Editing Traits

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{{Stub|reason=Creepjoiner traits, likely in their own section due to unique mechanics}}
 
{{Recode|reason= 1) Use of [[Template: Thought]] 2) add links to genes that force traits from the traits that they force - dealer's choice as to hoe thats implemented (e.g. new column vs wffect entry etc)}}
 
 
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{{Recode|reason=Use of the {{t|--}} {{t|---}} {{t|+}} {{t|++}} templates to better indicate positive and negative traits to new readers. See [[Go-juice#Summary]] for an example}}
 
[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.
 
[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.
 
== Mechanics ==
 
{{Stub|section=1|reason=How traits work, when and how they're selected, how they work with genes, limits, etc}}
 
  
 
== General traits ==
 
== General traits ==
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{| {{STDT| sortable c_08 }}
 
{| {{STDT| sortable c_08 }}
! style="width: 100px;" | Name
+
! Name
 
! Description
 
! Description
! style="width: 500px;" | Effect
+
! Effect
! style="width: 100px;" | Conflicting Traits
+
! Conflicting Traits
! style="width: 100px;" | Commonality
+
! Commonality
 
|- id="Night owl"
 
|- id="Night owl"
 
! Night owl
 
! Night owl
 
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.
 
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.
| {{--|10}} [[mood]] penalty if awake during day (11:00 - 18:00)<br/>{{+|16}} mood bonus if awake during night (23:00 - 06:00)<br/>{{Good|+}} ''':''' No mood penalty from being in the dark
+
| {{--|10}} [[mood]] penalty if awake during day (11:00 - 18:00)<br/>{{+|16}} mood bonus if awake during night (23:00 - 06:00)<br/>'''<span style="color:forestgreen">+</span> :''' No mood penalty from being in the dark
 
| -
 
| -
 
| 1.3
 
| 1.3
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! Undergrounder
 
! Undergrounder
 
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.
 
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.
| {{Good|+}} ''':''' Mood not affected by Darkness<br/>{{Good|+}} ''':''' No [[Outdoors]] or Space [[need]]<br/>{{Bad|−}} ''':''' Added [[Indoors (need)|Indoors]] need<br/>{{+|3}} mood when indoors / {{+|4}} when underground<br/>{{--|3}} mood when outdoors<br/>{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}
+
| '''<span style="color:forestgreen">+</span> :''' Mood not affected by Darkness<br/>'''<span style="color:forestgreen">+</span> :''' No [[Outdoors]] or Space [[need]]<br/>'''<span style="color:firebrick">−</span> :''' Added [[Indoors (need)|Indoors]] need<br/>{{+|3}} mood when indoors / {{+|4}} when underground<br/>{{--|3}} mood when outdoors<br/>'''<span style="color:forestgreen">+</span> :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}
 
| -
 
| -
 
| 0.2
 
| 0.2
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! Masochist
 
! Masochist
 
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.
 
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.
| {{+|5}} [[mood]] bonus for being in a little [[pain]], replacing default {{--|5}} and {{+|3}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.<!--
+
| {{+|5}} [[mood]] bonus for being in a little [[pain]]<br/>{{+|10}} mood bonus for being in medium pain<br/>{{+|15}} mood bonus for being in severe pain<br/>{{+|20}} mood bonus for being in shock<br/>'''<span style="color:forestgreen">+</span> :''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}
--><br/>{{+|10}} mood bonus for being in medium pain, replacing default {{--|10}} and {{+|5}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.<!--
+
| -
--><br/>{{+|15}} mood bonus for being in severe pain, replacing default {{--|15}} and {{+|7}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.<!--
 
--><br/>{{+|20}} mood bonus for being in mind-shattering pain, replacing default {{--|20}} and {{+|9}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}. '''Note:''' Mind-shattering pain causes pain shock at the default [[pain shock threshold]]<!--
 
--><br/>{{+|3}} mood bonus for wearing a [[slave body strap]]{{IdeologyIcon}}<!--
 
--><br/>{{+|2}} mood bonus for wearing a [[slave collar]]{{IdeologyIcon}}<!--
 
--><br/>Negates all mood effects for both [[Ideoligion#Skullspike|Skullspike:Desired and Disapproved]]{{IdeologyIcon}}<!--
 
--><br/>Negates the {{--|5}} mood penalty and -20 [[social|opinion]] malus for being fed on by a [[Bloodfeeder]]{{BiotechIcon}}<!--
 
--><br/>{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}
 
| [[#Wimp|Wimp]]
 
 
| 0.5
 
| 0.5
 
|- id="Transhumanist" id="Body modder"
 
|- id="Transhumanist" id="Body modder"
 
! Body modder
 
! Body modder
 
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.
 
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.
| {{+|4}} to {{+|13}} [[mood]] for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}<br/>{{--|4}} mood penalty for not having an artificial body part<br/>{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them
+
| {{+|4}} to {{+|13}} [[mood]] for having [[artificial body parts]]<br/>{{--|4}} mood penalty for not having an artificial body part<br/>{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them
 
| [[#Body purist|Body purist]]
 
| [[#Body purist|Body purist]]
 
| 0.9
 
| 0.9
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! Body purist
 
! Body purist
 
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.
 
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.
| {{--|10}} to {{--|35}} [[mood]] for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}<br/>{{--|8}} to {{--|40}} opinion of other colonists for each part installed on them
+
| {{--|10}} to {{--|35}} [[mood]] for having [[artificial body parts]]<br/>{{--|8}} to {{--|40}} opinion of other colonists for each part installed on them
 
| [[#Body modder|Body modder]]
 
| [[#Body modder|Body modder]]
 
| 0.7
 
| 0.7
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! Gourmand
 
! Gourmand
 
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.
 
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.
| {{++|50%}} hunger rate<br/>{{+|4}} [[Skills#Cooking|Cooking]] skill<br/>'''+/- :''' So long as there is >10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge <br/>{{Bad|−}} ''':''' Food binges randomly occur with an MTB of 50 days
+
| {{++|50%}} hunger rate<br/>{{+|4}} [[Skills#Cooking|Cooking]] skill<br/>'''+/- :''' Only possible minor mental break is food binge as long as there is food in storage; can randomly change to such
 
| [[#Ascetic|Ascetic]]
 
| [[#Ascetic|Ascetic]]
 
| 1
 
| 1
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=== Living space ===
 
=== Living space ===
{{Stub|section=1|reason=Pyromaniac "beautiful fire" mechanical details. Once found and collated, templatize a summary of the effect and add it [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])}}
 
 
How a colonist perceives the walls that they call "home"...
 
How a colonist perceives the walls that they call "home"...
  
 
{| {{STDT| sortable c_08 }}
 
{| {{STDT| sortable c_08 }}
! style="width: 100px;" | Name
+
! Name
 
! Description
 
! Description
! style="width: 500px;" | Effect
+
! Effect
! style="width: 100px;" | Conflicting Traits
+
! Conflicting Traits
! style="width: 100px;" | Commonality
+
! Commonality
 
|- id="Ascetic"
 
|- id="Ascetic"
 
! Ascetic
 
! Ascetic
 
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.
 
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.
| {{+|5}} mood bonus for having an awful bedroom<br><!--
+
| {{+|5}} mood bonus for having an awful bedroom
-->{{--|5}} mood penalty for having a somewhat impressive or better bedroom<br><!--
+
<br/>{{--|5}} mood penalty for having a slightly impressive or better bedroom.
-->
+
<br/>Mood not affected by food quality, prefers raw food.
{{Good|+}}''':''' No mood penalty for ate without table <br><!--
+
<br/>Pawn beauty of others does not change pawn's social opinion on that pawn
--> '''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]], [[nutrient paste meal]]s, and [[baby food]]{{BiotechIcon}}<br><!--
+
<br/>Gains the [[Psycasts#Minimal|Minimal]] meditation focus type.{{RoyaltyIcon}}
-->'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn<br><!--
+
<br/>Loses the [[Psycasts#Artistic|Artistic]] meditation focus type, if they had it.{{RoyaltyIcon}}
-->'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}<br/><!--
+
<br/>[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''×50%'''
-->'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}<br/><!--
+
| [[#Greedy|Greedy]]
-->{{Good|Gains}} the [[Psycasts#Minimal|Minimal]] meditation focus type {{RoyaltyIcon}}<br><!--
+
[[#Gourmand|Gourmand]]<br/>
-->{{Bad|Loses}} the [[Psycasts#Artistic|Artistic]] meditation focus type, if they had it {{RoyaltyIcon}}<br><!--
+
[[#Jealous|Jealous]]
-->'''×50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}
 
| [[#Greedy|Greedy]]<br/>[[#Gourmand|Gourmand]]<br/>[[#Jealous|Jealous]]
 
 
| 0.7
 
| 0.7
 
 
|- id="Greedy"
 
|- id="Greedy"
! style="width: 100px;" | Greedy
+
! Greedy
 
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.
 
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.
| {{--|8}}/{{--|8}}/{{--|8}}/{{--|6}}/{{--|4}} [[mood]] penalty for not having a bedroom of [[Room stats#Levels of impressiveness|Slightly Impressive]] or better
+
| {{--|8}}/{{--|8}}/{{--|8}}/{{--|6}}/{{--|4}} [[mood]] penalty for not having a bedroom of [[Room stats#Levels of impressiveness|Slightly Impressive]] or better.
| [[#Ascetic|Ascetic]]<br/>[[#Jealous|Jealous]]
+
| [[#Ascetic|Ascetic]]
 +
[[#Jealous|Jealous]]
 
| 1
 
| 1
 
 
|- id="Jealous"
 
|- id="Jealous"
 
! Jealous
 
! Jealous
 
| For NAME, it's degrading to have a [[Room stats#Levels of impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.
 
| For NAME, it's degrading to have a [[Room stats#Levels of impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.
| {{--|8}} [[mood]] penalty for not having the best bedroom.<br/><!--
+
| {{--|8}} [[mood]] penalty for not having the best bedroom.
-->{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}
+
<br/>Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}
| [[#Ascetic|Ascetic]]<br/>[[#Greedy|Greedy]]
+
| [[#Ascetic|Ascetic]]
 +
[[#Greedy|Greedy]]
 
| 1
 
| 1
 
 
|- id="Pyromaniac"
 
|- id="Pyromaniac"
 
! Pyromaniac
 
! Pyromaniac
| NAME loves fire. S/He will never extinguish fires, and will occasionally go on random fire starting sprees. S/He will be happy around flames, and happier when wielding an incendiary weapon.
+
| NAME loves fire. They will occasionally start fires and will never extinguish them.
| {{+|2}} mood bonus for having an incendiary weapon equipped<br/><!--
+
| {{+|5}} mood bonus for having an incendiary weapon equipped
--> {{+|8}} mood bonus for using an incendiary weapon on an enemy.{{Check Tag|Detail}}<!--
+
<br/>Incapable of firefighting
-->{{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} Grants +2 mood per [[fire]] or lit buildings capable of having a 'fire overlay' ([[torch lamp]], [[campfire]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.<br/><!--
+
<br/>Only possible extreme mental break is fire starting spree
-->{{Bad|Incapable of firefighting}}<br/><!--
+
<br/>Will randomly have fire starting sprees with a MTB of 50 days, regardless of mood
-->Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]<br/><!--
+
<br/>-20% reduction in market value
-->{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days<br/><!--
+
<br/>Gains the [[Psycasts#Flame|Flame]] meditation focus type.{{RoyaltyIcon}}
-->'''−20%''' reduction in market value<br/><!--
 
-->{{Good|Gains}} the [[Psycasts#Flame|Flame]] meditation focus type {{RoyaltyIcon}}
 
 
| -
 
| -
 
| 0.8
 
| 0.8
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=== Social views ===
 
=== Social views ===
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis.  
+
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists...
  
 
{| {{STDT| sortable c_08 }}
 
{| {{STDT| sortable c_08 }}
! style="width: 100px;" | Name
+
! Name
 
! Description
 
! Description
! style="width: 500px;" | Effect
+
! Effect
! style="width: 100px;" | Conflicting Traits
+
! Conflicting Traits
! style="width: 100px;" | Commonality
+
! Commonality
 
|- id="Bloodlust"
 
|- id="Bloodlust"
 
! Bloodlust
 
! Bloodlust
 
| NAME gets a rush from hurting people, and never minds the sight of blood or death.
 
| NAME gets a rush from hurting people, and never minds the sight of blood or death.
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], or Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]] <br/> {{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin<br/>{{+|8}} mood bonus for witnessing a stranger's death<br/>{{+|13}} mood bonus for killing strangers<br/>{{Bad|−}} ''':''' Four times as likely to start a social fight<br/>{{Good|+}} ''':''' No opinion loss of someone who Harvests an organ, Executes a prisoner, or {{BiotechIcon}}Kills a child<br/>{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners {{IdeologyIcon}} <br/>{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}
+
| {{+|3/+5/+7/+8}} mood bonus for wearing clothing made out of human skin
| ''Requires pawn to be [[Incapable|capable of Violence]]''
+
<br/>{{+|8}} mood bonus for witnessing a stranger's death
 +
<br/>{{+|13}} mood bonus for killing strangers
 +
<br/>No mood penalty for wearing tainted clothes or organ harvesting
 +
<br/>Four times as likely to start a social fight
 +
<br/>''Note: Requires pawn be capable of Violent.''
 +
<br/>Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}
 +
| -
 
| 0.8
 
| 0.8
 
|- id="Cannibal"
 
|- id="Cannibal"
 
! Cannibal
 
! Cannibal
 
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.
 
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; {{BiotechIcon}}Ingesting hemogen packs; or {{IdeologyIcon}} Eating meat from [[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]<br/>{{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin<br/>{{+|15}} mood bonus after eating meal made with human flesh<br/>{{+|20}} mood bonus after eating raw human flesh<br/>All mood buffs stack<br/>{{Good|+}} ''':''' No opinion loss of someone who Eats meat ([[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]) {{IdeologyIcon}}<br/>{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}
+
| {{+|3/+5/+7/+8}} mood bonus for wearing clothing made out of human skin
 +
<br/>{{+|15}} mood bonus after eating meal made with human flesh
 +
<br/>{{+|20}} mood bonus after eating raw human flesh
 +
<br/>Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}
 
| -
 
| -
 
| 0.6
 
| 0.6
Line 157: Line 148:
 
! Psychopath
 
! Psychopath
 
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.
 
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing [[human leather]] or [[dread leather]]{{AnomalyIcon}}; [[Child]]{{BiotechIcon}} killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]], or Killing innocent animals from [[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]] <br/> {{Good|+}} ''':''' No opinion loss of someone who {{BiotechIcon}}Kills a child or {{IdeologyIcon}}Kills an innocent animal ([[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]]) <br/> {{Bad|−}} ''':''' No mood bonuses from: Being nuzzled, Being a bonded animal's master; {{BiotechIcon}}Being in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby) <br/> {{Bad|−}} ''':''' No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); {{BiotechIcon}}Teaching a child, or Taking a lesson (as a child) <br/> {{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals {{IdeologyIcon}} <br/> {{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}<br/>'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}
+
| Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, organ harvesting, butchering of humans or friendly chats
| [[#Kind|Kind]]
+
<br/>''Note: Rotting corpses will still cause a mood debuff.''
 +
<br/>Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}
 +
<br/>[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x50%'''
 +
| -
 
| 1
 
| 1
 
|}
 
|}
<references />
 
  
 
=== Combat ===
 
=== Combat ===
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{| {{STDT| sortable c_08 }}
 
{| {{STDT| sortable c_08 }}
! style="width: 100px;" | Name
+
! Name
 
! Description
 
! Description
! style="width: 500px;" | Effect
+
! Effect
! style="width: 100px;" | Conflicting Traits
+
! Conflicting Traits
! style="width: 100px;" | Commonality
+
! Commonality
 
|- id="Nimble"
 
|- id="Nimble"
 
! Nimble
 
! Nimble
 
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.
 
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.
| {{+|15}} [[Melee Dodge Chance]]<br/>{{Good|x10%}} [[Trap Spring Chance]]
+
| [[Melee Dodge Chance]] {{+|15}}<br/>[[Trap Spring Chance]] <span style="color:firebrick">'''x10%'''</span>
 
| -
 
| -
 
| 1
 
| 1
 
 
|- id="Brawler"
 
|- id="Brawler"
 
! Brawler
 
! Brawler
 
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.
 
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.
| {{+|4}} [[Skills#Melee|Melee]] skill<br/>{{--|10}} [[Skills#Shooting|Shooting]] skill<br/>{{+|4}} [[Melee Hit Chance]]<br/>{{--|10}} mood penalty for wielding a ranged weapon<br/>{{Bad|−}} ''':''' Disallows [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]<br/>'''+/- :''' Disallows Shoot Frenzy [[Inspiration]]
+
| {{+|4}} [[Skills#Melee|Melee]] skill
| [[#Trigger-happy|Trigger-happy]]<br/>[[#Careful shooter|Careful Shooter]]
+
<br/>{{--|4}} [[Skills#Shooting|Shooting]] skill
 +
<br/>{{+|4}} [[Melee Hit Chance]]
 +
<br/>{{--|20}} mood penalty for wielding a ranged weapon
 +
<br/>Disallows [[Skills#Shooting|Shooting]] [[Skills#Passion|Passions]]
 +
<br/>Disallows Shoot Frenzy [[Inspiration]]
 +
| [[#Trigger-happy|Trigger-happy]]
 +
[[#Careful shooter|Careful Shooter]]
 
<br/>[[#Wimp|Wimp]]
 
<br/>[[#Wimp|Wimp]]
 
| 1
 
| 1
 
 
|- id="Tough"
 
|- id="Tough"
 
! Tough
 
! Tough
 
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.
 
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.
| {{Good|x50%}} damage taken
+
| Take 50% damage
* Stacks multiplicatively with the [[Robust]] gene.{{BiotechIcon}}
+
| -
| [[#Delicate|Delicate]]
 
 
| 1.1
 
| 1.1
 
 
|- id="Wimp"
 
|- id="Wimp"
! Wimp<ref>With the exception of [[Genies]], hostiles cannot spawn with the Wimp trait.</ref>
+
! Wimp<ref>Hostiles cannot spawn with the Wimp trait.</ref>
 
| NAME is weak and cowardly. Even a little pain will immobilize her/him.
 
| NAME is weak and cowardly. Even a little pain will immobilize her/him.
| {{--|50%}} [[Pain Shock Threshold]].<!--
+
| [[Pain Shock Threshold]] -60%, to 20% base.
--><br/>'''−15%''' [[market value]]<!--
+
-15% of the market value <br/>
--><br/>'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}<!--
+
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x200%
--><br/>{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]],{{IdeologyIcon}} reverting them to the default values.
+
| [[#Brawler|Brawler]]
 
 
| [[#Brawler|Brawler]]<br/>[[#Masochist|Masochist]]
 
| 1
 
 
 
|- id="Delicate"
 
! Delicate {{BiotechIcon}}
 
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.
 
| {{Bad|x115%}} damage taken
 
* Stacks multiplicatively with the [[Robust]] gene. Note that the [[Genes#Delicate|Delicate]] gene that can add this trait is incompatible with Robust.
 
| [[#Tough|Tough]]
 
 
| 1
 
| 1
 +
|-
 
|}
 
|}
 
<references />
 
<references />
Line 221: Line 207:
  
 
{| {{STDT| sortable c_08 }}
 
{| {{STDT| sortable c_08 }}
! style="width: 100px;" | Name
+
! Name
 
! Description
 
! Description
! style="width: 500px;" | Effect
+
! Effect
! style="width: 100px;" | Conflicting Traits
+
! Conflicting Traits
! style="width: 100px;" | Commonality
+
! Commonality
 
|- id="Too smart"
 
|- id="Too smart"
 
! Too smart
 
! Too smart
 
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.
 
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.
| {{+|75%}} [[Global Learning Factor]]<br/>{{++|12%}} [[Mental Break Threshold]]<br/>'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}
+
| {{+|75%}} [[Global Learning Factor]]<br/>{{++|12%}} [[Mental Break Threshold]]<br/>[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x50%'''
| [[#Nerves|Nerves spectrum traits]]<br/>''Requires pawn be capable of [[Skills|Intellectual]]''
+
''Note: Requires pawn be capable of Intellectual.''
 +
| Nerves spectrum traits
 
| 1
 
| 1
 
|- id="Fast learner"
 
|- id="Fast learner"
Line 241: Line 228:
 
! Slow learner
 
! Slow learner
 
| NAME is slow on the uptake. S/He picks things up much slower than others.
 
| NAME is slow on the uptake. S/He picks things up much slower than others.
| {{--|75%}} [[Global Learning Factor]]<br/>'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}
+
| {{--|75%}} [[Global Learning Factor]]<br/>[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x50%'''
 
| [[#Fast learner|Fast Learner]]
 
| [[#Fast learner|Fast Learner]]
 
| 1
 
| 1
Line 253: Line 240:
 
! Great memory
 
! Great memory
 
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.
 
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.
| {{Good|x50%}} Skill loss rate
+
| <span style="color:forestgreen">'''x50%'''</span> Skill loss rate
 
| -
 
| -
 
| 1.1
 
| 1.1
|- id="Perfect Memory"
 
! Perfect Memory{{AnomalyIcon}}
 
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.
 
| {{Good|x0%}} Skill loss rate
 
| -
 
| 0
 
 
|- id="Tortured artist"
 
|- id="Tortured artist"
 
! Tortured artist
 
! Tortured artist
 
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.
 
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.
| {{--|8}} Permanent mood<br/>{{Good|50%}} chance of receiving the [[mental inspiration]] "[[Inspired Creativity]]" after a [[mental break]] ends. Note that this does not include breaks from [[psychic insanity lance]]s, the [[berserk]] psycast,{{RoyaltyIcon}} [[pyrophobia]],{{BiotechIcon}} or [[Void terror]]{{AnomalyIcon}}<br/>{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}
+
| {{--|8}} Permanent mood
 +
<br/><span style="color:forestgreen">'''50%'''</span> chance of receiving the [[mental inspiration]] "[[Inspired Creativity]]" after a [[mental break]] ends.
 +
<br/>Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}
 
| -
 
| -
 
| 0.6
 
| 0.6
Line 271: Line 254:
  
 
=== Relationships ===
 
=== Relationships ===
So... are you new on this rimworld?...
+
It's all about who wants to share a bed with whom...
 +
 
 
{| {{STDT| sortable c_08 }}
 
{| {{STDT| sortable c_08 }}
! style="width: 100px;" | Name
+
! Name
 
! Description
 
! Description
! style="width: 500px;" | Effect
+
! Effect
! style="width: 100px;" | Conflicting Traits
+
! Conflicting Traits
! style="width: 100px;" | Commonality
+
! Commonality
 
|- id="Kind"
 
|- id="Kind"
 
! Kind
 
! Kind
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.
+
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.
| {{Good|+}} ''':''' Sometimes tells others Kind Words<br/>{{+|5}} mood bonus for anyone who has been told Kind Words by this colonist<br/>{{Good|+}} ''':''' Will not Slight or Insult others<br/>{{Good|+}} ''':''' Opinion of other pawns not changed by [[beauty]], Annoying voice, Creepy breathing or [[disfigurement]]<br/>'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}
+
| Sometimes tells others Kind Words<br/>{{+|5}} mood bonus for anyone who has been told Kind Words by this colonist<br/>Will not Slight or Insult others<br/>Opinion of other pawns not changed by beauty or on disfigured pawn<br/>'''x200%''' [[Global Certainty Loss Factor]]{{IdeologyIcon}}
 
| [[#Abrasive|Abrasive]]<br/>[[#Psychopath|Psychopath]]
 
| [[#Abrasive|Abrasive]]<br/>[[#Psychopath|Psychopath]]
 
| 2
 
| 2
 
|- id="Abrasive"
 
|- id="Abrasive"
 
! Abrasive
 
! Abrasive
| NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way.
+
| NAME always says exactly what's on their mind, especially if it's bugging HIM/HER. That tends to rub people the wrong way.
| {{Bad|−}} ''':''' Has a tendency to slight and insult people<br/>{{--|15%}} of the market value<br/>'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}<br/>
+
| Has a tendency to slight and insult people<br/>{{--|15%}} of the market value<br/>[[Global Certainty Loss Factor]]{{IdeologyIcon}} x50%<br/>''Note: Requires pawn be capable of Social.''
| [[#Kind|Kind]]<br/>''Requires pawn be capable of [[Skills#Social|Social]].''  
+
| -
 
| 1
 
| 1
 
|- id="Annoying voice"
 
|- id="Annoying voice"
 
! Annoying voice
 
! Annoying voice
 
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.
 
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.
| {{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns.<br/>'''-20%''' of the market value
+
| -25 [[Social|opinion]] from other colonists<br/>-20% of the market value
 
| -
 
| -
 
| 0.5
 
| 0.5
Line 299: Line 283:
 
! Creepy breathing
 
! Creepy breathing
 
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.
 
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.
| {{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns.<br/>'''-10%''' of the market value
+
| -25 [[Social|opinion]] from other colonists<br/>-10% of the market value
 
| -
 
| -
 
| 0.5
 
| 0.5
Line 305: Line 289:
 
! Misandrist
 
! Misandrist
 
| NAME really dislikes and distrusts men.
 
| NAME really dislikes and distrusts men.
| {{--|25}} opinion of men.
+
| -25 opinion of men.
|  
+
| [[#Psychopath|Psychopath]]
 
| 0.3 for men<br/>1.7 for women
 
| 0.3 for men<br/>1.7 for women
 
|- id="Misogynist"
 
|- id="Misogynist"
 
! Misogynist
 
! Misogynist
 
| NAME really dislikes and distrusts women.
 
| NAME really dislikes and distrusts women.
| {{--|25}} opinion of women.
+
| -25 opinion of women.
|  
+
| [[#Psychopath|Psychopath]]
 
| 1.7 for men<br/>0.3 for women
 
| 1.7 for men<br/>0.3 for women
 
|- id="Asexual"
 
|- id="Asexual"
 
! Asexual
 
! Asexual
 
| NAME has no sexual attraction to anyone at all.
 
| NAME has no sexual attraction to anyone at all.
| '''+/- :''' Will not have romantic relationships with people.
+
| May not have romantic relationships with people.
 
| [[#Gay|Gay]]<br/>[[#Bisexual|Bisexual]]
 
| [[#Gay|Gay]]<br/>[[#Bisexual|Bisexual]]
 
| 0.2
 
| 0.2
Line 323: Line 307:
 
! Gay
 
! Gay
 
| NAME is romantically attracted to people of their own gender.
 
| NAME is romantically attracted to people of their own gender.
| '''+/- :''' Will only have romantic relationships with people of the same gender.
+
| Will only have romantic relationships with people of the same gender.
 
| [[#Asexual|Asexual]]<br/>[[#Bisexual|Bisexual]]
 
| [[#Asexual|Asexual]]<br/>[[#Bisexual|Bisexual]]
 
| 0.3
 
| 0.3
Line 329: Line 313:
 
! Bisexual
 
! Bisexual
 
| NAME is romantically attracted to both men and women.
 
| NAME is romantically attracted to both men and women.
| '''+/- :''' Will have romantic relationships with people from either gender.
+
| Will have romantic relationships with people from either gender.
 
| [[#Asexual|Asexual]]<br/>[[#Gay|Gay]]
 
| [[#Asexual|Asexual]]<br/>[[#Gay|Gay]]
 
| 0.2
 
| 0.2
|- id="Recluse"
 
! Recluse {{BiotechIcon}}
 
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.
 
| Mood buff or debuff from the number of human pawns, children, guests, or prisoners in the colony. Mechanoids, [[ghoul|ghouls]] {{AnomalyIcon}} and pets do not count. 100% chance for starting colonist in solo mechanitor scenario. Additionally, they will not get a mood debuff when pawns are rejected from joining the colony.
 
| -
 
| 0.5
 
 
|}
 
|}
  
* Uniquely to them, Gay/Bisexual/Asexual sexuality traits are the only ones that can generate after 3 traits limit, resulting in rare pawns with 4 traits.
 
 
* And see also the [[Traits#Beauty|Beauty]] category of traits, below.
 
* And see also the [[Traits#Beauty|Beauty]] category of traits, below.
 
==== Recluse Mood {{BiotechIcon}} ====
 
{| class="wikitable"
 
|-
 
! Count !! Mood  !! Count !! Mood
 
|-
 
| 1 || {{Good|+12}} || 11 || {{--|2}}
 
|-
 
| 2 || {{Good|+8}} || 12 || {{--|3}}
 
|-
 
| 3 || {{Good|+6}} || 13 || {{--|4}}
 
|-
 
| 4 || {{Good|+4}} || 15 || {{--|6}}
 
|-
 
| 5-10 || 0 || 16+ || {{--|8}}
 
|}
 
  
 
== Spectrum traits ==
 
== Spectrum traits ==
Theses are groups of related traits, that are inter-related and grouped by degree, creating a "spectrum" of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.
+
Theses are groups of related traits, that are inter-related and grouped by degree, creating a "spectrum" of good/bad/better/worse in that specific sphere of behavior. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.
  
 
=== Drug desire ===
 
=== Drug desire ===
 
These traits affect a colonist's likelihood to consume drugs.
 
These traits affect a colonist's likelihood to consume drugs.
  
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on [[mental break|drug binges]] independent of [[mood]]. <!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. -->
+
Note that despite the common misconception, chemical fascination and interest pawns randomly no longer go on [[mental break|drug binges]] independent of [[mood]]. <!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. -->
 
{| {{STDT| sortable c_08 }}
 
{| {{STDT| sortable c_08 }}
 
! Name
 
! Name
Line 373: Line 334:
 
! Chemical fascination
 
! Chemical fascination
 
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.
 
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.
| Has [[Chemical need]], mood buff (up to {{+|6}}) when satisfied and mood debuff (up to {{--|12}}) when not
+
| Has [[Chemical need]], mood buff (up to +6) when satisfied and mood debuff (up to -12) when not
For Beer, Smokeleaf Joints, and Ambrosia only: functions as if "Take for Recreation" and "Take for Addiction" are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.
+
Will take drugs for [[Recreation]] regardless of [[Menus#Drug_policies|Drug policy]] and chemical need. NOTE: This only applies when a pawn are allowed recreate (e.g. not while [[Menus#Schedule|scheduled]] to Work) and to recreational drugs (i.e. all drugs except for penoxycyline and luciferium). They will otherwise follow the Drug Policy regarding drugs carried, and scheduled and addiction doses.  
  
 
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need
 
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need
 
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs
 
 
 
|- id="Chemical interest"
 
|- id="Chemical interest"
 
! Chemical interest
 
! Chemical interest
 
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.
 
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.
| Has [[Chemical need]], mood buff (up to {{+|3}}) when satisfied and mood debuff (up to {{--|6}}) when not
+
| Has [[Chemical need]], mood buff (up to +3) when satisfied and mood debuff (up to -6) when not
For Beer, Smokeleaf Joints, and Ambrosia only: functions as if "Take for Recreation" and "Take for Addiction" are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.
+
Will take drugs for [[Recreation]] regardless of [[Menus#Drug_policies|Drug policy]] and chemical need. NOTE: This only applies when a pawn are allowed recreate (e.g. not while [[Menus#Schedule|scheduled]] to Work) and to recreational drugs (i.e. all drugs except for penoxycyline and luciferium). They will otherwise follow the Drug Policy regarding drugs carried, and scheduled and addiction doses.  
  
 
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need
 
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need
 
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs
 
 
|- id="Teetotaler"
 
|- id="Teetotaler"
 
! Teetotaler
 
! Teetotaler
 
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.
 
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.
 
| Will not go on binges
 
| Will not go on binges
Cannot be directed to take non-medical drugs; force administering the drug will cause a {{--|20}} mood penalty <br/>
+
Cannot be directed to take non-medical drugs; force administering the drug will cause a -20 mood penalty <br/>
{{--|25}} opinion of any pawns with chemical interest or fascination
+
-25 opinion of any pawns with chemical interest or fascination
 
|}
 
|}
  
Line 485: Line 441:
 
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.
 
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.
 
| [[Mental Break Threshold]] {{---|18%}}
 
| [[Mental Break Threshold]] {{---|18%}}
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x25%'''
+
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x25%
 
|- id="Steadfast"
 
|- id="Steadfast"
 
! Steadfast
 
! Steadfast
 
| NAME is mentally tough and won't break down under stresses that would crack most people.
 
| NAME is mentally tough and won't break down under stresses that would crack most people.
 
| [[Mental Break Threshold]] {{---|9%}}
 
| [[Mental Break Threshold]] {{---|9%}}
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x50%'''
+
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x50%
 
|- id="Nervous"
 
|- id="Nervous"
 
! Nervous
 
! Nervous
 
| NAME tends to crack under pressure.
 
| NAME tends to crack under pressure.
 
| [[Mental Break Threshold]] {{++|8%}}
 
| [[Mental Break Threshold]] {{++|8%}}
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x200%'''
+
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x200%
 
|- id="Volatile"
 
|- id="Volatile"
 
! Volatile
 
! Volatile
 
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.
 
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.
 
| [[Mental Break Threshold]] {{++|15%}}
 
| [[Mental Break Threshold]] {{++|15%}}
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x300%'''
+
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x300%
 
|}
 
|}
  
Line 542: Line 498:
  
 
=== Beauty ===
 
=== Beauty ===
{{Main|Beauty (Pawn)}}
 
 
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.
 
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.
  
Line 550: Line 505:
 
! Name
 
! Name
 
! Description
 
! Description
! style="width:100px" | Effect
+
! Effect
 
|- id="Beautiful"
 
|- id="Beautiful"
 
! Beautiful
 
! Beautiful
 
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.
 
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.
| {{+|2}} pawn beauty
+
| +2 pawn beauty
 
|- id="Pretty"
 
|- id="Pretty"
 
! Pretty
 
! Pretty
| NAME has a pretty face, which predisposes people to like her/him.
+
| NAME has a pretty face, which predisposes people to like HER/HIM.
| {{+|1}} pawn beauty
+
| +1 pawn beauty
 
|- id="Ugly"
 
|- id="Ugly"
 
! Ugly
 
! Ugly
 
| NAME is somewhat ugly. This subtly repels others during social interactions.
 
| NAME is somewhat ugly. This subtly repels others during social interactions.
| {{--|1}} pawn beauty
+
| -1 pawn beauty
 
|- id="Staggeringly ugly"
 
|- id="Staggeringly ugly"
 
! Staggeringly ugly
 
! Staggeringly ugly
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.
+
| NAME is staggeringly ugly. HER/HIS face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at HIM while conversing.
| {{--|2}} pawn beauty
+
| -2 pawn beauty
 
|-
 
|-
 
|}
 
|}
Line 580: Line 535:
 
! Psychically hypersensitive
 
! Psychically hypersensitive
 
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.
 
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.
| '''+80%''' [[Psychic Sensitivity]]
+
| [[Psychic Sensitivity]] +80%
 
|- id="Psychically sensitive"
 
|- id="Psychically sensitive"
 
! Psychically sensitive
 
! Psychically sensitive
 
| NAME's mind is unusually sensitive to psychic phenomena.
 
| NAME's mind is unusually sensitive to psychic phenomena.
| '''+40%''' [[Psychic Sensitivity]]
+
| [[Psychic Sensitivity]] +40%
 
|- id="Psychically dull"
 
|- id="Psychically dull"
 
! Psychically dull
 
! Psychically dull
 
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.
 
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.
| '''-50%''' [[Psychic Sensitivity]]
+
| [[Psychic Sensitivity]] -50%
 
|- id="Psychically deaf"
 
|- id="Psychically deaf"
 
! Psychically deaf
 
! Psychically deaf
 
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.
 
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.
| '''-100%''' [[Psychic Sensitivity]]
+
| [[Psychic Sensitivity]] -100%
 
|-
 
|-
 
|}
 
|}
Line 611: Line 566:
 
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.
 
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.
 
| [[Skills#Medicine|Medicine skill]] {{+|4}}<br/> Randomly catch diseases independently from rest of the colony, on average once every 30 days
 
| [[Skills#Medicine|Medicine skill]] {{+|4}}<br/> Randomly catch diseases independently from rest of the colony, on average once every 30 days
|-
 
|}
 
 
== Creepjoiner traits ==
 
{{Anomaly|section=1}}
 
These traits are never randomly assigned to pawns. They are normally found on [[creepjoiner]]s, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.
 
 
=== Positive traits ===
 
These traits are considered benefits, to compensate whatever mysterious downside haunts the creepjoiner.
 
 
{| {{STDT| sortable c_08 }}
 
! Name
 
! Description
 
! Effect
 
|- id="Perfect memory"
 
! Perfect Memory
 
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.
 
| Skills cannot decay
 
|- id="Occultist"
 
! Occultist
 
| NAME has deep knowledge of the twisted patterns of dark psychic energy. S/He can study unnatural entities faster than others. S/He will also periodically teach this inhuman knowledge to others when S/He gets the chance.
 
| [[Study Efficiency]] {{+|100%}}<br/>[[Entity Study Rate]] {{+|50%}}<br/>Can share occult teachings during normal social interactions, giving +1 dark research per day
 
|- id="Joyous"
 
! Joyous
 
| NAME has the ability to make everyone feel better and inspire them to be the best version of themselves.
 
| {{+|20}} opinion from other pawns<br/>While not imprisoned or enslaved, {{+|3}} mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to.
 
|- id="Body mastery"
 
! Body Mastery
 
| NAME doesn't have basic needs like eating, sleeping, or comfort. His/Her body is driven by some unknown mechanism, which has turned His/Her eyes completely white.
 
| [[Saturation|Food]], [[Sleep]], and [[Comfort]] needs disabled
 
|-
 
|}
 
 
=== Negative traits ===
 
These traits are downsides, meant to counterblance the creepjoiner's powerful benefits. Note that, unlike most other creepjoiner drawbacks, these traits are never hidden; as such, you be assured there are no other nasty surprises waiting for you.
 
 
{| {{STDT| sortable c_08 }}
 
! Name
 
! Description
 
! Effect
 
|- id="Disturbing"
 
! Disturbing
 
| NAME is a peculiar person who seems fixated on horrendous ideas. Talking to {PAWN_objective} is often upsetting.
 
| When randomly interacting with other pawns, will perform a disturbing chat instead of any other interaction type, giving the recipient {{--|4}} mood and {{--|3}} opinion of the disturbing pawn for 24 hours (stacks up to 10 times)<br/>Unlocks Morbid meditation
 
|- id="Void fascination"
 
! Void Fascination
 
| NAME is strangely intrigued by unnatural entities and is easily enthralled by them.
 
| Unlocks Void meditation<br/>Disables Artistic meditation<br>The only allowed extreme mental break is Entity Liberator<br/>Will attempt to release captured entities (regardless of mood) once per year, on average
 
 
|-
 
|-
 
|}
 
|}
Line 665: Line 572:
 
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.
 
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.
 
{| {{STDT| sortable c_03 }}
 
{| {{STDT| sortable c_03 }}
! style="width: 100px;" | Name
+
! Name
 
! Description
 
! Description
! style="width: 500px;" | Effect
+
! Effect
! style="width: 100px;" | Conflicting Traits
+
! Conflicting Traits
! style="width: 100px;" | Fate
+
! Fate
 
|- id="Prosthophile"
 
|- id="Prosthophile"
 
! Prosthophile
 
! Prosthophile
 
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.
 
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.
| {{+|14}} mood bonus for having a bionic body part <br/>{{--|4}} mood penalty for not having a bionic body part
+
| {{+|14}} mood bouns for having a bionic body part <br/>{{--|4}} mood penalty for not having a bionic body part
 
| Body purist
 
| Body purist
 
| Replaced by [[#Transhumanist|Transhumanist]]
 
| Replaced by [[#Transhumanist|Transhumanist]]
Line 680: Line 587:
 
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.
 
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.
 
| {{--|10}} mood penalty for having a bionic body part
 
| {{--|10}} mood penalty for having a bionic body part
| body modder
+
| Transhumanist
 
| Replaced by [[#Body purist|Body purist]]
 
| Replaced by [[#Body purist|Body purist]]
 
|- id="Green thumb"
 
|- id="Green thumb"
Line 691: Line 598:
 
! Tunneler
 
! Tunneler
 
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.
 
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.
| {{Good|+}} ''':''' No Outdoors need
+
| No Outdoors need
 
| -
 
| -
 
| Replaced by [[#Undergrounder|Undergrounder]]
 
| Replaced by [[#Undergrounder|Undergrounder]]
Line 697: Line 604:
 
! Transhumanist
 
! Transhumanist
 
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.
 
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.
| {{+|4}} to {{+|13}} [[mood]] bonus for having [[artificial body parts]]<br/>{{--|4}} mood penalty for not having an artificial body part<br/>{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them
+
| [[Mood]] bonus for having [[artificial body parts]], from {{+|4}} up to {{+|13}}
 +
{{--|4}} mood penalty for not having an artificial body part <br/> +8 opinion of other colonists for each part installed on them, up to +40
 
| [[#Body purist|Body purist]]
 
| [[#Body purist|Body purist]]
 
| Replaced by [[#Body modder|Body modder]]
 
| Replaced by [[#Body modder|Body modder]]
Line 710: Line 618:
 
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added
 
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added
 
* [[Version/1.1.0|1.1.0]] - Asexual trait added
 
* [[Version/1.1.0|1.1.0]] - Asexual trait added
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed "''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''" -> ''"NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance."''. Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.
+
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed "''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''" -> ''"NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance."''
* [[Version/1.4.3523|1.4.3523]] - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals. [[Plasmasword]]s and [[persona plasmasword]]s now provide the mood bonus to [[pyromaniac]]s like other incendiary weapons.
 
 
 
* After [[Version/1.4.3542|1.4.3542]] but pre [[Version/1.5.4062|1.5.4062]] - Chemical Fascination and Interest now only randomly take beer, ambrosia and smokeleaf joints, instead of any drug
 
* [[Version/1.4.3555|1.4.3555]] - [[Xenogenes]] count as artificial enhancements for [[body modder]]s and [[body purist]]s.
 
* [[Version/1.4.3557|1.4.3557]] - Fix typo: "yielding" -> "wielding" in pyromaniac trait description.
 
* 1.5 or prior - Pyromaniac thought mood effect reduced from {{+|5}} to {{+|2}} and description changed from ''"It makes me think of flame and fire. I'm so happy"'' to ''"It makes me think of flame and fire. I can't wait to use it."'' New thought added for using a flame weapon.
 
 
 
 
[[Category:Characters]]
 
[[Category:Characters]]

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