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| These are special traits that represent a core lesson that a person has learned throughout their life. A character can only have one life lesson trait. | | These are special traits that represent a core lesson that a person has learned throughout their life. A character can only have one life lesson trait. |
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| {| class="mildtable plainlist sortable" | | {| class="table table-bordered plainlist sortable" |
| ! class="unsortable" width=1% | !! width=10% | Life lesson | | ! class="unsortable" width=1% | !! width=10% | Life lesson |
| ! class="unsortable" width=40% | Effects | | ! class="unsortable" width=40% | Effects |
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| You’re gonna run into a lot of big personalities of all kinds running around Chicago, and it’s good to know how their different backgrounds and quirks affect their behavior. Below is a list of traits and their effects. | | You’re gonna run into a lot of big personalities of all kinds running around Chicago, and it’s good to know how their different backgrounds and quirks affect their behavior. Below is a list of traits and their effects. |
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| {| class="mildtable plainlist sortable" | | {| class="table table-bordered plainlist sortable" |
| ! class="unsortable" width=1% | !! width=10% | Personality | | ! class="unsortable" width=1% | !! width=10% | Personality |
| ! class="unsortable" width=40% | Effects | | ! class="unsortable" width=40% | Effects |
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| === Physical attribute === | | === Physical attribute === |
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| {| class="mildtable plainlist sortable" | | {| class="table table-bordered plainlist sortable" |
| ! class="unsortable" width=1% | !! width=10% | Physical attribute | | ! class="unsortable" width=1% | !! width=10% | Physical attribute |
| ! class="unsortable" width=40% | Effects | | ! class="unsortable" width=40% | Effects |
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| == Empire bonuses == | | == Empire bonuses == |
| === Racket bonuses === | | === Racket bonuses === |
| {| class="mildtable plainlist sortable" | | {| class="table table-bordered plainlist sortable" |
| ! class="unsortable" width=1% | !! width=10% | Racket bonus | | ! class="unsortable" width=1% | !! width=10% | Racket bonus |
| ! class="unsortable" width=40% | Effects | | ! class="unsortable" width=40% | Effects |
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| === Diplomatic bonuses === | | === Diplomatic bonuses === |
| {| class="mildtable plainlist sortable" | | {| class="table table-bordered plainlist sortable" |
| ! class="unsortable" width=1% | !! width=10% | Diplomatic bonus | | ! class="unsortable" width=1% | !! width=10% | Diplomatic bonus |
| ! class="unsortable" width=40% | Effects | | ! class="unsortable" width=40% | Effects |
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| # To update page content see reference files in folder {{path|data}}: | | # To update page content see reference files in folder {{path|data}}: |
| ## For trait modifiers and flavor text see reference file {{path|custom=1|Behaviours.lua}}. | | ## For trait modifiers and flavor text see reference file {{path|custom=1|Behaviours.lua}}. |
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| | [[en:Traits]] |
You’re gonna run into a lot of big personalities of all kinds running around Chicago, and it’s good to know how their different backgrounds and quirks affect their behavior. Below is a list of traits and their effects
Character traits[编辑 | 编辑源代码]
Background[编辑 | 编辑源代码]
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Background
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Effects
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Description
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Boxer
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- +10% Intimidation
- +10% Melee
- −20% Time to learn Enforcer professional talents
- +10% Neighborhood speakeasy income (when equipped to safehouse)
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This person has gotten into more fights than they can count on their busted up fingers.
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Child Labor
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+10% Neighborhood casino income (when equipped to safehouse)
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This person has been working almost as long as they've been alive.
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Delinquent
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- +10% Intimidation
- +10% Persuasion
- −10% Time to learn Demolitionist professional talents
- +10% Neighborhood brewery production (when equipped to safehouse)
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This person has always been trouble, and no amount of schooling could keep them in line.
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Fell on Hard Times
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- +10% Defense bonus
- +10% Initiative
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This person has lost it all and persevered.
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Fled To America
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- +10% Loyalty gain
- −10% Time to learn Hired Gun professional talents
- −10% Time to learn Sniper professional talents
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This person had to leave their home country for America, and not by choice.
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Gang Leader
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- +10% Leadership
- +10% Marksmanship
- −10% Time to learn Sniper Talents
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This is the person others look up to, whether they’re looking for guidance or the next big score.
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Immigrant
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- +10% Initiative
- +10% Movement
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This person came to America in search of a better life.
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Poverty
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- +10% Defense bonus
- +10% Morale gain
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This person grew up poor and knows what it means to struggle.
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Privileged
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- +10% Initiative
- +10% Persuasion
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This person hasn’t had much, if any, hardship in their life.
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Reform School
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- +10% Leadership
- +10% Melee
- +10% Neighborhood brothel income (when equipped to safehouse)
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This person narrowly avoided jail as a youngster. As a result, they're a little rough around the edges.
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Religious
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- +10% Leadership
- +10% Morale gain
- +10% Persuasion
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This person grew up in a religious household.
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Second Generation
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- +10% Leadership
- +10% Morale gain
- +10% Persuasion
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This person is an American by birth whose parents are immigrants.
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Strictly Schooled
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- −10% Time to learn Hired Gun professional talents
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This person never missed a day of school.
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Stayed in School
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- +10% Marksmanship
- −10% Time to learn Mob Doctor professional talents
- −10% Time to learn Sniper professional talents
- +10% Neighborhood casino income (when equipped to safehouse)
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This person is your standard goodie-two-shoes. They're always happy to be learning.
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Life lesson[编辑 | 编辑源代码]
These are special traits that represent a core lesson that a person has learned throughout their life. A character can only have one life lesson trait.
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Life lesson
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Effects
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Description
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A Cat has Nine Lives
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Once per combat, if an attack would kill this person, they instead bounce back with 20% HP.
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This person has been legally declared dead more than once. Somehow, they keep coming back.
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A Chain is Only as Strong as its Weakest Link
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When gaining Morale, gain an additional +10 if near gangsters of the same tier or higher.
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This person prefers working with professionals, or anyone who might be more qualified than they are.
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A Fool and his Money Are Soon Parted
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Casino income (when character is in Casino) +20%.
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When you want your casinos rolling high, this is the person that you call.
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A Penny Saved is a Penny Earned
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Racket Upkeep (when character is in racket) -15%.
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This person has been pinching pennies their whole life, and they know how to run a business cheaply and efficiently.
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Always Keep Your Word
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+10 Morale when affiliated faction honors a pact.
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This person knows that their word is their bond. And they won't break it for anyone.
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Amazing What Talking Can Achieve
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Temporarily adds +20 to the boss’s attributes when present during a sitdown.
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This person has a silver tongue. They always seem to know the right thing to say.
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Birds of a Feather Flock Together
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When within 10 metres of a friendly character that shares the same profession, cooldown of all abilities is reduced by 1.
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This person would prefer working with others within their own profession.
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Discretion is the Greater Part of Valor
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Brothel Income (when character is in brothel) +20%.
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This person knows how to run a brothel better than almost anyone.
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Easy Come, Easy Go
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This person will not lose morale.
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This person won't let much get to them. They just take everything as it comes.
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Everyone Has Their Price
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Reduces the cost of bribing the police by 10%.
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This person is a born schmoozer. They learned long ago that just about anyone can be bought.
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Fortune Favors the Bold
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+20 Morale when taking over a racket.
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This person loves the glory of the fight. If there's a hostile option, they'll be gunning for it.
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Lover Not a Fighter
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This person gains no Morale from hostile actions.
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This person is a hopeless romantic. They're happier when they're in a relationship.
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Never Be Disrespected
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25% chance to leave if someone else is promoted to Underboss.
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This person wants to call the shots, no matter what. And they don't need anyone else's input.
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No Man Is An Island
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+10 Marksmanship when within 10 meters of 2 or more friendly characters.
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This person loves to be in the company of others. The more the better.
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Say Nothing
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-10% Persuasion. +10% Intimidation.
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This person ain't no rat. And they certainly won't work for one.
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Shoot First
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-10’000 Initiative. This person will immediately go into Overwatch at the start of combat.
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This person’s itchy trigger finger has saved them more times than it has damned them.
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Show Me the Money
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+10 Morale when taking over a racket. This person gains no Morale from hostile actions.
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This person is born for business. Their sights are always set on racket expansion.
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The Work Praises the Man
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Neighborhood Speakeasy Security Cost -30%.
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This person knows the value of good, honest labor, and they'll make the working man's rackets shine.
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Trust No One
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+1 Movement, +10 Initiative, and +10 Marksmanship when there are no friendly characters within 10 meters.
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This person has been burned by too many people. They won't trust a single soul.
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Personality[编辑 | 编辑源代码]
You’re gonna run into a lot of big personalities of all kinds running around Chicago, and it’s good to know how their different backgrounds and quirks affect their behavior. Below is a list of traits and their effects.
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Personality
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Effects
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Description
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Afraid
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There’s a chance you will flee from combat if someone on your crew dies
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This person has a chance to flee from combat if someone on their crew dies.
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Aggressive
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Gain 2 Morale when involved in combat, but lose 2 Morale after going one week without combat
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This person isn’t above forcing others to see their way.
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Alcoholic
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- When an alcoholic or drunkard +10% chance to take a drink
- This person has a tendency to become drunk at any time
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This person hit the bottle hard and it's part of who they are now.
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Angry
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- +10% chance to relapse into alcoholism
- −10 Marksmanship
- While an alcoholic or drunkard +10% chance to take a drink
- +24 melee
- +25% chance to trigger hair trigger
- −10 Defense bonus
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This person isn’t afraid to tell people how they really feel.
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Barroom Brawler
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- +10 Melee damage (+20 when drunk)
- +10 Melee skill (+20 when drunk)
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This person is well used to bar fights.
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Brave
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+20 Initiative when outnumbered in combat
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This person will gladly take one for the team.
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Calm
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Bleed out chance 25%
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This person takes things as they come.
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Careful
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Crit Defense +15
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This person looks both ways before crossing the street.
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Coward
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+25% chance to run away if a team member flees
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This person turns tail the moment things get too tough.
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Cruel
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- +10 melee
- −10 Leadership
- +10 Intimidation
- When advisor -10% Loyalty given to crew members
- When Lieutenant +10% Loyalty given to crew members
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This person enjoys watching other people suffer.
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Cunning
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Chance to crit increase by 5% when this person is flanking their target
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This person has got more than a few tricks up their sleeve.
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Flirt
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This person wants everyone to want them. And usually everyone does.
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Greedy
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+1% Salary
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If there’s something there for the taking, this person wants it all to themselves.
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Happy
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- +5 Marksmanship
- +5% Morale bonus for nearby party members
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This person is more of a “glass half full” kind of person.
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Intolerant
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- Crit Chance -5%
- Crit Damage -5%
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This person doesn’t like most people, and doesn’t understand people who do.
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Kind
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When lieutenant +10% Morale given to crew members
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This person treats others how they’d like to be treated.
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Loner
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Marksmanship decreased by 2 for every friendly character nearby.
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This person doesn’t want or need anything to get close to them.
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Naive
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−1% Salary
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This person is a little too trusting of others.
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Reckless
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- +10 Initiative
- −5 Defense bonus
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This person never met a risk they didn’t like.
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Sullen
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−5 Marksmanship
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For this person, things just don’t seem to go their way.
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Tolerant
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Injury Chance -5%
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This person gets along with most people.
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Nervous Reflexes
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- −5 Marksmanship
- +1 Movement
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Your nervous demeanor causes your hands to shake, but keeps you light on your feet.
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Physical attribute[编辑 | 编辑源代码]
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Physical attribute
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Effects
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Description
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Beautiful
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- +10 Persuasion
- −20 Intimidation
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This person turns heads everywhere they go.
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Brawny
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- +10 Damage (+20 when drunk)
- +10 Melee
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This person has muscles in places they didn’t even know existed.
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Disfigured
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- +10 Intimidation
- −20 Persuasion
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This person has been through a lot, but they wear their scars with pride.
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Giant
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- +10% Melee
- −10 Defense bonus
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This person is the biggest and strongest around. And they don’t even exercise.
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Hair Trigger
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- +100% Chance to activate Hair Trigger:
- Whenever this person’s HP or an Ally’s HP drops below 25%, there is a chance they will lash out and attack a random target.
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This person has a short fuse and a fiery temper.
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Immovable
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- +10% Chance to resist being knocked back
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This person is a hard one to knock down. Maybe it’s thanks to their low center of gravity.
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Small
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- +10 Defense bonus
- −30% Melee
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This person uses their diminutive stature to their advantage.
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Thick Skinned
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- −20% Injury chance
- +15% Chance to resist a critical hit
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This person’s skin is so tough, their calluses have calluses.
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Empire bonuses[编辑 | 编辑源代码]
Racket bonuses[编辑 | 编辑源代码]
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Racket bonus
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Effects
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Brewery Production Upgrade Discount
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−20% Brewery production cost
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Brothel Ambience Upgrade Discount
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−20% Brothel ambience cost
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Speakeasy Ambience Upgrade Discount
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−20% Speakeasy ambience cost
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Casino Games Upgrade Discount
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−20% Casino games cost
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Brothel Security Upgrade Discount
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−20% Brothel security cost
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Casino Security Upgrade Discount
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−20% Casino security cost
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Brewery Security Upgrade Discount
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−20% Brewery security cost
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Speakeasy Word Of Mouth Upgrade Discount
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−20% Speakeasy word of mouth cost
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Brothel Increased Earnings
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+5% Brothel earnings
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Speakeasy Increased Earnings
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+5% Speakeasy earnings
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Brewery Reduced Upkeep
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−15% Brewery upkeep
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Speakeasy Increased Earnings Strong
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+20% Speakeasy earnings
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Casino Upgrade Discount
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−5% Casino upgrades cost
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Speakeasy Upgrade Discount
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−5% Speakeasy upgrades cost
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Speakeasy Free Upgrades
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Speakeasies start with an extra level on their upgrades
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Brothel Raid Protection
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−25% Brothel raid chance
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Speakeasy Raid Protection
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−25% Speakeasy raid chance
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Casino Raid Protection
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−25% Casino raid chance
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Brewery Production Rate Increase
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+5% Brewery production rate
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Casino Draw Increase
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+10% Casino draw
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Casino Security Upgrade Discount Weak
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−10% Casino security upgrade cost
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Casino Increased Earnings Strong
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+20% Casino earnings
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Brewery Storage Upgrade Discount
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−20% Brewery storage upgrade cost
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Speakeasy Reduced Upkeep
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−15% Speakeasy upkeep cost
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Diplomatic bonuses[编辑 | 编辑源代码]
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Diplomatic bonus
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Effects
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Stronger Bonds
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+1 Passive faction rating gain (when in defensive pact)
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Turncoat
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- −50% Truce duration
- +20% Business arrangement difficulty
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The Heartbreak Kid
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−50% Faction rating loss (when breaking treaties and business arrangements)
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Strength In Numbers
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−20% Threat generation (when crew size is 6 or greater)
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Bygones be Bygones
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−50% Negative effects with other factions (from previous wars)
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Founding Farther
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−25% Threat generation (with large empires)
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Jive Joint
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−50% Neighborhood threat generation (when opening a speakeasy)
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Peacemaker
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+100 Faction rating (when making non-aggression pacts with other factions)
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Fair Price
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+10% Trade acceptance chance
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Room To Grow
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−50% Threat generation (in shared neighborhood)
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Enemy Of My Enemy
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Enemy trades and truces do not reduce faction rating with factions in business arrangements
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Roll Of The Dice
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−50% Neighborhood threat generation (when opening a casino)
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At Your Service
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- +100 Faction rating (when honoring pacts)
- +50% Honor gain (when honoring pacts)
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Head Hunter
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−50% Threat generation (when killing other bosses)
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References[编辑 | 编辑源代码]
- To update page content see reference files in folder /EmpireOfSin/EmpireOfSin_Data/StreamingAssets/GameData_Win64~/Lua/Scripts/DataSheets/:
- For trait modifiers and flavor text see reference file Behaviours.lua.