Difference between revisions of "Characters"

From RimWorld Wiki
Jump to navigation Jump to search
(37 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{{Template:TOCright}}RimWorld is a game based on the story of its characters, either player-managed colonists or AI-controlled wanderers and raiders.
+
<!--Top Nav Box-->
 +
{| align=center
 +
| {{Character_Properties_Nav}}
 +
|}
 +
<hr>
 +
<!-- End Nav -->
  
Each character has two sets of attributes, a basic set of skills and a two-part backstory (childhood and adulthood) that affect the starting skills and (in)abilities of the characters.
+
{{TOCright}}
==[[Skills]]==
+
RimWorld is a game centered around the story of its characters, from player-managed colonists to AI-controlled wanderers and raiders.
{{:Skills}}
 
  
==Backstories==
+
Each character possesses a set of skills, traits, and a personal backstory.
  
===Childhood===
+
==Character==
===='''Medieval lordling'''====
+
Humanoids have a Character tab that displays the pawn's first name, nickname (display name), and last name, followed by their sex, race, character type, and age. The player may change a colonist's nickname by clicking the edit button, at the top right. It is also possible to [[:File:Banish.png|banish]] a colony member by clicking the door icon, this action will generate a confirmation window and if proceeded, cause a [[:File:Banish confirmation.png|-3 mood debut to all other members and loss of any wearing gear]]. Some characters have spent decades or centuries in cryptosleep. They have their biological age followed by their chronological age in parenthesis. Their biological age indicates how much they've aged, not counting time spent in cryptosleep. Their chronological age is their age since their date of birth, including time spent in cryptosleep. Biologically older characters will tend to have higher skills, developed by experience. They may also have gray hair and [[Injury#Old_Age|age-related health difficulties]] such as cataracts, a bad back, dementia, or frailty.
"[Character] ''was a minor noble in an old kingdom on a medieval world. He grew up in a manor made of stone, served by bowing lowerclassmen.''<br>
 
''Such a life teaches no technical skills and instils a lifelong aversion to manual labor - but'' [Character] ''learned early the ways of social manipulation.''"
 
*Construction: -1
 
*Growing: -1
 
*Mining: -1
 
*Social: +4
 
<br>
 
===='''Medieval slave'''====
 
"[Character] ''grew up pulling carts and digging holes on a medieval world. Simple manual labor is his/her oldest companion - along with the master's leash.''<br>
 
''He/She didn't learn to read until age nine.''"
 
*Construction: +2
 
*Growing: +2
 
*Research: -3
 
*Mining: +2
 
<br>
 
===='''Midworld nerd'''====
 
"[Character] ''had a good birth, reasonable parents, and went to a decent school on a mostly well-governed midworld.''<br>
 
''He/She was a consummate nerd, interested in technology and uninterested in people.''"
 
*Research: +4
 
*Social: -3
 
<br>
 
  
===='''Urbworld urchin'''====
+
===Skills===
"''The urbworlds - ancient and deep industrial cityscapes bursting with humanity and poison.''<br>
+
{{Main|Skills}}
[Character] ''grew up in the dark, unwanted reaches of such a place. He/She had to fight for every scrap of food.''"
+
 
*Shooting: +2
+
A character's skills denote how effective they are at the relevant tasks. Depending on their backstory, a character may have some skills permanently disabled.
*Hand to Hand: +4
+
 
<br>
+
===Backstories===
===='''Vatgrown soldier'''====
+
{{Main|Backstories}}
"[Character] ''wasn't made as a person, but as an instrument of destruction.''<br>
+
 
''Growing in a bioweapons facility and taught combat during his/her accelerated growth,'' [Character] ''still has a proclivity for combat of all kinds and an aversion to human contact.''"
+
Each character has a maximum of two backstory elements: a childhood and, if old enough, an adulthood. These elements affect the colonist's starting skills and may prevent the use of some skills entirely.
*Shooting: +4
+
 
*Hand to Hand: +4
+
Note: It is possible for characters to be generated with contradictory backstories (e.g. childhood backstory elements disabling skills that adulthood elements are themed around).
*Social: -4
+
 
*Warden disabled
+
===Traits===
*Doctoring disabled
+
{{Main|Traits}}
<br>
+
 
 +
A character's traits are permanent modifiers that affect their stats like [[Traits#Speed_traits|walk speed]], [[Traits#Speed_traits|work speed]], [[Traits#Natural_mood|base mood]], and [[Traits#Nerves|mental break threshold]].
 +
 
 +
===Records===
 +
The Records tab shows stats for doing various activities.
 +
 
 +
==Needs==
 +
{{Main|Needs}}
 +
All humanoid characters have Thoughts and at least three needs, Food, Rest, and Mood. Colonists have additional needs.
 +
 
 +
===Mood===
 +
{{Main|Mood}}
 +
 
 +
A characters' mood is the total value of the effects of their thoughts and traits. If a colonist's mood drops below their mental break threshold, they will suffer a [[mood|mental break]].
 +
 
 +
===Thoughts===
 +
{{Main|Thoughts}}
 +
 
 +
Thoughts are a summary of a character's experiences over the last day or so. Thoughts are either positive or negative, and can be generated in myriad ways, including things like observing their immediate surroundings, being hungry, and sleeping on the floor.
 +
 
 +
==Health==
 +
{{Main|Health}}
 +
 
 +
In RimWorld, each living creature has a detailed anatomy, each part of which is subject to injury. Injuries can be temporary or permanent, and range from bruises and scratches, to dismemberment and fatality.
 +
 
 +
Depending on where the injury occurs, it may simply hamper the colonist's effectiveness, cause them to be completely incapacitated or even killed.
 +
 
 +
==Social==
 +
{{Main|Social}}
 +
Characters have a Social tab that lists their relationships and interactions with others.
  
----
 
===Adulthood===
 
'''* Unavailable during character creation.'''
 
===='''Assassin*'''====
 
"[Character] ''was a professional assassin. He/She was cold, calculating, and made a good profit. In this business, an utter lack of empathy was an asset.''"
 
*Construction: -2
 
*Growing: -2
 
*Mining: -2
 
*Shooting: +10
 
*Hand to Hand: +10
 
*Researching disabled
 
*Cleaning disabled
 
*Hauling disabled
 
*Plant cutting disabled
 
*Mining disabled
 
*Growing disabled
 
*Constructing disabled
 
*Warden disabled
 
*Doctoring disabled
 
<br>
 
===='''Colony settler'''====
 
"[Character] ''was a settler on a new colony world.''<br>
 
''Such a life requires a jack-of-all trades at basic hands-on tasks.''"
 
*Construction: +4
 
*Growing: +4
 
*Mining: +4
 
<br>
 
===='''Con Artist*'''====
 
"[Character] ''never created a thing in his/her life. He/She did, however, prove to be natural at getting others to give him/her what they had created.''"
 
*Social: +10
 
*Soldiering disabled
 
<br>
 
===='''Courtesean*'''====
 
"[Character] ''was used for his/her body by hundreds of customers in brothels on several planets. He/She gained some mental marks and a special kind of street smarts.''"
 
*Hand to Hand: +3
 
*Social: +8
 
*Cleaning disabled
 
*Hauling disabled
 
*Plant cutting disabled
 
*Mining disabled
 
*Growing disabled
 
*Constructing disabled
 
<br>
 
===='''Deep space miner'''====
 
"[Character] ''did the sweaty, grimy work of pulling metal out of asteroids on a deep space rig. He/She used his/her hands-on industrial skills daily - and wasn't bad in a bar fight either.''"
 
*Construction: +3
 
*Mining: +7
 
*Hand to Hand: +2
 
<br>
 
===='''Illegal shipwright*'''====
 
"''There is a law that say that you're not allowed to put terawatt-range grasers on a cargo scow. Especially if you hide them under what looks like a communications dish for better ambush potential.'' [Character] ''discovered that there was great profit to be made, however, from those who are uninterested in these laws.''"
 
*Construction: +7
 
<br>
 
===='''Medieval farm oaf'''====
 
"''Tilling, hoeing, guiding ox carts, pushing wheelbarrows. Digging ditches, planting seeds, predicting the harvest.''<br>
 
''Medieval-level farmers aren't educated in the usual sense, but they know a lot about growing plants without technology. That said, such a life leaves one essentially incapable of participating in intellectual, technology-driven activities.''"
 
*Growing: +8
 
*Mining: +3
 
*Research disabled
 
<br>
 
===='''Medieval lord'''====
 
"[Character] ''was a lord on a preindustrial planet. He/She went to parties, managed the underlings, and even learned some swordplay.''<br>
 
''His/Her soft hands did not hold a work tool during that entire time. He/She considers manual labor to be beneath him/her.''"
 
*Construction: -5
 
*Growing: -5
 
*Mining: -5
 
*Shooting: +5
 
*Hand to Hand: +5
 
*Social: +7
 
*Cleaning disabled
 
*Hauling disabled
 
*Plant cutting disabled
 
*Mining disabled
 
*Growing disabled
 
*Constructing disabled
 
<br>
 
===='''Military commissar'''====
 
"[Character] ''was an internal spymaster in an Imperial army battalion. He/She made sure that the men were loyal, and did not fall back unless ordered. This made him/her unpopular, but he/she gained great skill at detecting the slightest dishonesty.''"
 
*Shooting: +3
 
<br>
 
===='''Navy scientist'''====
 
"''Interstellar warfare is won by technology, so imperial navies are always on the peak of modern research. Even better, they have first access to Transcendent artifacts because they find them in space.''<br>
 
[Character] ''worked in a navy lab.''"
 
*Research: +8
 
<br>
 
===='''Pit Brawler*'''====
 
"[Character] ''was 15 when he/she got in his/her first fight. He/She won, but more important was the enjoyment of his/her audience. Pit fighting turned out to be a lucrative career for those who could survive it. And it was even mostly legal.''"
 
*Hand to Hand: +8
 
*Researching disabled
 
*Doctoring disabled
 
<br>
 
===='''Space Marine*'''====
 
"[Character] ''was a warrior in an Imperial navy. His/Her job was to be punched into enemy warships, gun down the crew, and capture the ship intact. And he/she was good at it.''"
 
*Shooting: +7
 
*Hand to Hand: +5
 
<br>
 
===='''Space pirate*'''====
 
"''Piracy appears everywhere that governments are weak and society spread thin.'' [Character] ''was part of this age-old part of human existence, extorting and smashing peaceful trade ships for profit.''"
 
*Shooting: +4
 
*Hand to Hand: +4
 
<br>
 
===='''Urbworld entrepreneur'''====
 
"''In the urbworlds, most suffer. But someone has to run the corporations.''<br>
 
[Character] ''learned the skills of the trade - greasing palms and technical analysis. He/She is a sociointellectual machine.''"
 
*Research: +3
 
*Social: +6
 
<br>
 
  
==Traits==
 
{{:Traits}}
 
 
[[Category:Main]]
 
[[Category:Main]]
[[Category:Characters]]
 

Revision as of 15:28, 18 November 2017

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social

RimWorld is a game centered around the story of its characters, from player-managed colonists to AI-controlled wanderers and raiders.

Each character possesses a set of skills, traits, and a personal backstory.

Character

Humanoids have a Character tab that displays the pawn's first name, nickname (display name), and last name, followed by their sex, race, character type, and age. The player may change a colonist's nickname by clicking the edit button, at the top right. It is also possible to banish a colony member by clicking the door icon, this action will generate a confirmation window and if proceeded, cause a -3 mood debut to all other members and loss of any wearing gear. Some characters have spent decades or centuries in cryptosleep. They have their biological age followed by their chronological age in parenthesis. Their biological age indicates how much they've aged, not counting time spent in cryptosleep. Their chronological age is their age since their date of birth, including time spent in cryptosleep. Biologically older characters will tend to have higher skills, developed by experience. They may also have gray hair and age-related health difficulties such as cataracts, a bad back, dementia, or frailty.

Skills

A character's skills denote how effective they are at the relevant tasks. Depending on their backstory, a character may have some skills permanently disabled.

Backstories

Each character has a maximum of two backstory elements: a childhood and, if old enough, an adulthood. These elements affect the colonist's starting skills and may prevent the use of some skills entirely.

Note: It is possible for characters to be generated with contradictory backstories (e.g. childhood backstory elements disabling skills that adulthood elements are themed around).

Traits

A character's traits are permanent modifiers that affect their stats like walk speed, work speed, base mood, and mental break threshold.

Records

The Records tab shows stats for doing various activities.

Needs

All humanoid characters have Thoughts and at least three needs, Food, Rest, and Mood. Colonists have additional needs.

Mood

A characters' mood is the total value of the effects of their thoughts and traits. If a colonist's mood drops below their mental break threshold, they will suffer a mental break.

Thoughts

Thoughts are a summary of a character's experiences over the last day or so. Thoughts are either positive or negative, and can be generated in myriad ways, including things like observing their immediate surroundings, being hungry, and sleeping on the floor.

Health

In RimWorld, each living creature has a detailed anatomy, each part of which is subject to injury. Injuries can be temporary or permanent, and range from bruises and scratches, to dismemberment and fatality.

Depending on where the injury occurs, it may simply hamper the colonist's effectiveness, cause them to be completely incapacitated or even killed.

Social

Characters have a Social tab that lists their relationships and interactions with others.