Now, this is something I can get on board with. Although, I think some of the traits have a little too much impact with what you've said.
I think the way you do this, split this into two types of Traits. One received at 120 and the other at 150.
The first being a personality trait, the latter being a profession trait. I think this way, it'd work a lot nicer. That way each person will get two. I also do not think they should have /any/ bearing on combat at all. This should be a way of enhancing the out of combat things.
Using what Oyster's done, here's how I would suggest you do them!
Personality Traits:
Coward:-15% Pursue Rolls, +15% Flee Rolls. Since cowards will rarely want to fight, this is far more beneficial to them. Fits their theme much nicer.
Brave: +15% Pursue Rolls, -15% Flee Rolls. The brave stand their ground. They should suffer a negative if fleeing the area.
I'm sure I can think of many more, if given the time. Let me know and i'll brain storm.
Profession Traits:
Master Medic: -50% energy cost to medic. This way, they're able to be more impactful , and it supports their theme and roleplay as a whole.
Master Blacksmith: +5/5/2% on all rolls for Uncommon/Rare/Ultra. Once again, supporting their theme.
Master Alchemist: +100% on potion(s) duration / Make it so they make double potions, with the resources.
Gatherer: 2x rewards from X action, and monster drop.
This to me, seems more fitting. They have effects, but it's not effecting one's combat ability; so it should avoid people power gaming somewhat.
I think the way you do this, split this into two types of Traits. One received at 120 and the other at 150.
The first being a personality trait, the latter being a profession trait. I think this way, it'd work a lot nicer. That way each person will get two. I also do not think they should have /any/ bearing on combat at all. This should be a way of enhancing the out of combat things.
Using what Oyster's done, here's how I would suggest you do them!
Personality Traits:
Coward:-15% Pursue Rolls, +15% Flee Rolls. Since cowards will rarely want to fight, this is far more beneficial to them. Fits their theme much nicer.
Brave: +15% Pursue Rolls, -15% Flee Rolls. The brave stand their ground. They should suffer a negative if fleeing the area.
I'm sure I can think of many more, if given the time. Let me know and i'll brain storm.
Profession Traits:
Master Medic: -50% energy cost to medic. This way, they're able to be more impactful , and it supports their theme and roleplay as a whole.
Master Blacksmith: +5/5/2% on all rolls for Uncommon/Rare/Ultra. Once again, supporting their theme.
Master Alchemist: +100% on potion(s) duration / Make it so they make double potions, with the resources.
Gatherer: 2x rewards from X action, and monster drop.
This to me, seems more fitting. They have effects, but it's not effecting one's combat ability; so it should avoid people power gaming somewhat.