Difference between revisions of "Characters"

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{{Template:Tocright}}RimWorld is a game based on the story of its characters, either player-managed colonists or AI-controlled wanderers and raiders.
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RimWorld is a game centered around the story of its '''characters''', from player-managed colonists to AI-controlled wanderers and raiders.
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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. <br>
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It is also possible to Banish a colony member by clicking the door icon, this action will generate a confirmation window and if confirmed, it will cause a -3 mood debuff to all other members and loss of any worn gear. Banishing a character that would die if banished will give your colony a -6 mood debuff. This is mostly useful for cleanly removing colonists you obtained and don't want, instead of using other [[Human meat|methods]] [[Human leather|of]] [[Subcore ripscanner|removal]].
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[[File:Banish confirmation.png|thumb|right|Banishment window popup]]
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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.
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With the addition of the Royalty DLC, characters can also possess psylinks that grant them versatile psychic abilities and royal titles from the Empire.
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 +
===Skills===
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{{Main|Skills}}
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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.
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===Backstories===
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{{Main|Backstories}}
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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.
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 +
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===
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{{Main|Traits}}
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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]].
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===Records===
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The Records tab shows stats for doing various activities.
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 +
===Abilities===
 +
If a character possesses a psylink, Abilities will show which psychic powers a character can cast and supplementary information about each power.
  
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.
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==Needs==
==Skills==
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{{Main|Needs}}
Characters can have variable proficiency in the following skills:
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All humanoid characters have Thoughts and at least three needs, Food, Rest, and Mood. Colonists have additional needs.
*Construction
 
*Growing
 
*Research
 
*Mining
 
*Shooting
 
*Hand to Hand
 
*Social
 
The base score in each skill is 3 with a minimum of 0 and no upper limit. Each point grants different bonuses to skills:
 
*Working skills get a 10% increased speed
 
*Shooting gives a 0.20% reduced chance to miss per meter
 
*Hand to Hand gives a ~2.1% improved chances to hit
 
*Social gives 10% more impact on relations, 25% better probability of recruiting, and a ~0.5% bonus on selling and buying commodities through negociation
 
  
A character can have a usable skill with a score of 0 or a unusable skill (because of his backstory) with a score greater than 0.
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===Mood===
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{{Main|Mood}}
  
==Backstories==
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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]].
  
===Childhood===
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===Thoughts===
===='''Medieval lordling'''====
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{{Main|Thoughts}}
"[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'''====
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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.
"''The urbworlds - ancient and deep industrial cityscapes bursting with humanity and poison.''<br>
 
[Character] ''grew up in the dark, unwanted reaches of such a place. He/She had to fight for every scrap of food.''"
 
*Shooting: +2
 
*Hand to Hand: +4
 
<br>
 
===='''Vatgrown soldier'''====
 
"[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.''"
 
*Shooting: +4
 
*Hand to Hand: +4
 
*Social: -4
 
*Warden disabled
 
*Doctoring disabled
 
<br>
 
  
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==Health==
===Adulthood===
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{{Main|Health}}
'''* Unavailable during character creation.'''
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===='''Assassin*'''====
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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.
"[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.''"
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*Construction: -2
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Depending on where the injury occurs, it may simply hamper the colonist's effectiveness, cause them to be completely incapacitated, or even killed.
*Growing: -2
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*Mining: -2
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==Social==
*Shooting: +10
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{{Main|Social}}
*Hand to Hand: +10
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Characters have a Social tab that lists their relationships and interactions with others.
*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==
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== Roles ==
 +
{{Ideology|No category}}
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{{Main|Roles}}
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Make use of your favourite colonists’ strengths and skills by assigning them formal social roles. Each belief system defines special roles that believers can take on.
  
Traits currently have no perceptible effect on the game and are there just to give more consistency to characters and to allow more complex player-conceived stories based on those characters.
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== Growth Stages ==
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{{Biotech|No category}}
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{{Main|Children and reproduction}}
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Characters can give birth to babies, adopt/recruit childrens to colony, or grow one either from a surrogate female or in a vat. How they are cared for will affect their overall once they reached adult while as a children, including backstories and skills.
  
They include :
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[[Category:RimWorld game]]
*Absent-minded
 
*Agoraphobic
 
*Alcohol intolerance
 
*Amnesiac
 
*Animal lover
 
*Artificial arms
 
*Artificial eye
 
*Artificial hands
 
*Artificial heart
 
*Artificial legs
 
*Artificial lungs
 
*Artistic
 
*Ascetic
 
*Attentive
 
*Bad back
 
*Bad eyesight
 
*Bestiality thirst
 
*Body scars
 
*Bowlegged
 
*Broad-minded
 
*Burn scars
 
*Business acumen
 
*Callous
 
*Carefuly
 
*Cat lover
 
*Celebrity fan
 
*Changing personality
 
*Charisma
 
*Chauvinistic
 
*Chummy
 
*Chronic pain
 
*Chronically depressed
 
*City slicker
 
*Claustrophobic
 
*Clueless
 
*Colorblind
 
*Compulsive gambler
 
*Compulsive liar
 
*Compulsive partier
 
*Compulsive thief
 
*Compulsively generous
 
*Congenial
 
*Confused
 
*Cosmetic genemod
 
*Cosmetic surgery
 
*Cowardly
 
*Criminal reputation
 
*Culturally adaptable
 
*Deaf
 
*Digital brain
 
*Disfigured
 
*Disowned by family
 
*Distractible
 
*Dog lover
 
*Double-jointed
 
*Dull
 
*Dreamer
 
*Dyslexic
 
*Eidetic memory
 
*Empathy
 
*Epileptic
 
*Evil
 
*Excommunicated
 
*Facial scars
 
*Famous
 
*Fashion knowledge
 
*Fear of loud noise
 
*Flat-footed
 
*Flatulent
 
*Former addict
 
*Fragile
 
*Fur
 
*Gadgeteer
 
*Goes berserk
 
*Gullible
 
*Gunslinger
 
*Gunsmith
 
*Greedy
 
*Hamfisted
 
*Hates technology
 
*Hates foreigners
 
*Hears voices
 
*Hemophiliac
 
*Hemophobic
 
*High pain treshold
 
*History of murder
 
*Hoarder
 
*Honest
 
*Horrible hangovers
 
*Humble
 
*Hunchback
 
*Illuminati connections
 
*Imaginative
 
*Impersonator
 
*Impulsive
 
*Incurious
 
*Indecisive
 
*Innumerate
 
*Insomniac
 
*Intolerant
 
*Jealous
 
*Killjoy
 
*Kleptomaniac
 
*Klutz
 
*Knitter
 
*Lame
 
*Language talent
 
*Lazy
 
*Leader
 
*Lecherous
 
*Leper
 
*Loner
 
*Low pain treshold
 
*Math talent
 
*Megalomaniac
 
*Mind reader
 
*Miserly
 
*Missing eye
 
*Missing finger
 
*Musician
 
*Nervous stomach
 
*Neurological disorder
 
*Night blind
 
*Nightmares
 
*No identity
 
*No sense of humor
 
*Nocturnal
 
*Noisy
 
*Nose job
 
*Nosy
 
*Numb
 
*Nymphomaniac
 
*Oracular visions
 
*Overconfident
 
*Paranoid
 
*Pious
 
*Photographic memory
 
*Poor self-esteem
 
*Pregnant
 
*Prone to anger
 
*Proud
 
*Pyromaniac
 
*Radiation tolerance
 
*Raised by animals
 
*Runner
 
*Sadistic
 
*Scrubber lungs
 
*Secret identity
 
*Selfish
 
*Selfless
 
*Sexual deviant
 
*Sexually inexperienced
 
*Short attention span
 
*Shy
 
*Smells bad
 
*Spits on floor
 
*Split personality
 
*Squeamish
 
*Stubborn
 
*Stutter
 
*Tattooed
 
*Telescopic vision
 
*Terminal illness
 
*Terrifying appearance
 
*Ticklish
 
*Tough
 
*Tuneless humming
 
*Trivial delusion
 
*Truthful
 
*Uncreative
 
*Universal digestion
 
*Unlucky
 
*Vat-grown
 
*Vehicle mechanic
 
*Veteran
 
*Weak
 
*Weather predictor
 
*Weaver
 
*Well-traveled
 
*Workaholic
 
Don't hesitate to add one to the list if it's missing!
 
[[Category:Characters]]
 

Latest revision as of 17:51, 22 April 2024

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[edit]

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 confirmed, it will cause a -3 mood debuff to all other members and loss of any worn gear. Banishing a character that would die if banished will give your colony a -6 mood debuff. This is mostly useful for cleanly removing colonists you obtained and don't want, instead of using other methods of removal.

Banishment window popup

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.

With the addition of the Royalty DLC, characters can also possess psylinks that grant them versatile psychic abilities and royal titles from the Empire.

Skills[edit]

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[edit]

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[edit]

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

Records[edit]

The Records tab shows stats for doing various activities.

Abilities[edit]

If a character possesses a psylink, Abilities will show which psychic powers a character can cast and supplementary information about each power.

Needs[edit]

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

Mood[edit]

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[edit]

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[edit]

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[edit]

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

Roles[edit]

Make use of your favourite colonists’ strengths and skills by assigning them formal social roles. Each belief system defines special roles that believers can take on.

Growth Stages[edit]

Characters can give birth to babies, adopt/recruit childrens to colony, or grow one either from a surrogate female or in a vat. How they are cared for will affect their overall once they reached adult while as a children, including backstories and skills.