Character Traits
Posted: Wed Feb 07, 2018 5:34 pm
Do I really have to explain this its pretty self explanatory I just wanna see what you guys think of it
>start round with every genetic disabilityAnonmare wrote:Roundstart addictions
Minor starting trinkets, like a hat or a jumpsuit accessory
Funny accents
Criminal record
Medical record
Misspelling on your ID
Start with a tablet instead of a PDA
Roundstart phobia
Roundstart disabilities
I think having accents be traits is almost a disservice to the dedicated few who keep up their IC accents but it would be funny yeahAnonmare wrote:Funny accents
me too actually. i always thought traits were kind of neat and that it would be cool if we had them (minus things where you cant pilot a mech unless you have the mech pilot trait, cant cook food without chef trait, etc). obviously we'd have to account for powergame-able traits here, like we absolutely cant let people start with guns for exampleWyzack wrote:I am surprised this hasnt been met with a storm of "GO BACK TO BAY RP FAGGITS REEEE" since it is a baystation feature and would be pretty cool to have
FeaturePKPenguin321 wrote:>start round with every genetic disabilityAnonmare wrote:Roundstart addictions
Minor starting trinkets, like a hat or a jumpsuit accessory
Funny accents
Criminal record
Medical record
Misspelling on your ID
Start with a tablet instead of a PDA
Roundstart phobia
Roundstart disabilities
>go geneticist
>save own genes then clean self and make the perfect human
this actually reminds me i dont remember which game but my friend was telling me about some tabletop he was playing where character creation basically had a trait system where you have point values on each, with good traits costing points and bad traits giving points, and somebody managed to minmax it hard enough to make a character that was blind, deaf, mute, couldnt feel, had no arms, no legs, no hair, no ears, no nose, was sickly, and had bad proportions preventing him from wearing most clothing items, BUT was all-knowing and could time travel. so basically you have just a naked torso that you cant really interact with beyond letting it smell things but it can vanish from existence now and then. they stuck sticky notes to him to try to send messages back in time but couldnt reliably communicate well enough through smell to get them to the right destinations. pretty funnyAnonmare wrote:FeaturePKPenguin321 wrote:>start round with every genetic disabilityAnonmare wrote:Roundstart addictions
Minor starting trinkets, like a hat or a jumpsuit accessory
Funny accents
Criminal record
Medical record
Misspelling on your ID
Start with a tablet instead of a PDA
Roundstart phobia
Roundstart disabilities
>go geneticist
>save own genes then clean self and make the perfect human
As one of such people, I for one would welcome the approach to more character diversity. Most of the accents we have in the game currently aren't really heavy and affect the text in a very minor way. Besides, stocks in apostrophes will go up and I'll be able to sell high.Qbopper wrote:I think having accents be traits is almost a disservice to the dedicated few who keep up their IC accents but it would be funny yeahAnonmare wrote:Funny accents
This please. Round start augments all day erry day. Even if it means heavily rebalancing them/limiting to one limb.Nilons wrote:I just wanna start with a mechanical arm
Or you can just have people spawn with the el-cheapo mechanical arms that medbay gets.Xhagi wrote:This please. Round start augments all day erry day. Even if it means heavily rebalancing them/limiting to one limb.Nilons wrote:I just wanna start with a mechanical arm
I did this in a game once, the system had an attribute for owning a vehicle/mecha and it was basically just "drop 4 of your character points, get 20 back for building your vehicle" so you made your character weaker in order to make their vehicle strongerPKPenguin321 wrote:this actually reminds me i dont remember which game but my friend was telling me about some tabletop he was playing where character creation basically had a trait system where you have point values on each, with good traits costing points and bad traits giving points, and somebody managed to minmax it hard enough to make a character that was blind, deaf, mute, couldnt feel, had no arms, no legs, no hair, no ears, no nose, was sickly, and had bad proportions preventing him from wearing most clothing items, BUT was all-knowing and could time travel. so basically you have just a naked torso that you cant really interact with beyond letting it smell things but it can vanish from existence now and then. they stuck sticky notes to him to try to send messages back in time but couldnt reliably communicate well enough through smell to get them to the right destinations. pretty funnyAnonmare wrote:FeaturePKPenguin321 wrote:>start round with every genetic disabilityAnonmare wrote:Roundstart addictions
Minor starting trinkets, like a hat or a jumpsuit accessory
Funny accents
Criminal record
Medical record
Misspelling on your ID
Start with a tablet instead of a PDA
Roundstart phobia
Roundstart disabilities
>go geneticist
>save own genes then clean self and make the perfect human
yeah I was half memeing it would be a neat touch and would miss some of the specific nuances that you can't get with code (or at least can't get easily with code)Okand37 wrote:As one of such people, I for one would welcome the approach to more character diversity. Most of the accents we have in the game currently aren't really heavy and affect the text in a very minor way. Besides, stocks in apostrophes will go up and I'll be able to sell high.Qbopper wrote:I think having accents be traits is almost a disservice to the dedicated few who keep up their IC accents but it would be funny yeahAnonmare wrote:Funny accents
Best way to do this IMO.Dr_bee wrote:Or you can just have people spawn with the el-cheapo mechanical arms that medbay gets.Xhagi wrote:This please. Round start augments all day erry day. Even if it means heavily rebalancing them/limiting to one limb.Nilons wrote:I just wanna start with a mechanical arm
prosthetics is a very very small downside compared to the other ones, it has to be a much worse limb.Xhuis wrote:People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)
The surplus limbs medbay gets have a max damage of 20 before they become useless, which is almost 3x worse than a regular limb at 75. They also suffer the same issues with EMPs as their superior counterparts do, so they seem like enough of a downside for +1.Armhulen wrote:prosthetics is a very very small downside compared to the other ones, it has to be a much worse limb.Xhuis wrote:People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)
but you can also take them off and replace them with a proper limb with relative easeMMMiracles wrote:The surplus limbs medbay gets have a max damage of 20 before they become useless, which is almost 3x worse than a regular limb at 75. They also suffer the same issues with EMPs as their superior counterparts do, so they seem like enough of a downside for +1.Armhulen wrote:prosthetics is a very very small downside compared to the other ones, it has to be a much worse limb.Xhuis wrote:People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)
Nearsightedness can be cured pretty easily too, but the main thing is that you still help from another person. You'll also need to do this every single round you have this rolled to try and game a system that gives benefits minor enough to where they might come into use every 10ish rounds.PKPenguin321 wrote:but you can also take them off and replace them with a proper limb with relative easeMMMiracles wrote:The surplus limbs medbay gets have a max damage of 20 before they become useless, which is almost 3x worse than a regular limb at 75. They also suffer the same issues with EMPs as their superior counterparts do, so they seem like enough of a downside for +1.Armhulen wrote:prosthetics is a very very small downside compared to the other ones, it has to be a much worse limb.Xhuis wrote:People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)
No, the trait in the PR overrides geneticsMMMiracles wrote:Nearsightedness can be cured pretty easily too, but the main thing is that you still help from another person.PKPenguin321 wrote:but you can also take them off and replace them with a proper limb with relative easeMMMiracles wrote:The surplus limbs medbay gets have a max damage of 20 before they become useless, which is almost 3x worse than a regular limb at 75. They also suffer the same issues with EMPs as their superior counterparts do, so they seem like enough of a downside for +1.Armhulen wrote:prosthetics is a very very small downside compared to the other ones, it has to be a much worse limb.Xhuis wrote:People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)