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Crew, Traits & Loyalty ​

Every person in the game carries a large set of traits: numeric values describing personality, history, and current state. Traits are what make one crew member loyal muscle and another a future rat. This page explains how traits are stored, how they change, and how they change behavior.

Not a spreadsheet ​

The trait system is not a stat block. It is the foundation for simulating people, and that is the long game of this project.

  • Every one of the 552 traits is a dimension, not a decoration. A trait is not there only to flavor a backstory. It is a hook that behavior can be hung on. Any trait can be deepened: given new effects, new thresholds, new interactions, new drama.
  • Depth compounds. The game gets deeper not by adding more pawns but by wiring more of these dimensions into GOAP, drama, combat, and the economy. A trait that today only colors a dossier can tomorrow gate a goal, shift a fight, or trigger a breakdown.
  • This is endless by design. The target is not a fixed feature list. It is a long march toward people who feel real: who carry a past, change from what they live through, and surprise you. Every trait wired deeper is a step toward that, and there is always another step.

IMPORTANT

We are not building a spreadsheet of numbers. We are building people. The traits are the raw material; the depth comes from traits plus drama plus the rest of the systems compounding into behavior nobody scripted.

Inventory ​

There are 552 traits across 17 categories. See the complete list with descriptions in the Full Trait Catalog. Today a focused subset is wired to live gameplay (see what drives behavior); the rest are dimensions waiting to be deepened.

#CategoryCountApplies to
01CorePersonality17All
02SubstanceUse33All
03TraumaMentalHealth49All
04CriminalHistory56Criminal
05FamilyBackground49All
06SocialRelationships50All
07CognitiveSkills52All
08MoralEthical51All
09PhysicalBiological49All
10SituationalDynamic50All
11-16Law Enforcement (6 categories)90Police
-CivilianLife6Civilians

The CorePersonality traits are the ones you will watch most: Greed, Caution, Aggression, Impulsivity, Narcissism, Empathy, Ambition, Patience, Loyalty, Paranoia, Confidence, Dominance, Courage, Discipline, Manipulative, Charisma, Curiosity.

How traits change ​

Traits are computed from observable behavior, not set by hand. Three things move them:

SourceWhenExample
Action impactA pawn finishes an actionSelling drugs raises Greed and Stress, lowers Empathy.
Goal impactA pawn completes a goalCompleting a bribe gives a large confidence and corruption swing.
DecayOver time, toward a baselineStress drifts back down when the pawn is safe.

All of these are defined in data (a trait-impact ruleset), so mods can retune them. See Modding: economy and tuning.

Example: a single drug sale ​

TraitChange
Greed+2
Stress+1.5
Empathy-0.5
DrugDealing count+1

Small amounts accumulate. Hundreds of deals move a personality a long way. This is how a cautious earner slowly becomes a greedy one.

Decay rules ​

TraitDecays towardRateCondition
CurrentStress300.05 / tickNot in combat
Paranoia200.03 / tickHeat below 30
Caution400.02 / tickNot in danger

Contextual modifiers ​

Situation amplifies trait changes. These multipliers stack on top of the base impact:

TriggerEffect
At night1.5x Paranoia and Stress changes
Near police presence2x Stress and Caution changes
High section heat (above 70)1.8x Paranoia, Caution, and Stress changes
Bribing while hot (heat above 50)2x Confidence, Dominance, Moral Flexibility, Stress
Repeated corruption (several successful bribes)1.5x Narcissism, Conscience, Guilt, Dominance

Trait interactions ​

Some traits push on each other continuously:

WhenEffect
Stress above 70Suppresses rational thinking (0.5x)
Paranoia above 60Boosts Caution (0.3x)
Confidence above 70Boosts Leadership (0.4x)
Empathy and RuthlessnessAlways inverse (0.6x)
Dominance above 80Suppresses Conscience (0.4x)

Threshold events ​

This is where traits become behavior. When a trait crosses a cutoff, the pawn gains or loses goals and properties. These are the moments that create stories.

TraitThresholdBecomesEffect
Ambition>= 90 (and low Loyalty)Starts own gangUnlocks recruit and territory goals, becomes a boss
Ambition>= 70Seeks promotionUnlocks impress-boss goals
Ruthlessness>= 85PsychopathUnlocks extreme-violence actions
CurrentStress>= 80Breaking pointFires a breakdown event
Loyalty<= 20DisloyalUnlocks betray and leak goals
Dominance>= 85 (after bribes)Feels untouchableUnlocks demand-protection goal
MoralFlexibility>= 90Moral event horizonUnlocks blackmail and frame goals
Corruption level (police)>= 50Turns corruptUnlocks accept-bribe, ignore-crime

Trait-gated goals ​

Some goals stay dormant (priority 0) until traits unlock them with a trait_check gate. See GOAP priority math.

GoalUnlocks when
DEFECTLoyalty < 20 and Greed > 70
STEAL_FROM_CREWGreed > 80 and Loyalty < 40
RAT_TO_POLICELoyalty < 15 and Fear > 70
MENTAL_BREAK_RAGEAggression > 70 and Stress > 80
CATATONIC_BREAKDOWNDepression > 80 and Stress > 70
SUBSTANCE_BINGECraving > 75 and Stress > 60
REFUSE_ORDERSResentment > 60 and Loyalty < 30
INSPIRE_CREWConfidence > 80 and Leadership > 60

See how these play out in Drama and Betrayal.

Loyalty and the player relationship ​

A set of traits tracks how a crew member feels about you specifically. The player's treatment moves them directly:

Player actionEffect on the member
Raise their payoutLoyalty up
Cut their payoutLoyalty down, Resentment up, Trust down
Lean on them repeatedly (threats)Stress up, Loyalty erodes
Leave a rat unpunishedLoyalty drops across the whole crew (contagion). See Betrayal.

What actually drives behavior ​

Of the 552 traits, a focused subset is wired to live gameplay today: the ones referenced by goal gates, threshold events, combat scoring, and inference. The rest are not idle flavor; they are dimensions not yet wired. Each one is a place the simulation can grow deeper.

State of a traitWhat it meansWhere it goes next
WiredAlready gates goals, shifts outcomes, or triggers dramaTuned and balanced
Seeded, readableSet at worldgen, visible in a dossier, shapes characterA candidate to wire into behavior
DormantDefined and carried, waiting for its hookThe backlog of depth

This is the engine of the game's long-term depth: every pass wires more of the catalog into GOAP, drama, combat, and the economy, so more of who a person is ripples into what they do. See Not a spreadsheet.

  • How traits gate goals: GOAP
  • Where traits come from at birth: Historian
  • When thresholds turn into events: Drama

Community documentation for BBox: Kingpin.