Trait List
(You may pick up to 3 when you make a new character or none at all.)
Mute: You can no longer use the power of speech. Consequently, your use of sign language makes parries cost 2.5% (After final calculations) less. What a twist!
The Agitator: You are easily one of the most annoying people to be around. That being said, enemies seem a bit more wanting to punch you in the face. This anger can cloud their judgement, and make them sloppy. Dodges against other’s attacks cost 2.5% less (After final calculations), but you take 5% more damage from all sources. How about getting decked in the schnoz, you annoying fuck?
Happy-Go-Lucky: You care not for the future of things! What happens here and now is what’s important. You gain 5% more EXP and 2.5% more Stat Points from Training (This percent is added to the percentage that you get), but the cap % of all training types is lowered by 5% (Solo Training caps at 20%, Co-Op at 30%, etc.).
Bloody Mess: You do 5% more damage and take 7.5% more damage!
Gluttony: Stuff your gut with all the things! Items you use on yourself are 15% more effective, but you ain’t sharing that shit with other players! You are unable to use items on friends.
Booty Plunderer: Arrr, you're a pirate, Harry! Quests give you 10% more EXP, but Training gives you 20% less EXP. (After you total up all training boosts beforehand. This will factor into last changes before giving your character the EXP.)
Blind as a Bat: You no longer possess the power of sight. But learning to fight in darkness has made your other senses stronger, increasing your effectivity with blocks by 2.5% (Blocks will negate 2.5% more damage.)
Goodie Two-Shoes: Aren’t you so nice? Taking “Good” Quests will give you 5% more EXP, but Neutral quests give you 5% less and bad ones give you 10% less.
Born Convict: You were always a little naughty. Taking “Bad” Quests will give you 5% more EXP, but Neutral quests give you 5% less and Good ones give you 10% less.
God-Mode: There’s no place to run. Any time you hit Injured status(25% Health), you gain 2 turns (The current and the next. It wears off at the end of the next) of immunity from all attacks and do 15% more damage for the two turns. You heal all status ailments, and do not get the injured debuff for those turns. However, after that, your fatigue catches up with you and increases to 75% of your total health. You also lose all health and become KOed.
Terrible Endurance: Fatigue hits some harder than others. Fatigue replaces all lost health (One point of Fatigue would now replace health for every point of health you lose), but healing from both skills and items and items that convert fatigue back into health are 100% more effective on you. Just got to find a way to effectively get rid of that tired, huh?
Friendship Is Magic: When fighting alongside your allies you’re overtaken by your love for them and deal 5% more damage in combat but when all alone and sad you deal 10% less damage as well as prone to breaking out into tears. Crybaby.
Overthinker: Friends ever tell you that you overthink things? That’s okay! Parries, Blocks, and Dodges initially cost 10% more ki (After final calculations), but you eventually find out their pattern. Every time in combat you have to do one of these actions, they lower their cost by 5% and eventually start costing less, up to a max of 5% less that is! This resets after each battle.
Paladin: Your hatred for all things evil grants you the power to send 5% more damage towards enemies of evil alignment. However your strict code forbids you to turn from any evil in combat. Should you be faced with evil, you must send at least one attack to them. Regardless of them being allies or not.
Badass Monk: Your finesse with the martial arts and your code of honor are two of one thing. All your stats are boosted by 5% and the cap for all training is raised by 2.5% (Solo is now 27.5%, Co-Op 37.5%, etc.), but you are unable to start a fight and cannot attack anyone who is in the injured state. This cannot be used if you have a trait which forces you to attack someone (paladin, blackguard, etc.).
Lust for the Devil: Your hunger for dark appetites forces you to attempt to claim the life of all who find themselves ko’d at your feet. Allies or otherwise. The eagerness to take that life granting you a 10% boost to damage. But you also take 10% more damage. If you fight, you must keep fighting until they are knocked out, then you must always attempt to kill that person. You can end your attempts once you are in the injured state.
Blackguard: You are nothing short of a mortal fiend, the epitome of an anti-paladin. Your hatred of all things good grants you the power to send 5% more damage towards enemies of good alignment. Should you be faced with anything good, your sheer disgust will take over and force you to attack them at least once, regardless of them being allies.
Lone Wolf: Working with others aggravates you. When you are in combat alone, you do 5% more damage. With allies however, you do 10% less damage.
Team Player: You have a pretty strong bond with your friends. Items you use are 15% more effective on them, heals are 10% more effective, too. But you’re so concerned about your allies that you can’t focus on yourself. So items you use on yourself and heals you use on yourself are 33% less effective.
Designated Healer: You never were the fighting type. Heals you cast to others are 10% more effective and use 10% less ki (After final calculations). You, however, do 25% less damage.