Picking a Civilian in Halloween: The Game is not just a costume choice. Every playable resident of Haddonfield carries a fixed stat spread, three signature traits, a starting item slot, and a Perk Deck, and all of that is locked in the moment the match begins. Knowing what each character actually does before you ready up is the difference between a useful teammate and a body Michael finds first.
Quick answer: Each Civilian has four stats — Capability, Athleticism, Personality, and Resourcefulness — plus three traits that never change. You customize the rest through cosmetics, one starting item unlocked by account level, and a 15-card Perk Deck built from Perk Points.
What each Civilian stat controls
The four stats are scored on a 1–10 scale and cannot be raised. They govern very specific systems rather than a general power level, so a low number in one column is only a problem if you plan to play into it.
| Stat | What it affects |
|---|---|
| Athleticism | Movement speed and efficiency on foot and by bike. |
| Personality | Convincing residents, alerting the authorities, commanding followers, plus Fear and Stalk resistance. |
| Resourcefulness | Repair skill, environmental awareness, and handling of vehicles and firearms. |
| Capability | Overall vigor and effectiveness with melee weapons and thrown household items. |
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Add to Google Preferences →Full Civilian roster: stats and traits
The Civilians screen shows each character’s background, stat bars, and traits before you commit, so you can read a kit without owning it. Stats below are listed as Capability / Athleticism / Personality / Resourcefulness.

| Civilian | Stats (C / A / P / R) | Traits |
|---|---|---|
| Eric Dunn | 6 / 3 / 6 / 8 | Hunter’s Sense, Fast Fingers, Brimstone Fuse |
| Rachel Calahan | 7 / 5 / 2 / 8 | Full Moon, Aura of Awareness, Sixth Sense |
| Tanya Harrison | 4 / 6 / 10 / 5 | Hi-Fi, Survival Skills, Guardian Shadow |
| Marcus Navarro | 7 / 5 / 4 / 10 | Lone Wolf, Repair Expert, Trespasser |
| Jennifer Aarons | 5 / 9 / 6 / 7 | Dreamer, Ghost, Survival Rage |
| Thomas Armitage | 7 / 8 / 10 / 2 | Running Back, Inspiring, Barricade |
| Lynda Van Der Klok | 4 / 8 / 7 / 5 | Totally Amazing, Blinding Light, Fade to Black |
| Bob Simms | 9 / 8 / 4 / 3 | Heavyweight, Lethal Pitch, Runner’s High |
| Annie Brackett | 5 / 4 / 6 / 8 | Speed Kills, Exit Strategy, Convincing Plea |
| Laurie Strode | 8 / 6 / 9 / 7 | Spatial Awareness, Knockout, Revenge |
| Richard Hawthorne | 6 / 7 / 9 / 5 | Affluent Partier, Hyper Focused, Chaotic |
| Alexis Purcell | 2 / 8 / 10 / 5 | Popular, Savior Stimulant, Smooth Talker |
Richard Hawthorne and Alexis Purcell are Digital Deluxe civilians rather than standard roster picks. Bob Simms and Annie Brackett are locked behind progression instead — Bob unlocks at account level 40, Annie at level 55.
Trait effects worth planning around
Traits are passive and always on, and several of them change how a squad divides work. These are the effects with confirmed numbers or clear conditions.
| Trait (Civilian) | Effect |
|---|---|
| Full Moon (Rachel) | Increases damage dealt to Michael’s Bloodthirst by 40 percent when Civilians damage or down him. |
| Aura of Awareness (Rachel) | Widens her personal Shape Jump prevention radius. |
| Sixth Sense (Rachel) | Gives earlier warning of Michael’s breathing during Shape Jump. |
| Popular (Alexis) | Followers take 90 percent less damage, gain Fear more slowly, and defend her more aggressively. |
| Smooth Talker (Alexis) | Makes dispatch calls more forgiving. |
| Guardian Shadow (Tanya) | Followers take 10 percent less damage. |
| Hi-Fi (Tanya) | Reveals information about Michael while a nearby noise maker is active. |
| Survival Skills (Tanya) | Shows the status of nearby phones. |
| Knockout (Laurie) | Michael stays down longer when she helps incapacitate him. |
| Spatial Awareness (Laurie) | Provides escape information while she is calm. |
| Repair Expert (Marcus) | Makes repair packs last longer. |
| Trespasser (Marcus) | Grants access to locked doors. |
| Lone Wolf (Marcus) | Large boost while he is the last Civilian alive. |
| Ghost (Jennifer) | Speeds up the rate at which Stalk degrades. |
| Dreamer (Jennifer) | Residents she successfully interacts with become harder to stalk. |
| Survival Rage (Jennifer) | Increases melee damage while terrified. |
| Hunter’s Sense (Eric) | Locates faint noises and highlights nearby escapes. |
| Fast Fingers (Eric) | Speeds up ranged weapon and flashlight reloads. |
| Brimstone Fuse (Eric) | Extends the disorientation duration of firecrackers. |
| Affluent Partier (Richard) | 40 percent melee damage increase while intoxicated and high at the same time. |
| Hyper Focused (Richard) | Provides significant information while high. |
| Chaotic (Richard) | Reduces Stalk progress applied to him by 5 percent. |
Starting items and their account level requirements
Every Civilian loadout has one starting item slot. A handful are available immediately, and the rest arrive as you push your account level up through matches and the singleplayer story mode. The item screen does not spell out what each one does in a match, so it is worth knowing that the Repair Kit patches up a broken car — which still needs gas and keys to actually drive away — and that the Joint and Beer apply their own gameplay perks rather than working against you.

| Starting item | Requirement |
|---|---|
| Baseball | Available from the start |
| Health Spray | Available from the start |
| Repair Kit | Available from the start |
| Pop | Available from the start |
| Beer | Available from the start |
| Joint | Reach Account Level 30 |
| Flashlight | Reach Account Level 35 |
| Pocket Knife | Reach Account Level 40 |
| Flare Gun | Reach Account Level 45 |
| First Aid Kit | Reach Account Level 50 |
Experience feeds four separate progression tracks. Profile Level counts everything you earn regardless of role, Killer Level comes from playing Michael, Civilian Level is tracked per individual character, and Weapon Level rises as Michael kills with a specific weapon. Those tracks are what hand out extra Civilians, starting items, Michael abilities, executions, cosmetics, and new challenge tiers, and hitting the cap in any of them opens a prestige reset with its own rewards.
Civilian cosmetics: outfits, hair, eyewear, makeup, and tints
Appearance options are purely visual and have no effect on stats or traits. Each Civilian gets three outfits, three hair and headwear options, six eyewear choices, and six makeup or blemish options, and outfits can then be recolored using tints that change color and pattern.

Cosmetics are earned rather than bought outright. Progression levels supply some, while Passive and Progressive Challenges cover the rest, and the optional challenges attached to the six singleplayer chapters unlock alternate outfits and unique items you cannot get elsewhere. Profile Cards sit alongside all of this, with earnable icons, backgrounds, and titles that only show up in multiplayer lobbies and scoreboards.
How Civilian Perk Decks are built and used in a match
Perks are the one part of a Civilian loadout that changes match to match. You build the deck outside the match, but the game decides which cards you are offered once you are in Haddonfield.
Being killed or escaping does not end your involvement. Dead and escaped players can run minigames that hand additional perks to the teammates still alive, so a Civilian who goes down early still has a job.
Note: Loadouts cannot be changed once you are in the match. If you want a different starting item, perk deck, or character, swap it before you ready up, because the lobby will not let you adjust it afterward.
The practical takeaway is that stats and traits decide your role in the squad and cannot be changed, while starting items and perks are where your account progress actually shows up. Read the trait list first, pick the job you want to do — repairs, followers, escorting, or fighting back — and then build the deck and item slot around it.






