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Post by EpicToaster1 on Mar 16, 2021 22:44:13 GMT -5
Concerned you don't actually know what to do as traits? Here is a list of some premade ones for you to take directly, as well as some player-made ones for you to take or use as examples to make your own. Just remember to always ask EpicToaster1 or Aesir Tempest [Japanese Characters] if you have any doubts.
Traits are things that directly influence the attitude, function, and makeup of your warring state. There are three potential trait categories.
Positive Traits [+] - Positive Traits are traits that are strictly beneficial. They provide a benefit to your state during battle, protect your territories, or otherwise. If you gain something but there is no give, then this is a Positive Trait.
Negative Traits [-] - Negative Traits are traits that are strictly harmful. They are a flaw of your nation, making some aspect more difficult or outright impossible. If you give something but there is no gain, then this is a Negative Trait. Negative Traits cannot be used to disallow any portion of the point sheet, such as disallowing all naval vessels or making it impossible to use WMDs.
Mixed Traits [+/-] - Mixed Traits are traits that both benefit and harm. They are a positive with a negative, giving to and taking from your nation. These are typically paired with a "we have this, but at the expense of this".
You must have an equal number of Positive and Negative Traits. Mixed Traits are net zeros and do not help or harm your Trait Balance.
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Post by EpicToaster1 on Mar 16, 2021 22:44:32 GMT -5
Premade Traits Positive Traits Against their own [+] - After a victory, some of the enemy casualties become part of your military. > If your army is to win a battle, a random number of the enemy casualties will be rolled to become part of your military for you to use in your next battle.
Survivalists [+] - Light Infantry will not all be automatically killed in a gas attack. > Light Infantry Units will be treated as Heavy Infantry and will roll for their death count rather than instantly dying upon use of gas attacks.
Cannibalizers [+] - After a victory, a random number of your casualties will survive after cannibalizing the enemy. > If your army is to win a battle, a random number of the enemy casualties will be rolled to be consumed by your units to "heal", or not die.
High Altitude [+] - Your airships and aircraft are out of range of gas and nuclear attacks on the ground. [Nuclear airships already are above the altitude] > Nuclear Airships are already above detonation level. This trait allows for non-nuclear airships and aircraft to survive the use of gas artillery and nuclear artillery on the ground, assuming they detonate on the ground. Artillery used to directly fire at flying units will have a chance to hit.
Mined Territory [+] - Your territory can have landmines [which must be declared in private to EpicToaster1 upon state approval]. > Your territory can have five [5] carefully placed landmines around your territory. Be mindful, however, as you will need to leave yourself gaps for your armies to be able to pass through without blowing up themselves. You may use one point at the end of every week to put landmines in a new province or replace used landmines. Landmines will automatically kill one to three land-based units that enter the territory.
Sea Mines [+] - Neighboring water territory can have sea mines [which must be declared in private to EpicToaster1 upon state approval]. > Sea Territory directly next to your coastlines can have two [2] carefully placed seamines. Be mindful, however, as you will need to leave yourself gaps for your navies to be able to pass through without blowing up themselves. You may use one point at the end of every week to put seamines in a new province or replace used seamines. These new seamines can be placed beyond the shorelines, however they must be within three provinces of your closest coastal province. Sea mines will automatically destroy one point of naval vessels that enter the territory.
Negative Traits Treacherous [-] - The state cannot enter any alliances for longer than a week. > Your state cannot and will not stay in any friendly alliances for longer than one week's time. At the end, you must shred your deal and fight them.
Imperium [-] - The state cannot enter any friendly diplomacy with others. > No matter what, your state cannot enter into any friendly diplomacy with other states.
Sloppy [-] - Gas Artillery sometimes will strike provinces other than the one expected at random. > Upon declaring the intended target of the artillery, a dice will be rolled to see if the artillery actually hits its target. If failed, artillery will fire randomly into one of the neighboring provinces. Hopefully your military isn't there.
Shoddy Construction [-] - 10% of all Units excluding basic Army Units will fail on the battlefield. > Upon the completion of a battle, regardless of outcome, the deathtoll will automatically include 10% of all armored, mecha, artillery, rail, naval, and air units in the battle, then add additional casualties from the battle.
Backstabber [-] - Upon the conclusion of a friendly deal, the state will immediately turn on them and go to war. > If your state is to enter friendly diplomacy with someone and you are to create an alliance for two weeks. At the end of the alliance term, you must turn on them and attack them for a full week before you can think about trying to negotiate with them again.
Mixed Traits Cowardly [+/-] - Cannot win a battle without at least 2-1 superiority however half of the point casualties return after a week as they just ran away. > In a battle, you must have at least 2-1 number superiority over the enemy otherwise your military will automatically lose the battle. The casualty number will count for the week, however half of the number rounded down will return at the end of the week as they simply fled the battlefield.
Horde [+/-] - Automatically wins a battle when the odds are 6-1 superiority, however will automatically lose if the odds are 1-3 inferiority. > In a battle, you will automatically win a battle for both offensive and defensive actions if you have a 6-1 superiority over the enemy. However, if the enemy has a 3-1 superiority over you in a battle, you will automatically lose.
Scorched/Salted Earth Policy [+/-] - Destroys the natural resources of the province while fighting within the province. > Your state will destroy the resources of a province it goes to war in. If you are to lose a province previously owned by you, the enemy will have a 25% higher chance of a revolt occurring in that province for a month. However, if you are to gain new territory, it will have a 25% higher chance of revolting on you for the destruction you caused within the territory.
Sentient Farms [+/-] - Captured units are taken in and used in sentient farms, feeding your war machine. > A random number from 0 to a quarter of the casualties of the enemy are taken in for sentient farming. This will likely anger other nations very quickly.
Landmine Artillery [+/-] - Landmines are placed in a pinch through the use of artillery cannons, however, their final resting place is unknown. > Eight [8] landmines will be placed randomly throughout your territory without your knowledge. You will have to tread carefully. One point can be spent at the end of the week to place new mines, however they will placed at random around the designated artillery. Landmines will automatically kill 1 to 3 ground units that enter the territory.
Seamine Artillery [+/-] - Seamines are placed in a pinch through the use of artillery cannons, however, their final resting place is unknown. > Four [4] seamines will be placed randomly throughout sea territory nearby without your knowledge, these can also be away from the coastline. You will have to sail carefully. One point can be spent at the end of the week to place new mines, however they will placed at random around the designated ship. Seamines will automatically kill 1 naval unit that enters the territory.
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