Adaptation Traits
Adaptation Traits represent fundamental somatic or psychological changes to your character. When selecting these traits, you agree that the world and its inhabitants will respond to your choices, whether to your benefit or detriment. It is highly recommended you that you carefully consider this, as these changes are irreversible. Your character will start with 1 Adaptation point, and will be awarded further Adaptation points upon death depending on the combination of account age and playtime of your character.
You are limited to 3 flaws, and many flaws preclude each other.
Staff may reference your Traits when reviewing special requests or story considerations.
In the event of your characters death or retirement, any accumulated points will be refunded and carried over to your next character.
You can review or purchase traits from the Adaptation tab in your Character Codex.
Purpose[edit]
This is your character's driving force: the belief, instinct, or desire that keeps them moving forward. This trait is assigned during character creation, and you only are able to select one:
| Trait | Cost | Description |
|---|---|---|
| Hope | - | You believe there’s a future beyond the frost, and you’re willing to fight for it. Despite the endless winter, you cling to the idea that things will get better, that one day the sun will rise again—and you’ll be there to see it. |
| Defiance | - | Sheer willpower fuels you. You survive because death is not an option. Against the cold, the collapse, and the world itself—you fight on, driven by nothing but the defiant fire burning inside you. |
| Opportunity | - | You aim not just to survive, but to thrive. In the collapse of the old world lies the chance to rise, to seize what others have lost. This is your proving ground, and you’ll carve your place in this new, frozen future. |
| Community | - | You live for others, bound by the belief that survival is a shared burden. Whether it’s duty to loved ones or the hope that unity will see you through, you survive because you believe in people—and that together, you can weather any storm. |
| Posterity | - | You’re driven to leave something behind, a legacy that outlasts the cold. Whether for your name, or the belief in a future you’ll never see, you live to build something that will stand long after you’re gone. You’ll light the way for those who come next, even if it’s just a flicker in the dark. |
Traits[edit]
Advantages you can buy to reflect your character’s unique strengths or background:
| Trait | Cost | Description |
|---|---|---|
| Character Trait | Cost | Description of Trait |
| Bluebeard | 4 | (If male) Don’t lose sanity when killing or witnessing the killing of women, but lose double the sanity when witnessing or killing men. |
| Deutschlander | 4 | You can understand the German Language, both reading and spoken. To access, use [German, or access via the Ability Menu. |
| Femme Fatale | 4 | (If female) Don’t lose sanity when killing or witnessing the killing of men, but lose double the sanity when witnessing or killing women. |
| Francophone | 4 | You can understand the French Language, both reading and spoken. To access, use command '[French to toggle between speaking French, or access via the Ability Menu. |
| Observant | 8 | You can read lips, allowing for the understanding of whispers from people within your line of sight. |
| Masochist | 1 | Sanity Restoration is doubled when suffering from two or more injuries. |
| Skeptic | 1 | You are not affected by mysticism effects, both positive and negative influences. Recovery benefits from spiritual locations also have no effect. Somatic benefits of chemistry are doubled. (Cannot purchase if you have the Spiritual Trait) |
| Spiritual | 1 | The beneficial effects of mysticism are doubled, but sanity reduction when performing unethical acts are also doubled when not under certain negativity effects of mysticism. (Cannot purchase if you have Skeptic) |
| Stoic | 2 | You only take half the normal sanity reduction when murdering humans. But the benefits of music are also halved. |
| Strong Back | 3 | Your base carrying capacity is increased by 50. |
| Iceblood | 3 | You get a 10% bonus to Cold Resistance regardless of your clothing or armor, but also are 10% more susceptible to heat damage. |
| Early Bird | 4 | You've always been a morning person. Fatigue regeneration increased while online during in-game Day. |
| Night Owl | 3 | You feel more alert and active during the evening hours. Fatigue regeneration increased while online during in-game Night. |
| Survivalist | 6 | You are a master of survival, and know how to cobble together a solution for any problem. Items crafted using Survival will be of Normal quality. |
| Canine Companion | 6 | You have bonded with a Dog, and you are utterly loyal to each other. You will start with a customizable dog, which unlocks dog-related abilities as your skills increase. |
| Sociopath | 8 | You don’t lose sanity when performing any unethical actions, but well trained doctors and forensic experts may be able to spot your sociopathic behavior. |
| Green Thumb | 3 | You listen to the plants and give them what they need, yielding a bountiful harvest in return. +1 Crop Yield from healthy plants on harvest. |
| Hardy | 4 | Rat? You've eaten worse. Nutrition decays 25% slower. |
| Resilient | 4 | You've always been quick to heal. Recover faster from Illness and Injuries. |
Flaws[edit]
Pure disadvantages that grant additional pointbuy when taken, representing your character’s personal hardships or limitations:
| Flaw | Cost | Description |
|---|---|---|
| Character Flaw | Cost | Description of Flaw, overviewing the negative. |
| Alcoholic | +1 | Benefits from drinking alcohol are halved. |
| Cryophobia | +1 | You fear the cold. You will not regenerate Sanity when cold. |
| Nearsighted | +1 | You can't see a thing without your glasses! 5% Hit Chance Decrease when not wearing glasses. |
| Missing Leg | +3 | You survived, but your leg didn't make it. You will be able to suffer one less Mortal Injury and survive than you otherwise would. |
| Missing Hand | +3 | By cold or by combat, your hand is missing. You will be unable to hold items in your left hand until you can find a prosthetic. You will be able to suffer one less Mortal Injury and survive than you otherwise would. |
| Missing Eye | +2 | Somewhere along the way you lost an eye. You will be able to suffer one less Mortal Injury and survive than you otherwise would. |
| Opium Addict | +3 | You were a regular in the opium dens before the collapse. Your Depressant Addiction level can not drop below MILD. |
| Stimulant Addict | +2 | You struggle to function without stimulants. Your Stimulant Addiction Level can not drop below SLIGHT. |
| Squeamish | +1 | The sight of wounds, illness, and bodily frailty turns your stomach, leaving you incapable of pursuing Medical skill or use bandages. |
| Insectophobia | +1 | You deal slightly more damage to insects, but their attacks in turn will slightly damage your sanity. |
| Amusia | +1 | Musically tonedeaf, you're incapable of carrying a tune. Character can not raise any Music related skills. |
| Uncouth | +1 | Your manners are quite crude and you will never be a member of high society. Unable to raise Eloquence skill. |
| Loud | +1 | You were never taught to use your indoor voice. Whispering can be heard an additional two tile distance. |
| Honest | +1 | You wouldn't ever think of taking advantage of another person. Unable to steal from jobs or raise or use Skulduggery skill. |
| Oblivious | +1 | You're more of a big-picture kind of guy. Unable to raise or use Forensics skill. |
| Pacifist | +5 | You are unable to maim or kill a human (NPC or PC), are unable to help Factions secure territory, and are unable to initiate combat against players who have not recently engaged in PVP, but may otherwise engage in combat as normal. |
| Teetotaler | +2 | Temperance is a virtue. You can not consume alcoholic beverages under any circumstances. |