I was thinking with the new trait system coming in tied to professions and stuff, what else could be added to make traits more intuitive and play a bigger roll in the game, both in gameplay and character development. I thought gaining and losing traits, both ones you can start with or other traits that are gained just through gameplay. A basic example for instance would be the overweight trait. A few months of an apocalyptic diet and exercise regime would shock someone into shape for sure. Another example is with the panic moodle, i know the devs have implemented a system where you become acclimatised to the threat of zombies and get panicked less as time passes. How about adding it as a trait you can view in the character screen. List it as "desensitised" or something and have a tool tip when you mouse-over it list its effect and a flavour text like "The fear of the dead will never leave you, you've only learned to live with it" I like the idea of hitting C and looking at a personal history of my character's experiences, some of the traits may not even have a gamplay effect but just serve as a roleplaying tool or an accomplishment. It would add depth and story-telling to the characters and npcs. Other examples - Conditioned - Get hungry less often after months of existing on meagre supplies - Scarred Visage - Attained deep wounds to head, people are less likely to trust / intimidate people easier - Resilient (same as starting trait) - Can be gained after being ill several times and surviving. - Marked for death - Bitten by zombie - Iron-will - Was bitten but survived - Traumatised - See a friend meet a violent end - Susceptible to depression - fades over time. - Crippled - Broken limb wasn't set properly or seen to by a skilled physician - movement penalty / coordination penalty Thoughts?