster than others.)
Heroic (-5 points): Shows great courage in the face of danger. Gains Composure more quickly.
Optimistic (-5 points): Thinks the glass is half full. Gains Morale more quickly.
Kind (-4 points): Caring, forgiving, and pleasant to be around. Loyalty stays high; boost to Attitude. (Will lose -2 Morale during upsetting events.)
Refined (-3 points): Used to finer things. Less able to gain Composure; boosts to Hygiene and Wit. (Will avoid dead animals, etc.)
Religious (-3 points): Guided by spiritual belief. Boosts to Attitude and Loyalty.
Neat (-2 points): Like to keep themselves and their environment immaculately clean. Gains Hygiene more quickly. (Will gain +2 Hygiene when clothes are used.)
Funny (-2 points): Amuses everyone around them with ease. Tells jokes to raise the party’s Morale.
Pugnacious (+3 points): Inclined to aggressive behavior. Boosts to Shooting; penalties to Composure. (Will pick fights with other party members when stats are low.)
Hedonistic (+3 points): Believes that the pursuit of pleasure is the most important thing in life. Less able to gain Loyalty.
Wily (+3 points): A chronic liar, frequently employing dishonesty and half-truths. Less able to gain Loyalty.
Paranoid (+4 points): Fearful and distrusting. Less able to gain Composure and Loyalty. (Will refuse to pick herbs, berries, mushrooms, etc.)
Pessimistic (+4 points): Thinks the glass is half empty (and probably poisoned). Less able to gain Morale. (Can bring down party Morale. Individuals lose Morale faster.)
Slack (+4 points): Unwilling to put in the effort necessary for success. Less able to gain Attitude and Stamina. (One of the worst traits as they will be lazy with anything they’re asked to do, leading to failure more often.)
Egotistical (+4 points): Self-obsessed to the point of damaging relationships. Gains Loyalty more slowly; boost to Morale. (Will demand to be seen first by Barbers and Physicians.)
Dimwitted (+5 points): Has a hard time learning new skills. Gains Wit more slowly. (Will also cause party to become lost or food to spoil more often.)
Messy (+5 points): Hasn’t bathed in weeks…at least. Loses Hygiene more quickly. (Typically -2 lost.)
Frail (+6 points): Physically weak and prone to tiredness. Less able to gain Stamina. (Loses Stamina quickly, typically -2 lost.)
Random Traits (These traits randomly happen during the trip due to different circumstances.)
Scarred: …And self-conscious about it. Gains loyalty more slowly; boost Stamina
Gun-Shy: Gets jumpy around loud noises. Loses Morale when exposed to gunfire.
Jealous: Envious of other party members’ successes. Loses Morale when others succeed; gains Morale when they fail.
Resilient: Heals quicker than most. Status effects wear off faster.
Allergic: Reacts poorly to some plants. Herbal Medicine drains Health and Stamina.
Anxious: Stuck in their own head. Can’t perform Wit skill checks.
Aquaphobic
Ornithologist
Zoologist
Relaxed
Lucky
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