PersonalityReport
English:Personality · Game Mechanics
A tag attached to a character that decides which lines they say — and whether they will follow you out after you cut them out of a cage. Traitorous slaves never join you, and there is no exception.
Personality is a tag attached to a character — not a stat. It is what an infobox means by "Personality: Traitorous".
Mostly it decides which variant of a line a character speaks: the same content exists in several versions and the tag picks one. But it is not only flavour. In a few places the tag decides whether something happens at all.
The seven tags
| Tag | FCS number |
|---|---|
| Honorable | 1 |
| Traitorous | 2 |
| Smart | 5 |
| Dumb | 6 |
| Brave | 9 |
| Fearful | 10 |
| Maniacal | 14 |
Unique recruits usually have dialogue written specifically for them. Generic recruits do not — what they say is decided by this tag.
What it changes besides dialogue
Reactions on entering a zone. With a character marked Smart in the squad, entering the Fog Islands produces a comment that Fogmen exist and that the squad should move through quickly. Without one, the character only says they do not like the feel of this fog — same place, two different amounts of information.
Talk after world events. Once major world leaders go down, characters start commenting on the state of the world. A squad full of unique recruits produces conversations that reach back into their backstories; a squad of generic recruits gets the ordinary version.
Interrogation and bribes. A United Cities Samurai Gate Sergeant with an Honorable personality will never accept a bribe. One with a Traitorous personality plants drugs in your bag instead and demands a bribe as blackmail.
Patrol hostility. Patrolling groups of Tech Hunters can turn aggressive towards the player, but only while their leader carries a specific personality.
Freeing slaves: who actually comes with you
This is where personality matters most. Whether a slave becomes a recruitable companion is primarily decided by their personality, with an element of chance on top:
- Fearful / Dumb — very unlikely to be willing to escape at all; if they do decide to, a moderate chance of following you.
- Brave / Traitorous — always willing to escape, but they usually run off on their own instead of following you.
- Maniacal non-Shek — very unlikely to escape, and if they do they usually run off alone.
- Smart / Honorable — always attempt to escape, and a moderate chance of following you once freed.
- Brave Hive Princes — a moderate chance of starting a dialogue where they join immediately, on a one-week cooldown.
- Honorable / Maniacal Shek — the same immediate-join dialogue chance, one-week cooldown; Shek of other personalities run away alone if it triggers.
After they have followed you out: