Trait suggestions
Added 2018-02-23 01:54:01 +0000 UTCI will tag suggestion stuff now and they can be easily found in the featured tags. You can keep coming back to them if you think of something that would be nice to add.
With traits I mean mostly genetic traits. (Personality stuff will be replaced by another system).
Adding traits takes like no time so they will probably be implemented in the next version after suggesting it, if I like it.
Don't worry about tavern quests getting too random, I will probably pick the traits wanted there from a certain pool of traits
basically everything is possible, be creative (doesnt have to be combat/stat related):
examples: poisonous-"apply poison on every attack", ?-"when breeding, transfer some of the own genepotentials to get better results"...
Comments
-Reaper Benefit: Whenever enemy or ally dies/is injured, this character regains a percentage of its max HP and mana based on 4*character level. Eg. Reaper regains 6 HP and 6 mana when level 2 enemy dies/is injured. Drawback: The character cannot regain HP or mana through resting or meditation. Healing skills, mana transfer skills and potions still work. -Disonant voice Benefit:Whenever a character takes damage, it saps the strength of every character on the battlefield. Drawback: Allies have their strength sapped as well. -Inconvinient Benefit: Enemies that start their turn near this character, are afflicted with weakened(strength and magic) and slow. Drawback: Allies that end their turn near this character are also affected. -Envious Benefit:When dealing slashing damage/causing bleed, target's lust damage is weakened(like with strength or magic strength) for the rest of the battle(or maybe until healed). Drawback: Character's lust damage is permanently weakened(or beauty reduced). Also passively decreases relations between characters at home. -Speedy Fencer Benefit: If speed is higher than strength, use speed for calculating damage. Also gain speed buff for a turn or two turns after attacking. Drawback:Cleaving and piercing effects of weapons don't activate(or such weapons can't be equipped). -Neutralizing presence Benefit: Status effect from enemy character skills no longer activate. Eg. fireball does damage, but doesn't cause burning status effect anymore. Battlefield wide effects, passive weapon and trait effects still activate. Drawback: Allies are also affected. -Channeling magician Benefit: If the character doesn't move from its current position, for the next turn, its affected with magic strength buff. Drawback: Reduced speed. -Tag twin mate Benefit: While adjected to character with the same trait, gain speed, lust damage, strength and magic strength buff. Drawback: Only 2 characters who may gain the trait, must have same genetic configuration and hatch in a same day. Eg. genetics of the pair of Lymean+Centaur and Centaur+Lymean aren't eligible, while a pair of Lymean+Centaur and Lymean+Centaur are eligible for the trait. Death or injury of one of the twin mates massively decreases the morale of the second twin. -Distracting allure Benefit: Big boost to character's beauty. Drawback: Characters that end their turn near this character are enticed and their magic strength is weakened for a turn. -Apprehensive Benefit: At the start of the battle or after taking damage, for the next turn this character gains extra armor or shield equal to speed or magic strength value(whichever is higher). Drawback: When performing standart attack, gain vulnerable status effect for the next turn. -Idol Benefit: "Present" action's success rate increases a lot. Enemies fucking the idol are enticed as if idol used the skill on them. Benefits of high reputation are doubled. Drawback: Allies are also forced to resist the character's present action. Girls working in a brothel room together with this character, earn less money, unless they have "Idol" or "Fangirl" trait. -Fangirl Benefit: MC has speed buff and lust damage buff, as long as this character is on battlefield. Characters with "Idol" trait have their present's action success bonus doubled, and their recruitment chance is also increased. Drawback: Characters in party who aren't MC or have "Idol" trait no longer receive morale from winning battles. -Mediator Passively improves relations between characters at home. -Farmhand Better performance at tending the fields and milking.
skurut
2022-07-02 14:34:15 +0000 UTCmaybe some sort of shiny trait that simply makes it an off-color version of the original creature?
one
2021-11-13 22:11:16 +0000 UTCIntrospective: Exp*0. Gain experience when exhaustion is reduced based on the amount. Explosive: User casts Explosion when reaching 0 health. Symbiosis: +1 to all stats for ever other character with this trait in your team. Hasty: Travelling on the overworld takes 10% reduced time. (for every character with this trait) Responsive: Add +2 apreg for the following turn, when receiving damage. (doesn't stack) Instincts: Reduces chance of getting ambushed when camping. Reactive: Consumables have increased effect. Inverted: Doubles the effect of all basic traits. Inverses the effect of all basic traits. (e.g str+ -> str-) FrostSkin: Attackers gain Movement Modifier +1 for 3 turns.
KehxD
2018-07-08 14:49:01 +0000 UTCIntrepid: Starts each combat with a buff lasting two turns. Attacking an opponent consumes the buff and refunds 2 AP; Innate Magic: Starts each combat with a buff lasting five turns. Using mana consumes the buff and restores 2 mana. Teaser: Start each combat with a buff lasting two turns. Seducing an opponent consumes the buff and inflicts 4 more lust. Taunt: Start each combat with a buff lasting five turns. Being attacked consumes the buff and restores 5 hp.
Alex
2018-03-22 03:49:58 +0000 UTCProtective: When this character is above 50% lust and fucks/gets fucked, their partner gets a buff granting 3 armor for 1 turn.
Alex
2018-03-21 06:12:30 +0000 UTCTAAP (Trait As A Passive): some class Passives count as a Trait for breeding: children of Lisards could naturally get Poisonous, Centaurs childs could be Strong and Harpy, Fast. Some advanced traits could be unlocked for a species with skillpoints, such as Stud, Telekinetic and Vampiric. This would allow Evolution to give Traits to her children and allow Creation to further customize her spawns.
Alex
2018-03-18 02:52:46 +0000 UTCI really like that idea, maybe even not reducing the statpotentials. halved fertility/virility and brothelincome, maybe higher upkeep etc. will probably be enough to want to replace that character quickly, while also not resetting your genepropgress. It would be a bit weird to explain why characters cant just teleport home anytime then(like with the doctor profession). maybe I'll just make it so injured characters stay in your party, taking up a slot until you get back. So you cant recruit infinite characters and you still lose characters when your whole party is defeated. Doctor would just remove the injured trait when coming home or resting
Syvaron
2018-03-05 14:38:14 +0000 UTCInjured(special, non-inheritable): When a friendly character dies in combat they get teleported home and gain this Trait (unless MC is a Doctor). It reduces fertility and virility, reduces all statPotentials by 1 and blocks the character from joining the Party. This means characters no longer die in combat, but they are still weakened heavily if they fall. Diehard (non-inheritable): When this character falls in combat it loses this Trait instead of being Injured.
Alex
2018-03-05 14:13:39 +0000 UTCThis one came to my mind while looking at things in the wild but, do you plan to make us use food in there ? If so, the producer trait (or another one inherant to plant or something) could reduce or make food passively. (Exploring will be much more difficult if we need to plan food, and we would need to buy it somewhere) To make breeding a bit more complicated you could create a random mutation of infertility (no offspings or halved chances) and the opposite if need be (At the moment in the game it would be usefull for the harpy, lymean and lizard only really) An event (wild or city) could bring in a desease, exept i don't know if you could time a trait ? (Reduction in health or other stats).
Arachnid
2018-02-23 17:08:34 +0000 UTCWell, now that I look closer those traits look more like skills rather than traits. Ok, these ones should be simpler... I think? Basic traits: Wild - can't equip items Pervert - ldmg++, lres-, % chance of masturbating during battle Alluring - +chance to recruit new member, brothel reward+, lres- Special inheritable: Ethereal - 50% of received damage is dealt to mana instead; fer---, vir--- some-cool-trait-name - when breeding with main character or any of the unique NPCs: vir+, fer+ Non-inheritable: Frugal - % chance to use consumable without decreasing use count Telekinetic - attack is based on magic instead of strength Champion - additional reward for winning arena matches Learnable: Armor mastery - +X additional def when wearing armor piece Weapon mastery - +X additional attack with equipped weapon Alchemy - +% to effect of consumable Architect - -% cost of buildables on the map
Monceber
2018-02-23 10:49:46 +0000 UTCI have bad naming sense. Also these probably need some balancing. Basic traits: Enduring/Short-lived - regenerate/lose small amount of HP in combat. I think having percentage-based regeneration would be to balance breaking, so this would be more like 1 or 2 HP per turn which shouldn't really impact the battle but would have impat in the long run or for the bakup members. Short-lived would actually make you watch out for those frail characters. Drastic/moderate - Drastic: once per turn, if you don't have enough AP for action/movement, spend 10HP for each missing AP to do the action. Moderate: each AP that you have left at the end of the turn heals you for 1HP. Special inheritable: Vampiric - it can either be HP-based analogue of draining trait. Or it could be a damage based, akin to the trait that vampiric items have. Blood magic - spend x2 the cost of skill in HP if you're out of mana. Non-inheritable: Easy-going/stuck-up - have bonus/penalty to the base stats when operating in party and vice verca. Former would be good for exploration with party and latter would be good for solo arena mathes. Not sure if it actually falls under personality category. Learnable: Medic - heal 5 hp to all party members every 10 turns on the overworld map. Probably needs longer cooldown and less HP, or needs some item to activate? Otherwise having 5 medics in party would be too broken. It can boost restoration during the camping instead. I'll add some more later, I guess.
Monceber
2018-02-23 09:04:59 +0000 UTCNympho: Lust builds up over time, increased lust damage and combat sex costs 2ap Spliced: Children can contain random races(ie a spliced centaur and/or plant could give any centaur or plant variant), Carrier: All negative gene effects are ignored, however children will receive them, only obtainable by mutation or reduced chance to be passed down. Stud: For breeding +1/2 of max level randomly spread is added to stats of children. Rough parter: In combat sex reduces targets ap by 3-5, however breeding exhausts partners double.
John Belmont
2018-02-23 07:45:31 +0000 UTCMending: Fucking in combat heals the partner slightly, Brothel value increased; Fertile: small fertility boost/virility penalty, slightly increased milk value; Virile: small virility increase/fertility decrease, slightly increased semen value; Hyperactive: -30 max exhaustion, +3 exhaustion recovery, start combat with Energy (+1 AP regen for 3 turns); Tough skin: increased max HP and LRes;
Alex
2018-02-23 06:11:04 +0000 UTCNice! I will post my ideas as replies to this comment.
Alex
2018-02-23 05:56:43 +0000 UTC