Star Trek: Aftermath (Cardassian phase)
Trek Program Personality Stats Explained
Pulled this from the Trek Program, thought it would help folks understand what the numbers mean. Values above 75 or below 25 are the extremes, which are not always a bad thing but the program compensates for them. For instance, people with lots of coolness/composure/bravery will be decorated more, but also tend to die more often. People with high motivation and attitude will advance faster. However, if attitude is TOO high then they’ll advance slower because they have no independence and are 100% focused on doing what they are told.
|< 5||Anarchist||Dormant||Barney Fife||Casper Milktoast|
|15-25||Logical||Vacillating||Self Important||Ultra Conserv|
|>95||Gushing||Will of Iron||Cain||Seperatist|
|35-45||Lwr Mid Class||Plebian|
|75-85||Planet Wealth||Lesser Nobility|
|85-95||System Wealth||Grtr Nobility|
|>95||Galactic Wealth||Supreme Nob|
The titles are great, but what do the various personality traits mean in the game, and from an RP perspective? A general overview is that extremes (> 75, below 25) are “bad” in that they are outside the norm and can create social problems.
Below are more specific interpretations than can be found in the table. Every one of these stats affects the character’s career in some way or another. Most affects are very small, slight shifts up and down, but they add up if enough of them are bought into play. For example, a character with high bravery, composure, and coolness all together will very likely see lots of decorations, while one with all three of those low will see reprimands and get very poor tour assignments.
- Attitude = Attitude is your outlook and how well you follow orders, your focus on the team, be that team your team (engineering), your ship, or Starfleet. The higher it is, the more likely you’ll follow orders and do what’s best for the team. Extremes (on either end) negatively impact promotions, decorations, and assignments.
- Motivation = Your drive and focus, your sense of self purpose. The higher it is, the more likely you’ll do something for yourself vs for others. The higher the value, the more likely the character will get promotions and better assignments.
- Morality = The character’s moral compass, their sense of good and evil, right and wrong. The extremes in this case act against the character in social situations, promotions, assignments, and OER’s.
- Ethics = The character’s sense of honor and justice, whether they keep their word, follow the rules, be it the law, regulations, codes of conduct, the rules of logic, etc. As with Morality, the extremes here adversely affect the character’s career.
- Energy = The character’s personal energy levels, how kinetic they are in their work and life. Lower levels will delegate more, higher levels will do more themselves.
- Empathy = How well the character understands emotions, their own and others. A high empathy better understands how an audience will receive what the character is saying, a lower empathy could care less.
- Humility = The character’s sense of of self-esteem, how humble they are. The higher the stat, the more likely the character is to be missed for decorations or promotions because they do not take their due credit. The extremes negatively affect career performance.
- Willpower = The character’s force of will, the force of their personality, their ability to resist things like drugs and interrogation.
- Coolness = How the character handles immediate stress. Using Wrath of Khan as an example, keeping your head during the fire fight between the Enterprise and the Reliant is an example of coolness. The higher it is, the more likely the character will see decorations.
- Composure = How the character handles idle stress. Again, using Wrath of Khan as an example, keeping your head while the Enterprise is floating around in the Mutara Nebula, while the Reliant is hunting it, knowing that any second they could all die but there was nothing they could do about it. The higher it is, the more likely the character will see decorations.
- Bravery = How the character manages fear. Everyone experiences fear, but a brave person sets it aside and does what needs to be done. Again, using Wrath of Khan as an example, Spock walking into the Warp Chamber to bring the mains online, even though it meant his death, was a very brave thing to do. Brave is not irrational, it’s not crazy charging up the hill, it is the act of doing something to save others, for the greater good, regardless of how afraid you are of it. The higher the character’s Bravery, the more likely they will get decorations and the more likely they will end up with combat tours.
- Politics = How the character believes, politically, between Liberal and Conservative.
- Social = The character’s (or their family’s) social standing. The higher this is, the more likely the player will get “choice” assignments, promotions, and decorations.
- Financial = The character’s (or their family’s) financial position. The higher this is, the more likely the player will get “choice” assignments, promotions, and decorations.