Hereās an idea for additional replay value and player choice, I want to add a trait system to the game. Itāll be a similar system that the classic fallouts and New Vegas used, where you pick one of the traits at the start of the game, that has both negative and positive effects (or pick none at all, for a more simple/basic playthrough if none of them strike you as interesting). The traits would be unique to each character, none of them will be shared, I also want them to tie into their backstories. While they all have set backstories, the traits will change certain aspects about them. Traits will also have some effect on dialogue when appropriate, but it wonāt be very often.
Iām going to share the basics of the warriorās backstory since itāll help illustrate the point a bit better, skip to the next paragraph if you donāt want it āspoiledā (itās not that important, but just in case) or just donāt care. The warrior basically is a descendant of a minor hero a few centuries back (This doesnāt make the warrior a celebrity, as the hero is quite old now and what he did wasnāt a world changing event). Grew up in a family estate that was the original heroās reward. Most of the family takes pride in their heritage, so a lot of them follow suit and become warriors themselves. Warrior has three siblings (is the third oldest), two sisters and a brother. Older sister is followed suit and became a warrior too, the older brother joined main religion but died, and the younger sister is the typical, non leadership, noble that just takes advantage of the familyās wealth. The warrior while pretty noble and more or less pure hearted, used to be a bit arrogant about her abilities. Thus she neglected her training, but kept eating as if she was still training hard and grew fat as a result (hence why I gave her a laziness mechanic). This changed after the older, more serious, sister challenged the warrior to a duel and made fool out of the warriorās lacking skills. So the warrior after this got much more serious about training, lost the weight, and thatās where sheās at when the game starts.
So for the traits will change some of the characterās backstory as well, but mostly through flavor text that fits with the original description. I want to have three possible traits per character, so far Iāve thought of 2 for the warrior, 2 for the rogue (Iām still trying to workout the 3rd one), and 1 for the mage.
So the warrior has:
Silver Spoon: While she has made improvements, sheās still accustomed to softer living. If you donāt take her to a restaurant before going to the adventure field (order anything, even the smallest meal will be fine), sheāll be in a grouchy mood (not for dialogue, but she will have a decent buff to attack at the cost of a moderate amount of defense). Eating a restaurant also increases her max MP Sheāll also gain and lose laziness more quickly, this is more in favor of laziness then not though, since it means you have to worry about the mechanic more often then before. Finally, sheāll start with extra weight on her. Not enough to start at pudgy weight level, but sheāll be pretty close to it.
Hearty Warrior: That extra eating wasnāt just pleasure, it was a vital part to her training. When eating
any meat item, the warrior will gain an extra +1 lb. and a moderate defense buff for a few turns in combat. Becoming bloated will also give a smaller defense bonus, but that lasts until the end of the day. Eating at restaurants will increase her max HP more, but will also give an extra +1lb per meal size.
Iām also changing her normal stomach capacity to be 10 now, but with this trait she has 12 starting stomach capacity.
Mage, Troubled Scholar: Itās hard to study when thereās so much at stake. The mage will gain +2 stress everyday that the chapterās main quest has not been completed. Completing side quests for a chapter before the main quest is finished will also increase stress by 1. Once it is completed, all stress will be removed. When studying at 0 stress, she will gain extra spell xp when studying. Eating snacks while studying will reduce more stress after the chapter main quest is finished.
Rogue, Professional Thief: That old boring cleaning job had her get pretty close to some wealthy and powerful people, makes it easy to get connections to the thieves guild. All thieves guilds locations will be easier to find. The pickpocketing job from the guild pays slightly more money. When getting arrested from blowing a robbery, you will be charged money due to your awful reputation (becomes debt if you canāt cover the bill). Some higher society type characters will take issue with her in the party, making some quests more difficult.
Rouge, Snack Bandit: Stealing food that was going to be thrown out anyway shouldnāt be grounds for termination. When breaking and entering houses, you have the ability to raid kitchens for snacks. These snacks will increase your max HP by 1 and add 1lb for each snack (this will synergize with a perk she can get on her own through gameplay). For those that donāt want to steal, the rogue can also heavily scrutinize food at the restaurant to try and get a free extra meal. Starts the game with 9/60 gluttony score, and extra weight but not enough to become pudgy.
Rogue, Escapee. Working as a normal house keeper at the resort was simple enough, but after hearing whispers of the boss planning on selling her off to, somewhere, the rogue takes her small time petty theft to a full career just to stay low and on the run. Working cleaning jobs at inns wonāt take as much of her MP away. A permanent buff to agility. Not sure what else to do with it other than it can make a big difference in chapter 6 through dialogue.