Personality

Personality is a tag added to characters, most noticeably on player characters, to dictate what in-game dialogue is triggered. Unique Recruits often have a specially made set of dialogue options, but most recruits have random dialogue options which are dictated by their personality tag.
== Effect on Gameplay ==
Personality tags mainly contribute to character dialogue, typically differentiating between similar content variations. However, there are some characters which have behaviors limited to certain personalities.
Dialogue is most noticeably affected by specific tags when entering Zones. Entering the Fog Islands with characters marked as "Smart" will result in the characters commenting on the existence of Fogmen and that they should move quickly through the area. Entering the Fog Islands without a "Smart" character results in the character simply saying that they don't like the 'feel of this fog.'
After doing certain actions in game, such as taking down major world leaders, characters will say new things about the state of the world. If the player has a squad of many different Unique Recruits, they might hear a conversation relating back to their recruits' backstories. If they are playing with generic recruits, the resulting conversation will feel less special.
Patrolling groups of Tech Hunters can become aggressive towards the player as long as the leader has a specific personality.
Whether a Slave becomes a Slave Recruit is primarily determined by their Personality, although there is also a chance aspect to it. Their chances to escape from cages/prisoner poles, following you, and deciding to whether or not joining you after is roughly summarized below. 
* Fearful and Dumb characters are very unlikely to be willing to escape from prison, but have a moderate chance to follow the player if they decide to escape.
* Brave and Traitorous characters will always be willing to escape prison but will usually run off on their own instead of following the player.
* Maniacal non-Shek characters are very unlikely to be willing to escape prison, and if they do they will usually run off on their own.
* Smart and Honorable characters will always attempt to escape prison, and have a moderate chance follow the player if freed.
* Brave Hive Prince characters have a moderate chance to start a dialog where they will join the player immediately, with a 1 week cooldown.
* Honorable and Maniacal Shek characters have a moderate chance to start a dialog that where they will join the player immediately, with a 1 week cooldown. Other personality Shek will run away alone if the dialog is triggered.
After leading the slaves whom followed you away:
* Traitorous characters will always run away from you after escaping.
* All others whom followed have 41% chance of joining the players squad after escaping.
* Note that due to the fact that Traitorous characters will never join the players squad. It is impossible to recruit slave characters with this personality by breaking them free.
It can also affect some dialogue options when questioned or interrogated, for example, a United Cities Samurai Gate Sergeant with an Honorable personality will never accept bribes from a player. Conversely, one with a Traitorous personality will instead plant drugs in the player's bag and demand bribes through blackmail.
== Personality Types ==
=== Honorable [FCS#:1] ===
=== Traitorous [FCS#:2] ===
=== Smart [FCS#:5] ===
=== Dumb [FCS#:6] ===
=== Brave [FCS#:9] ===
=== Fearful [FCS#:10] ===
=== Maniacal [FCS#:14] ===
== Trivia ==
* There is a bug with the Honorable Personality trait that can cause dialogue associated with the personality to not play. The mod, Bugfix: Restored Honor - Personality Fix, fixes this issue.
Category:World Data