Trait: Difference between revisions

From PZwiki
Trait
m (Fixed a problem with italics.)
(Made a sortable wikitable out of the list of traits)
Line 3: Line 3:
The individually-chosen traits must have a sum value of 0 (or less) in order to start the game, so if the [[player]] chooses positive traits, they are also required to choose negative ones to compensate.
The individually-chosen traits must have a sum value of 0 (or less) in order to start the game, so if the [[player]] chooses positive traits, they are also required to choose negative ones to compensate.


==Negative traits==
Traits categorized as "opposites" cannot be taken simultaneously (e.g. "Graceful" and "Clumsy").
*  '''Clumsy'''
::''"Makes more noise when moving."''


::Zombies can hear the [[player]] from a farther distance than normal.
==List of Traits==


::Adds 1 to spending points
{| class="wikitable sortable" style="text-align:center;"
|-
! Name
! Quality
! Opposite
! Points
! class = "unsortable" | Notes
! class = "unsortable" | Effect


 
|-
'''Cowardly'''
|'''Agoraphobic'''
::''"Especially prone to becoming panicked."''
|Negative
 
| -
::Adds 2 to spending points
| +4
 
|"Gets panicked when outdoors"
 
|
'''Hypochondriac'''
|-
::''"May develop infection symptoms without having been infected."''
|'''Athletic'''
 
|Positive
::The [[player]] may get the "Queasy" moodle and any subsequent [[moodles]] without having been bitten or scratched. The [[player]] may also get the "Minor Pain" moodle and any subsequent [[moodles]] for no particular reason.
|Overweight
 
| -6
::Adds 4 to spending points
|"Faster running speed; Can run for longer without tiring"
 
|
 
|-
'''Weak'''
|'''Brave'''
::''"Less knockback from melee weapons''
|Positive
::''Decreased carrying weight"''
|Cowardly
 
| -3
::Zombies and NPCs will be pushed back less when hit by the [[player]] with a melee weapon. The [[player]] will also be unable to carry as much weight before becoming encumbered.
|"Less prone to becoming panicked."
 
|
::Adds 4 to spending points
|-
 
|'''Claustrophobic'''
 
|Negative
'''Overweight'''
| -
::''"Slower running speed''
| +4
::''Tire from running more easily"''
|"Gets panicked when indoors"
 
|"Moving from outdoors to indoors or moving between rooms causes sharp increase in the [[player|player's]] [[Moodles#Panicked|panic]] level.
::The [[player]] will run slower and will get the exhaustion [[moodles]] more quickly than usual.
|-
 
|'''Clumsy'''
::Adds 3 to spending points
|Negative
 
|Graceful
 
| +1
'''Hearty Appetite'''
|"Makes more noise when moving."
::''"Needs to eat more regularly"''
|Zombies can hear the [[player]] from a farther distance than normal.
 
|-
::Adds 2 to spending points
|'''Cowardly'''
 
|Negative
 
|Brave
'''Claustrophobic'''
| +2  
::''"Gets panicked when indoors"''
|"Especially prone to becoming panicked."
 
|
::Adds 4 to spending points
|-
 
|'''Eagle-Eyed'''
 
|Positive
'''Hard of Hearing'''
|Short-Sighted
::''"Smaller perception radius''
| -6
::''Smaller hearing range''"
|"Faster visibility fade; Higher visibility arc"
 
|
::The [[player]] must be closer to the source of a sound in order to hear it.
|-
 
|'''Graceful'''
::Adds 2 to spending points
|Positive
 
|Clumsy
 
| -4
'''Agoraphobic'''
|"Makes less noise when moving"
::''"Gets panicked when outdoors"''
|The [[player]] must get closer to a zombie in order to get its attention.
 
|-
::Adds 4 to spending points
|'''Hardened Drinker'''
 
|Positive
 
|Light Drinker
'''Light Drinker'''
| -3
::''"Gets drunk quickly"''
|"Doesn't get drunk easily"
 
|
::It takes less drinks for the [[player]] to get the utterly shit-faced moodle.
|-
 
|'''Hard of Hearing'''
::Adds 2 to spending points
|Negative
 
|Keen Hearing
 
| +2
'''Short Sighted'''
|"Smaller perception radius; Smaller hearing range"
::''"Smaller view distance''
|The [[player]] must be closer to the source of a sound in order to hear it.
::''Slower visibility fade"''
|-
 
|'''Hearty Appetite'''
::Adds 2 to spending points
|Negative
 
|Light Eater
 
| +2  
'''Prone to Illness'''
|"Needs to eat more regularly"
::''"More prone to disease''
|
::''Faster rate of zombification"''
|-
 
|'''Hypochondriac'''
::Adds 4 to spending points
|Negative
 
| -
 
| +4  
==Positive traits==
|"May develop infection symptoms without having been infected."
*  '''Graceful'''
|The [[player]] may get the [[Moodles#Sick|queasy]] moodle and any subsequent [[moodles]] without having been bitten or scratched. The [[player]] may also get the [[Moodles#In Pain|minor pain]] moodle and any subsequent [[moodles]] for no particular reason.
::''"Makes less noise when moving"''
|-
 
|'''Keen Hearing'''
::The [[player]] must get closer to a zombie in order to get its attention.
|Positive
 
|Hard of Hearing
::Removes 4 from spending points
| -6
 
|"Larger perception radius"
 
|The [[player]] can hear sounds from farther away than usual.
'''Keen Hearing'''
|-
::''"Larger perception radius"''
|'''Light Drinker'''
 
|Negative
::The [[player]] can hear sounds from farther away than usual.
|Hardened Drinker
 
| +2
::Removes 6 from spending points
|"Gets drunk quickly"
 
|
 
|-
'''Eagle Eyed'''
|'''Light Eater'''
::''"Faster visibility fade''
|Positive
::''Higher visibility arc''"
|Hearty Appetite
 
| -3
::Removes 6 from spending points
|"Needs to eat less regularly"
 
|
 
|-
'''Hardened Drinker'''
|'''Overweight'''
::''"Doesn't get drunk easily"''
|Negative
 
|Athletic
::It takes more drinks to get the utterly shit-faced moodle.
| +3
 
|"Slower running speed; Tire from running more easily"
::Removes 3 from spending points
|The [[player]] will run slower and will reach [[Moodles#exhaustion|exhaustion]] more quickly than usual.
 
|-
 
|'''Prone to Illness'''
'''Resilent'''
|Negative
::''"Less prone to disease''
|Resilient
::''Slower rate of zombification''"
| +4
 
|"More prone to disease; Faster rate of zombification"
::Removes 3 from spending points
|
 
|-
 
|'''Resilient'''
'''Strong'''
|Positive
::''"Extra knockback from melee weapons''
|Prone to Illness
::''Increased carrying weight"''
| -3
 
|"Less prone to disease; Slower rate of zombification"
::Zombies and NPCs hit by the [[player]]'s melee weapons will be pushed back further. The [[player]] can also carry more weight before becoming encumbered.
|The [[player]] can hear sounds from farther away than usual.
 
|-
::Removes 6 from spending points
|'''Short-Sighted'''
 
|Negative
 
|Eagle-Eyed
'''Athletic'''
| +2
::''"Faster running speed''
|"Smaller view distance; Slower visibility fade"
::''Can run for longer without tiring"''
|
 
|-
::Removes 6 from spending points
|'''Strong'''
 
|Positive
 
|Weak
*  '''Light Eater'''
| -6
::''"Needs to eat less regularly"''
|"Extra knockback from melee weapons; Increased carrying weight"
 
|Zombies and NPCs will be pushed back more when hit by the [[player]] with a melee weapon. The [[player]] will also be able to carry more weight before becoming [[Moodles#Encumbered|encumbered]].
::Removes 3 from spending points
|-
 
|'''Weak'''
 
|Negative
*  '''Brave'''
|Strong
::''"Less prone to becoming panicked."''
| +4
 
|"Less knockback from melee weapons; Decreased carrying weight"
::Removes 3 from spending points
|Zombies and NPCs will be pushed back less when hit by the [[player]] with a melee weapon. The [[player]] will also be unable to carry as much weight before becoming [[Moodles#Encumbered|encumbered]].
|-
|}


[[category:Traits]]
[[category:Traits]]

Revision as of 05:11, 6 September 2011

Traits are modifiers, positive and negative, available to players during Sandbox Mode. Traits are chosen individually and players are also given profession-specific traits.

The individually-chosen traits must have a sum value of 0 (or less) in order to start the game, so if the player chooses positive traits, they are also required to choose negative ones to compensate.

Traits categorized as "opposites" cannot be taken simultaneously (e.g. "Graceful" and "Clumsy").

List of Traits

Name Quality Opposite Points Notes Effect
Agoraphobic Negative - +4 "Gets panicked when outdoors"
Athletic Positive Overweight -6 "Faster running speed; Can run for longer without tiring"
Brave Positive Cowardly -3 "Less prone to becoming panicked."
Claustrophobic Negative - +4 "Gets panicked when indoors" "Moving from outdoors to indoors or moving between rooms causes sharp increase in the player's panic level.
Clumsy Negative Graceful +1 "Makes more noise when moving." Zombies can hear the player from a farther distance than normal.
Cowardly Negative Brave +2 "Especially prone to becoming panicked."
Eagle-Eyed Positive Short-Sighted -6 "Faster visibility fade; Higher visibility arc"
Graceful Positive Clumsy -4 "Makes less noise when moving" The player must get closer to a zombie in order to get its attention.
Hardened Drinker Positive Light Drinker -3 "Doesn't get drunk easily"
Hard of Hearing Negative Keen Hearing +2 "Smaller perception radius; Smaller hearing range" The player must be closer to the source of a sound in order to hear it.
Hearty Appetite Negative Light Eater +2 "Needs to eat more regularly"
Hypochondriac Negative - +4 "May develop infection symptoms without having been infected." The player may get the queasy moodle and any subsequent moodles without having been bitten or scratched. The player may also get the minor pain moodle and any subsequent moodles for no particular reason.
Keen Hearing Positive Hard of Hearing -6 "Larger perception radius" The player can hear sounds from farther away than usual.
Light Drinker Negative Hardened Drinker +2 "Gets drunk quickly"
Light Eater Positive Hearty Appetite -3 "Needs to eat less regularly"
Overweight Negative Athletic +3 "Slower running speed; Tire from running more easily" The player will run slower and will reach exhaustion more quickly than usual.
Prone to Illness Negative Resilient +4 "More prone to disease; Faster rate of zombification"
Resilient Positive Prone to Illness -3 "Less prone to disease; Slower rate of zombification" The player can hear sounds from farther away than usual.
Short-Sighted Negative Eagle-Eyed +2 "Smaller view distance; Slower visibility fade"
Strong Positive Weak -6 "Extra knockback from melee weapons; Increased carrying weight" Zombies and NPCs will be pushed back more when hit by the player with a melee weapon. The player will also be able to carry more weight before becoming encumbered.
Weak Negative Strong +4 "Less knockback from melee weapons; Decreased carrying weight" Zombies and NPCs will be pushed back less when hit by the player with a melee weapon. The player will also be unable to carry as much weight before becoming encumbered.