Below is the spoiler text for purple traits. Please only look down if you must know what the trait means. To head back to the main trait section click here.
This character is an abomination. They have been killed and brought back to life, sometimes along with someone else thus fusing the two in to one being. While being an abomination brings them back to life, and commonly their stats are much higher, it tends to make them aggressive and mad, sometimes flat out a monster. Over time the abomination will slowly become more and more corrupted in action and mind, losing everything about them that made them who they were in the first place.
This character becomes invincible but when they are angered they MUST kill at least one person. This character also has one weak spot, that if hit directly will likely instantly kill them. This is commonly the heel but this is not always true.
This character repels characters from them. For whatever reason if they head somewhere it's likely the area will be abandoned. People will try to avoid this character if possible. They are alone, and yet, totally safe.
This character has had so many of their parts replaced they can barely be considered the species they were before, in fact, they may not even be considered the same person.
When this character moves they have a chance to trigger a roll in other characters or themselves. If the roll is above 3 nothing happens. If the roll is or below 3 an unlucky event will happen. This can affect crew members as well as people the black cat is just attempting to greet, or even people trying to attack.
Randomly this character will activate a chaos roll. The chaos roll can be aimed at anyone or anything nearby, or even the entire area.
This character has a clone they may or may not know about, most commonly the latter. It is highly likely they will one day come across their clone. Sometimes the clone is a perfect copy of them, sometimes the clone is evil or extremely good. Either way this character will likely be blamed or praised for things the clone did.
This character is now cosmic friends with Mors. Forever. That's the whole trait.
This character has a destiny they will fullfill unless killed, or they will cause the destiny of others to happen. This is not always bad, though not always good.
This character is a very hard person to forget. Once someone has met, or sometimes even seen this character, they will always be bumping into each other in the future. Other characters affected by this will begin to hear about this character more and more, and certain things related to this character will begin showing up around those affected.
If this character dresses as someone they gain the stats and most of the traits of that person.
Activation: Only active when a cosplay or costume is worn.
Able to pick up items that normally cannot be picked up and put it into their inventory. Example: Fire.
This character is famous. While there are many perks to being famous, such as people willing to throw themselves at this character, some people might take their love, or hate, of this character too far.
This character experiences life like a TV series, not a serial as it should be. When they accomplish something monumental, their episode ends and their life "resets". This character will have their memories erased for the next episode, as well as obtain randomized traits, stats, and plot. The reset reverses all the character's acquired diseases, debt, and characters who have met them before will tend to be unable to remember them.
Activation: Whenever the character does something life changing for themself that finishes up a "plotline."
This character is Florida Man. This character will feel the need to randomly go about things and plans in extremely strange ways. If this character dies then the character or creature who killed them will become the Florida Man.
This character is unremarkable in every way, be it their personality that's unremarkable, their appearance, or even both. People will forget about them almost immediatly after meeting them. They will forget any grudges held, or anything this character may have done. They will also forget any positive things this character has done.
When a enemy using a gun is killed, they will always drop their gun, and the character with this trait MUST switch their gun to that gun, even if it is a downgrade. The character may keep the other guns elsewhere, but cannot use them unless their current gun is unavailable or lost.
The character can buff themself for better status, many times, ignoring the rule of 10, in trade, the character will loss fastly insanity. Eventualy, when the insanity gets low enough, this character will and MUST kill anything near till the sanity stabilizes.
This character belongs to an exclusive group of individuals. As other members of the group cease to exist, each surviving individual in the group gains bonuses to their stats. The individual may be compelled to eliminate other members of that group or defend themselves in case of a chance encounter.
This character is able to hitchhike with extreme ease, being able to summon ships just by putting their thumb in the air, but the people who pick up the character will always be, extremely strange. Ranging from a ship of super peaceful beings who wouldn't even breath on a plant wrong, to a group of species eating pirates who are attempting to pick up a new snack.
Activation: This trait is activated when morale is high or low. There are four different humors this character can have, each with their own positives and negatives. Which humor the character has is random, but once its decided it will never change.
Sanguine: When this character's morale is High, this character gains a boost to Charisma checks but a decrease to Intelligence checks. They will be more outgoing and friendly, and work better in team-oriented tasks. They will however be unable to sit still for long, and become more liable to take risks. When this is active, [Humors] will change to [Sanguine] but remain a purple trait.
Melancholic: When this character's morale is Low, this character gains a boost to Intelligence checks but a decrease to Charisma checks. They will seem more avoidant and antisocial, but tends to work better alone in this state. However they will become incredibly critical of their work, and might obsess over something till it becomes perfect. When this is active, [Humors] will change to [Melancholic] but remain a purple trait.
Choleric: When crew morale is High, this character will become more aggressive and ambitious. This may cause individual crew member’s morale to rise or lower, but individual ability and skill checks will gain a minor boost as this character more easily assigns other crew members to do a job they’re good at it, even if they may not enjoy it. This character may be seen as more insensitive but logical as a consequence. When this is active, [Humors] will change to [Choleric] but remain a purple trait.
Phlegmatic: When crew morale is Low, this character will become passive and submissive. They will do their best to raise individual crew members morale and stop social fights, but may themselves decrease in morale if they are rejected, for example. This trait will also give a larger boost when they attempt to assist another character with an ability or skill check, even if they aren’t very knowledgeable in the trade. This character might come off as more compassionate and a bit of a pushover as a consequence. When this is active, [Humors] will change to [Phlegmatic] but remain a purple trait.
Whenever this character commits a good or bad action they gain or lose one luck respectively. The maximum amount of luck that can be gained is +5 on top of the natural luck the character has, but there is no limit to the amount of luck that can be lost.
This character has an imaginary friend who will commonly raise their morale while lowering sanity. The imaginary friend is not always friendly and may try to convice the character to do evil deeds, or may give the character sound advice.
This character is unable to remember how events feel, the emotional impact of them. They can recall what happened, but will be indifferent about the event, be it a surprise party, or the death of a loved one. Due to this they will always react more powerfully to events occurring right now. They will take increases sanity/morale gain and loss, and will stabilize their morale after a good nights sleep. If they constantly do an activity, like spending time working out with a friend, or are held captive by assailants they will have a high chance of gaining a green or red trait, respectively, due to the situation. Other characters may also get upset by, or abuse this character due to them forgetting why they have not been around their friend for a while.
Restrictions: Green and red traits this character gain can be lost due to a luck roll if the activity that caused it is not repeated after a day.
[Inseparable] causes 2 or more people to always be within the other(s) vicinity no matter what. If one attempts to leave other(s), something will happen in order to keep them together whether it be good or bad. This applies to death, so if one of them dies, everyone they are [Inseparable] with will die also. These people may or may not get along.
When this character tells a funny joke, everyone in the room must roll for a death roll except for this character.
When this character dies, the nearest crew member's mind will be replaced with theirs. All non-physical stats and traits are carried over, but physical stats and traits remain the same.
Activation: Activates upon death.
After every encounter, the item with the highest worth that is nearby gets automatically added to this character's inventory. This happens regardless if there are more useful items nearby, or if there is room in the inventory, or if the item would normally be considered loot. Anything and everything is fair game.
Activation: Upon the end of an encounter
This character appears to have come from a totally different universe and may not even be any species found in the universe they are current in.
Restrictions: Applies to characters who do not seem to fit in with the rest of the universe on a fundamental level.
Every day this character has a three sided die roll. If one, this character will have 10 morale for the whole day, if two, this character will have 50 morale, and if three, this character will have 90 morale for the day. No matter what morale boosts or reductions this character gets, their morale will change to one of these three numbers at the start of a new day. This character might even have a faster version of this trait, where they roll every half a day.
Character is a skilled actor, with the character they play loved throughout the galaxy. However, the actor in question will never receive any recognition of who they are as a person, constantly being referred to as "That guy who played X" if they are acknowledged at all.
Restricted to children or those with child like minds, this trait signifies that everything said and done around it will affect the other traits it will obtain. Traits will be gained, lost, and replaced rapidly.
This character is killed constantly, sometimes even by the same thing, but for some reason something has gone very wrong. They keep reincarnating into another living being which absolutely should not be happening. It seems death is trying to correct their mistake and as such wild and improbable events will try to, and commonly succeed, in killing them. These events may harm or kill others around them, friend or foe.
Too bad for death, as they'll be reincarnated as an animal or sapient, somehow regaining most of their memories back at some point in their lives. They may end up seeking ways to rejoin the people they once knew, to the delight or terror of them. If this character is on a crew and they are the last one alive then the game automatically ends.
Nobody is perfect. Hides all red and blue traits and the effects of those traits will not come in to play until [Perfect] ends.
Restrictions: The moment a lot of people figure out the character's flaws, [Perfect] disappears.
This character has a fake personality and will hide their true personality at all costs. This can affect what their traits appear to be depending on the personality being played, both in a positive and negative manner.
Restrictions: If this character's true personality is discovered, this trait disabled and disappears outright if they can't fool people into thinking their other personality is their "true one".
Sickeningly nice. They wouldn’t change their attitude even if you ate their dog. There's something clearly wrong with this character and how utterly nice they are. They will go beyond what any person would do to be nice to a person. They may accidently shoot down sanity by doing something nice to an extreme degree.
This character can space rip, and they're also obsessed with death. They will lose no sanity or morale if they see a death except for the most extreme cases. They will not commonly try to stop someone from dying, even if they had more than enough time and power to save them. Psychopomps know when people are going to die and do not care.
When gained this trait sets all stats to one, from that point onwards the character with the trait can only gain stats and is not affected by afflictions that might reduce them, as well as being incapable of losing green traits.
This character has a red trait, and another color of trait, which can be anything, including purple and yellow. The red trait is always active. When this character has a rare mood that activates Royal Moodmeter, the other trait will activate.
The character is able to temporally materialize a gun that will harm and probably kill the target. It has a 20% chance to backfire, and no luck traits can change the odds.
Activation: Direct threat to the life of the character or a loved one.
Restrictions: The gun is metaphysical and can only be use once per summon. It will disappear when used.
Is actually an X (any type of Fauna), and charisma will always be over 5+.
This character is a space ripper and thus is able to head into the underworld and jump around in space. Space ripping is a hard skill to use even for a master, so the person may end up in the wrong place or time.
This trait makes a character more liable to spot anomalies, or otherwise otherworldly and strange events.
Extremely skilled at X, but is horrible at any other task.
Restrictions: Scretsen-only trait. All scretsens have this by default.
This character is the center of the universe, it seems. They can never know a life without eyes looking at them, and even the universe can't take their eyes off of them. They get special attention from every being, whether that be god or mortal, good or bad.
The other characters have to understand what the character is talking about to work, works with telepathy, but does not work with anything else like writing or radio.
This trait works for anything that can be considered an order, anyone who hears and understands will feel a need to follow that order. Unfortunately, people will usually take things in a different direction or in a more literal manner. Smart characters or people who want to do something else can deny this more easily.
If a character has this trait, it will be asked which side will be Surplus and which will be Bust. Whenever this character will be given/will receive an something, a coin is flipped (since there is no two sided die). If it lands on Surplus, this character will be showered in this something and if it hits Bust, by some horrible turn of luck, the something will be destroyed or rendered useless and worthless or fail to be given. This something can apply to anything and everything.
When things are looking at their best, or at their worst, a sudden event will happen to this character. The event may be improved or made worse.
This characters traits, not including this trait, are randomized once per day. The character will always have the same number of each colored trait they started out with after the randomization.
This character will see in to the future but cannot always aim their visions, as such they may see the future from angles that mislead or just flat out show an event that has nothing to do with the character.
A character is watching and following this character. They may be friend or foe.
This character cannot interact with (X) because their personal realities are non-intersectional. For instance, if X were Nikes, a character with this trait would not have any knowledge of or ability to perceive Nikes, while Nikes would likewise be unable to interact with this character.