Personality and Behavior
The traits that make each human unique, their moods, and the things they get up to.
Traits
Every human rolls a personality. These are some of the traits that change how they behave:
| Trait | What it changes |
|---|---|
| Crafty | How often they go and make something on their own |
| Lazy | How much they sit around, and whether they nap on the couch instead of walking to bed |
| Playful | How much they play, and how they react to things |
| Jumpy | How easily they scare |
| Hardy | How many germs they can take before getting sick |
| Bashful | Whether they mind you watching in the shower or on the toilet |
| Schemer | Whether they ever plan an escape |
Humans also have craft tastes: a favorite craft (woodwork, painting, crochet or gardening), a painting skill (baby, average or master), and an attitude to silly hats (they love them, hate them, or do not care). Some love the throwing plate, and each one has their own reaction to the rag doll (calming, creepy, confusing or just meh).
Mood and frustration
Mood comes from how well their needs are met, their stress and how they feel about you.
When a human badly needs something and is not getting it, frustration builds:
- Tough, steady humans get angry: they stomp and shout ("Feed me already!").
- Everyone else gets depressed: slumped, head down, face in hands.
It costs trust and mood while it lasts, shows on the tablet, and fades once they are looked after. A human also gives up on a need for a little while after a few failed tries, so everything else can still happen.
Little things they do
- At the glass. They walk up, put their hands on the glass and look out, or try to climb it and fall on their bottom.
- Watching you. Stare at them for a couple of seconds and they wave or ask what you are looking at. Keep eyeing the eject button and they get nervous.
- An internal clock. Humans feel the time of day (each one a little early or late). They talk about winding down in the evening and greet the morning, cheerfully or not, depending on their mood.
- Out on their own. Tossed out of the habitat, they may wander about and gaze up at your room, amazed, scared or unimpressed. After a while they head home on their own: they walk back, climb a stand leg, climb the shelf post and dive back in.
- Warp. When the ship jumps they watch from the glass, get queasy, or just stand there amazed.
Piles of furniture
Every now and then a human carries furniture over to the glass and stacks it up:
- For fun: a tower to climb and show off, which topples with them on it.
- A lookout: a couple of pieces to sit on until they calm down.
- Trying to see out: as high as it takes to peek over the glass.
Take the piece they are carrying, or pull one out of the pile, and the plan falls apart. The shower is bolted down and never goes on a pile.
Escapes
Escapes are very rare. Only schemers and very playful humans ever try, and only with enough furniture to reach the top of the glass.
- A joker runs off giggling and hides somewhere in your room. Find them and pick them up: "You found me!"
- A planner either hides quietly (a sneeze gives them away) or saws a hole in your floor and goes down it. Touch the hole or point at it to repair it, and the ship sends them back up the tube in the capsule.
If nobody comes looking, they give up after a few minutes and head home. The Escape-Proof Lid from Habitat Makeover stops escapes for good.
