Table: Crew Members self image a second look
Feb 20, 2017 1:11:51 GMT -5
Alex Fury, xdesperado, and 4 more like this
Post by John Robinson on Feb 20, 2017 1:11:51 GMT -5
While studying the awesome wiki ST2 Traits Index that fallen put together for all of us.
I got curious about what are the general traits you could expect from a particular type of crew member.
I might not have taken a second look at having a Veteran on board, the more the better right? Look closely at the likely traits a Veteran has and you see just how dangerous
the quadrants are. Perhaps you have a crew member with excellent stats for a fighter, then one day his hidden trait is revealed, he has a Death Wish! (Hope it's not an officer).
A Pirate would do well to have a few Savages aboard. Empaths almost always have a positive effect on the Captain and crew.
There are probably an error or two in the table, I put it together as a quick self reference that I could print, and have at my desk. I thought it might be worth sharing.
N/I = Not Implemented. Meta is how good it is in the mind of the system.
Grouping | Name | Rules | Meta |
Addictive | Addict Tick | N/I +25% increased addiction | -1 |
Addictive | Drunk | N/I | -1 |
Addictive | Greedy | +3$ every level, +Morale when paid | -1 |
Addictive | Obsessive | 2x positive or neg morale, +5% Critical | +1 |
Addictive | Pain Tolerant | +2 Fortitude, +1 Resilience | +1 |
Addictive | Spice Addict | N/I | -2 |
Agile | Acrobatic | N/I 50% avoid critical hit | +1 |
Agile | Discreet | N/I +25% chance to pass Stealth Save | +2 |
Agile | Fleet Footed | +10% Dodge | +1 |
Agile | Precise | +2 Quickness | +1 |
Agile | Twitchy | +4 Initiative, -5 Armor | 0 |
Curious | Clepto | +2 Quickness, -2 Wisdom | -1 |
Curious | Mysterious | 50% resist hidden trait being discovered | -1 |
Curious | Risky | +10% Dmg, -10% Armor | 0 |
Curious | Scavenger | +25% rewards when Exploring | +1 |
Curious | Sharp Witted | +25% chance of double XP | +2 |
Curious | Shrewd | +3 Wisdom | +1 |
Curious | Sly | +25% Data rewards when Spying | +1 |
Curious | Tense | +2 Initiative | +1 |
Determined | Enduring | +2 Fortitude, +2 Resilence | +2 |
Determined | Erudite | +3 Wisdom, +1 Resilience | +1 |
Determined | Fearless | N/I 50% chance to return moral to 60 after defeat | +2 |
Determined | Focused | +1 Quick, +1 Fortitude, +1 Str | +1 |
Determined | Obdurate | 25% chance of not gaining XP | -1 |
Determined | Steady | Morale loss reduced 50%, +2 Fort, +5% Armor | +1 |
Determined | Valiant | +10% Parry, +10% Dodge | +1 |
Educated | Astute Timing | +10% Dmg, +10% Critical | -1 |
Educated | Brilliant | +50% chance of double XP | +2 |
Educated | Frail | -2 Fortitude, -1 Str | -1 |
Educated | Headstrong | +3 Wisdom, +3 Resilience | -1 |
Educated | Highbrow | +2$ every level, -morale if paid as crew vs officer | -1 |
Educated | Skeptic | +2 Resil, +50% Resist neg effects and debuffs | +2 |
Educated | Snob | 50% chance of crew morale loss when spicing | -1 |
Empathetic | Charmer | +2 Charisma | +1 |
Empathetic | Confident | N/I +25% pass on Command tests | +2 |
Empathetic | Magnetic | 10% + Charisma officer or cpt when low morale | +1 |
Empathetic | Mediator | N/I +25% pass on Negotiation tests | +2 |
Empathetic | Obedient | Pay raise when leveling 80% less likely | +1 |
Empathetic | Pacifist | -20% All Accuracy | -1 |
Empathetic | Storyteller | +2 Moral in Spice Halls | +1 |
Focused | Blind Focus | +15% All Accuracy, -15% Parry | 0 |
Focused | Concentration | +2 Wisdom, +1 Resilience | +1 |
Focused | Dead Aim | +15% Critical | +1 |
Focused | Ill-Tempered | Moral never > 80 | +2 |
Focused | Virtuous | +3 to +5 Morale when Patrolling | +1 |
Gearhead | Acid Burn | +25 Fire Resist, +25 Plasma Shielding | +1 |
Gearhead | Device Freak | 2nd gear slot if Captain or Officer | +2 |
Gearhead | Mechsync | N/I +25% chance to pass repair test | +2 |
Gearhead | Ruinous Touch | N/I +50% Dmg to enemy component when boardng | +1 |
Gearhead | Sharpshooter | +10% Ranged Accuracy | +1 |
Gearhead | Spatial | N/I +25% chance to pass Pilot test | +2 |
Gearhead | Vulture | +10% Profits on Salvaging enemy ship | 0 |
Grav | Earthbound Friends | +%Charisma to learn new contact in spice hall | +1 |
Grav | Earthy | +3 Fortitude | +1 |
Grav | Hyperwarp Sick | -3 to -10 HP when jumping Hyperwarp | -1 |
Grav | Moody | 50% chance double all neg morale changes | 0 |
Grav | Stout | +1 Fort, +1 Str, +1 Resilience | +1 |
Grav | Worldsick | -1 to -4 Morale when leaving a planet | -1 |
Grave | Xenophobic | N/I 2x Morale loss on xeno encounter | -1 |
Hardy | Bear Built | +2 Str | +1 |
Hardy | Hard Hitting | +1 Armor piercing | +1 |
Hardy | Hardened Presence | N/I +5 Morale threshold for Mutiny | +1 |
Hardy | Rugged | +10 Fire resist, +10 plasma shld, +10 Poison resist | +1 |
Hardy | Scrappy | +2 Fortitude | +1 |
Hardy | Stubborn | When Morale < 50 all gains morale gain -50%, Res +2 | -1 |
Hardy | Tank | -2 Quickness, +3 Fortitude | 0 |
Hardy | Thick Skinned | +10% Armor | +1 |
Hate | Hates Synd/House | N/I Hates one or more specific factions | 0 |
Savage | Berserk | +15% Dmg, +15% Critical | +1 |
Savage | Brute | +2 Str, +15% Dmg | -1 |
Savage | Fearsome | -2 Charisima, +15% Dmg | 0 |
Savage | Intimidating | blank on wiki | +1 |
Savage | Menacing | N/I +25% chance to pass Intimidation saves | +2 |
Savage | Merciless | +10 Morale when enemy ship destroyed | +1 |
Savage | Rash | +15% Dmg, -10% Parry, -10% Dodge | 0 |
Savage | Terrifying | +25% Credits on successful Blockade | +1 |
Spacer | Adventurous | possible +3 to +5 Morale Exploring | +1 |
Spacer | Gravity Sickness | -3 to -6 HP when landing on a world | -1 |
Spacer | Listener | +2 Initiative | +2 |
Spacer | Other Fascination | N/I +Morale bonus on Xeno encounter | 0 |
Spacer | Stormshock | -3 to -10 HP/Morale sailing in Radiation Storms | -1 |
Spacer | Traveler | +3 to +6 Morale on Hyperwarp Jump | +1 |
Spacer | Wanderlust | +5 to +10 Morale orbiting new world | 0 |
Stalwart | Brave | +2 Initiative | +1 |
Stalwart | Inspiring | +2 Charisma | +1 |
Stalwart | Loyal | N/I Never Mutinies, 50% chance to avoid abandon | +1 |
Stalwart | Soldier | +10% Dmg | +1 |
Stalwart | Tough | +3 Fortitude, +10% Armor | +1 |
Strict | Assertive Patrol | +50% Rep when on Patrol | +1 |
Strict | Authority Figure | N/I Always Joins Cpt. side on Mutiny | +1 |
Strict | Driven | Morale never less than 50, +2 Resilience | +2 |
Strict | Righteous | +2 Str, +2 Armor Piercing, -10% Parry | +1 |
Strict | Rigidly Lawful | N/I 50% chace -Morale when crew is spiced | -1 |
Tolerant | Attentive | +10% rewards when Exploring | +1 |
Tolerant | Calm | N/I (blank on wiki) | +2 |
Tolerant | Peacemaker | N/I -Morale on enemy Death, +Morale on draw | 0 |
Tolerant | Iron Spine | N/I | +1 |
Veteran | Battle Scarred | -2 Fortitude, +4 Wisdom, -2 Charisma, +20 Bleed | 0 |
Veteran | Combat Nerves | -10% All accuracy, -10% Parry, -10% Dodge | -1 |
Veteran | Crippled | -2 Fortitude, -1 Str, +4 Wisdom | -2 |
Veteran | Death Wish | +30% all Acc, +30% Crit, -30% Parry, -30% Dodge | 0 |
Veteran | Flashbacks | N/I 25% chance to start combat stunned | -2 |
Veteran | Jaded | -75% chance of Morale change | 0 |
Veteran | Revenant | N/I 50% regain +Fortitude HP on death | +2 |
Worldly | Classic Trained | +10% all accuracy | +1 |
Worldly | Durable | +25% chance to survive death in combat | +1 |
Worldly | Gossip | +20% chance to learn Rumor when spicing | +1 |
Worldly | Professional | Pay increases +2$ every level | -1 |
Worldly | Proud | +1$ per level, 2x -Morale when not paid with crew | -1 |
Worldly | Seedy | +20% Morale when Spicing | +1 |
Worldly | Wily | +1 Wisdom, +1% Deflection | 0 |