“If I’d cause a stranger to choke to death for my own amusement, what do you think I’ll do to you if you don’t tell me who ordered you to kill Colosimo?”
Traits modify how each crew member gains XP, how businesses respond to them, how effective each crew member are at managing operations, healing from injuries or using a weapon.
In general, having a nice mix of people is always good. While traits do have some impact on the game, it’s not necessarily one you take much notice of. The only time I really pay attention to the traits of crew members are when I look for people to be managers. For businesses, only if I’m looking to open new fronts.
Business owners who are Religious or Upright will never agree to open a Front for you, but they can be extorted. Business owners who are Nervous are hit and miss. They will only accept opening a Front if there’s money involved, i.e. you can’t convert them from an extorted business in your territory to a Front for “free”, but you can convince them to open one in neutral territory if you pay them money, but it will cost you 20% more than other business owners.
Recommendations
- For general muscle: Friendly and Sharpeyed, probably, but it’s good to have a mix of people. You never know when a certain trait might come in handy. People who are Aggressive might get a better result dealing with people who refuse to be extorted, for instance.
- For production managers: Organized and Hardworking.
- For speakeasy managers: Organized and Hardworking, but one that also has Friendly or Attractive should be good too, at least in theory.
- For gambling managers: Organized and Hardworking, but Intelligent works in a similar way.
Traits listing
The information in the right column of the following table comes from the CoG Ultimate Guide, but I don’t know how accurate it is as it pre-dates both the Epic and Steam final builds by a few months. The middle column will be updated if and when any differences come to light, or the effects can be confirmed, and the corresponding entry from the UG column will be removed.
Trait | Description for crew // NPC in game | Observed effect | Effect as listed in UG |
---|---|---|---|
Aggressive | Having trouble getting people to accept the necessity of your outfit’s benevolent protection? Maybe a little assertiveness is called for there. // Increases weapon effectiveness and likelihood that others will accept demands. | x0.9 for police bribes $12 for front maintenance (business) | |
Agile | Good behind the wheel. Good in a fight. A waste of skill to keep one like this cooped up inside. // Good behind the wheel. Good in a fight. | Heals 10 HP less/turn | |
Attractive | People just enjoy being around this person and they’ll draw some extra customers to your watering holes. // People just enjoy being around this person. | ||
Careless | Careless types don’t pay attention to details. They make for bad managers, but their lack of care makes them a bit more valuable in a fight. // Slower experience gain while managing operations. | +1 Movement | Slower XP gain (managers) 7 min relationship to trade (business) x1.5 on max bet (gambler) |
Cautious | No unwanted attention or risks here, please. Their natural tendencies make them do things in such a way that avoids police attention. // More trust required for illegal opportunities; Less heat produced by illegal business and trades. | -5 Heat on illegal trade x0.8 Heat (managers) 17 min relationship to trade (business) x0.7 on min bet (gambler)x0.9 on max bet (gambler) | |
Clumsy | Wouldn’t recommend giving them weapons. Or anything fragile, really. // Wouldn’t recommend giving them weapons. | -1 Movement | Heals 10 HP less per turn |
Compassionate | If you need someone to shoot first and ask questions later, maybe keep looking. // Will not attack. | $12 for front maintenance (business) | |
Confident | Very sure of themselves, these ones. If you’re looking for someone to help make the neighborhood feel safe, you may have found the right one. // Reduces the amount of cash needed for bribes and front setup. | x0.9 for Police bribes x0.8 for FBI arrest bribes $12 for front maintenance (business) x1.2 on max bet (gambler) | |
Cruel | Need someone to do some efficient unpleasantness? They’ll do it and probably enjoy it. // Increases the amount of harm they do in combat. | ||
Curious | Naturally inquisitive. When scoping out a business, they’ll be more interested and get a relationship bonus. // More likely to discover and take advantage of illegal opportunities. | 7 min relationship to trade (business) | |
Forgiving | Things happen. An easygoing type who is willing to live and let live. // Decreases the amount of time that they remember and react to negative social actions. | $12 for front maintenance (business) | |
Friendly | Running a speakeasy? Doing some deliveries? Really anything that involves dealing with people? This may be a choice crew member. // Decreases cost of gaining control of a new building; decreases impact of negative social actions. | +6 relationship per deal x0.9 building purchase price Halves extortion Relationship penalty $10 for front maintenance (business) x0.75 for exclusive trade deal (business) | |
Hardworking | Need things done quickly? Here’s who you’re looking for. Put them in charge of an operation that makes things and they’ll find a way to get it done faster. // Need things done quickly? | Doesn’t like it if you offer to pay less for their goods, but likes it if you offer to pay more. | Reduces salary by $3 x1.2 XP on completing a production cycle (managers) |
Immoral | Yes, no questions asked for violence. But not exactly pleasant to be around, either. // Decreases the amount of time that they remember and react to negative social action. | $12 for front maintenance (business) 7 min relationship to trade (business) | |
Intelligent | Got an operation that needs a manager? Well, these brains here will learn quickly on the job and gain experience faster than most. // Knows how to keep things under wraps and gain respect. Reduces heat and increases respect for each illegal trade. | +2 relationship per deal -5 Heat on illegal trades Increases respect on a corner x1.1 for gambling bets (manager) | |
Irreverent | Not likely to appeal to the religious crowd. Also not a popular type to be around, so not a great choice for high interaction jobs. Unless that interaction involves a baseball bat. // Not likely to appeal to the religious crowd. | “Not great at parties.” | |
Irritable | Want to pick a fight? Tired of a local goon not listening? This might be the person you need. // Increases cost of gaining control of a new building; increases social impact of negative actions. | Increases the amount of time they will remember and react to negative actions x1.1 building purchase cost x0.75 XP on delivery | |
Kind | How to take advantage of this rather unfortunate trait for a gangster? Can enter territory of corner hooligans without a relationship penalty. // A kinder, gentler touch is sometimes helpful. | ||
Lazy | Not a charming quality. They always find a way to get less done every week. // Not a charming quality. | -1 Action | Increases salary by $3 Removes all Expansion slots (managers) |
Loner | Loners make for bad barkeeps. Better brawlers, though. // Slower gain of favors. | $15 for front maintenance (business) | |
Mellow | Need someone to represent your outfit to the police or at a local dinner party? Their relaxed demeanor will put everyone at ease and make information more forthcoming. // Increase the amount of time that they will remember and react to positive social actions. | Increases the amount of time they will remember and react to positive actions x0.9 on max bet (gambler) | |
Myopic | Someone with glasses that thick makes you wonder if it’s wise to entrust them with a firearm. Or the keys to one of your vehicles. // Not wise to entrust them with a firearm. | -1 Movement | x0.5 exp from driving |
Nervous | Always looking over a shoulder. Always worried. But they’re not always wrong. They’ll help keep the cops from prying too much. // Nervous types are a bit more expensive to bribe and take a bit more finesse to involve in illegal activity. | Will only open a front for you in new territory, and costs you 20% more. | x1.25 to new front cost x1,1 for Police bribes x1.25 for FBI arrest bribes 17 min relationship to trade (business) x0.7 on min bet (gambler) x0.9 on max bet (gambler) |
Organized | An organized person member (sic) is a better operation manager and will find ways to increase production. // Faster experience gain while managing operations. | +1 Action | Faster XP gain (managers) x1.2 XP on completing a production cycle (managers) -10% weekly costs for gambling (managers) |
Quiet | Bad bartenders. Great lookouts. If you’ve got a garage to manage, they’ll focus on the engines and not the people. // Reduces heat for illegal trades. | -10% Heat on illegal trades $15 for front maintenance (business) | |
Religious | Got a problem with a religious citizen? You may need someone of like mind to frame the questions and solutions in the proper spiritual context. // Got a problem with a religious citizen? | Businesses will never open a front for you. | $12 for front maintenance (business) |
Sharpeyed | Good eyesight equals solid aim with firearms and good driving skills. // Good eyesight equals solid aim. | +1 Movement | x1.2 XP from driving |
Short | Easy to avoid notice and heat if you’re able to hide behind a trash can, right? // Easy to avoid notice and heat. | Attracts less Heat | |
Slow | Not too quick on the uptake, this one is. You’ve got to be more patient as it will take them longer to gain experience on the job. // Not so smart, this one. Forgets about negative social actions more quickly. | ||
Sociable | Have a job like a driver or bartender that requires a lot of human contact? Then you’re looking for someone sociable. // Faster experience gain for sales operations; Faster gaining of favors. | $10 for front maintenance (business) | |
Strong | They can handle a weapon and load a truck with ease. // They can handle a weapon and load a truck with ease. | Heals 30 HP more per turn | |
Talkative | Got some deliveries to do? This talkative type is likely to find out some things while on the job. But as a barkeep, they tend to talk too much and pour too little. // Increases relationship gain and heat for illegal trades. | Extra 10% Heat on illegal trades x1.2 XP from delivery $10 for front maintenance (business) | |
Tall | It’s a fact – tall people get remembered by eye witnesses. Even if they have nothing to do with the crime. Somehow they always attract more heat. // Tall people always attract more heat. | Attracts more Heat | |
Ugly | Good enforcers. Somehow threats get taken a bit more seriously coming from a mug like that. But probably not a great bartender. // Good enforcers. | ||
Unkind | Sometimes a bit of dirty work is necessary. // Increases combat effectiveness; increases impact of negative social actions. | Better combat performance, but people remember your negative actions longer, but this doesn’t include extortion $15 for front maintenance (business) | |
Upright | They’re not going to do anything that violates their moral code. But they have an easier time dealing with other upright types. // Increases the amount of time that they remember and react to negative social action. | Businesses will never open a front for you. | x0.8 XP from combat More negative relations and longer time to remember negative actions done by you |
Vindictive | Do something to them or their family and they’re not going to forget about it. // Not likely to forget wrongs. | x1.25 XP from combat More negative relations and longer time to remember negative actions done by you | |
Weak | Maybe it’s best if they stay out of the way of things that could cause harm? // Keep them away from things that could cause harm. | Heals 10 HP less per turn |
“He doesn’t have the makings of a varsity athlete.”