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{{Stub|reason=Creepjoiner traits, likely in their own section due to unique mechanics}}
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{{Recode|reason=Use of [[Template: Thought]]}}
{{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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[[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.
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| {{+|5}} mood bonus for having an awful bedroom<br><!--
 
| {{+|5}} mood bonus for having an awful bedroom<br><!--
 
-->{{--|5}} mood penalty for having a somewhat impressive or better bedroom<br><!--
 
-->{{--|5}} mood penalty for having a somewhat impressive or better bedroom<br><!--
-->
+
-->'''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]], [[nutrient paste meal]]s, and [[baby food]]{{BiotechIcon}}<br><!--
{{Good|+}}''':''' No mood penalty for ate without table <br><!--
 
--> '''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]], [[nutrient paste meal]]s, and [[baby food]]{{BiotechIcon}}<br><!--
 
 
-->'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn<br><!--
 
-->'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn<br><!--
-->'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}<br/><!--
 
-->'''+/- :''' 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/><!--
 
 
-->{{Good|Gains}} the [[Psycasts#Minimal|Minimal]] meditation focus type {{RoyaltyIcon}}<br><!--
 
-->{{Good|Gains}} the [[Psycasts#Minimal|Minimal]] meditation focus type {{RoyaltyIcon}}<br><!--
 
-->{{Bad|Loses}} the [[Psycasts#Artistic|Artistic]] meditation focus type, if they had it {{RoyaltyIcon}}<br><!--
 
-->{{Bad|Loses}} the [[Psycasts#Artistic|Artistic]] meditation focus type, if they had it {{RoyaltyIcon}}<br><!--
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! 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. 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.
| {{+|2}} mood bonus for having an incendiary weapon equipped<br/><!--
+
| {{+|5}} mood bonus for having an incendiary weapon equipped<br/><!--      
--> {{+|8}} mood bonus for using an incendiary weapon on an enemy.{{Check Tag|Detail}}<!--
 
 
-->{{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/><!--  
 
-->{{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/><!--  
 
-->{{Bad|Incapable of firefighting}}<br/><!--
 
-->{{Bad|Incapable of firefighting}}<br/><!--
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! 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}}
+
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Observing rotting corpses, Human butchering and Organ Harvesting<br/{{Good|+}} ''':''' No mood penalty from wearing Tainted clothes<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|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}
 
| ''Requires pawn to be [[Incapable|capable of Violence]]''
 
| ''Requires pawn to be [[Incapable|capable of Violence]]''
 
| 0.8
 
| 0.8
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! 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}}
+
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Cannibalism<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|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}
 
| -
 
| -
 
| 0.6
 
| 0.6
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! 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}}
+
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing human leather <br/> {{Bad|−}} ''':'''No mood bonuses from: Being nuzzled, Being a bonded animal's master <br/> {{Bad|−}} ''':'''No opinion gain from chitchat or deep talk (still loses opinion from hostile interactions)<br/> {{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}<br/>'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}
 
| [[#Kind|Kind]]
 
| [[#Kind|Kind]]
 
| 1
 
| 1
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! 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<br/>{{--|4}} [[Skills#Shooting|Shooting]] skill<br/>{{+|4}} [[Melee Hit Chance]]<br/>{{--|20}} mood penalty for wielding a ranged weapon<br/>{{Bad|−}} ''':''' Disallows [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]<br/>'''+/- :''' Disallows Shoot Frenzy [[Inspiration]]
 
| [[#Trigger-happy|Trigger-happy]]<br/>[[#Careful shooter|Careful Shooter]]
 
| [[#Trigger-happy|Trigger-happy]]<br/>[[#Careful shooter|Careful Shooter]]
 
<br/>[[#Wimp|Wimp]]
 
<br/>[[#Wimp|Wimp]]
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|- 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]].<!--
 
| {{--|50%}} [[Pain Shock Threshold]].<!--
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| -
 
| -
 
| 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/>{{Good|50%}} chance of receiving the [[mental inspiration]] "[[Inspired Creativity]]" after a [[mental break]] ends. Note that this does not include breaks from [[pyrophobia]]{{BiotechIcon}}<br/>{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}
 
| -
 
| -
 
| 0.6
 
| 0.6
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! 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. S/He 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}}
+
| {{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 or on disfigured pawn<br/>'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}
 
| [[#Abrasive|Abrasive]]<br/>[[#Psychopath|Psychopath]]
 
| [[#Abrasive|Abrasive]]<br/>[[#Psychopath|Psychopath]]
 
| 2
 
| 2
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! 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
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! 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
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! Recluse {{BiotechIcon}}
 
! Recluse {{BiotechIcon}}
 
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.
 
| 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.
+
| Mood buff or debuff from the number of human pawns, children, guests, or prisoners in the colony. Mechanoids and pets do not count. 100% chance for starting colonist in solo mechanitor scenario.
 
| -
 
| -
 
| 0.5
 
| 0.5
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| 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.
+
Function 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.
  
 
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.
+
Function 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.
  
 
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
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| 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
 
 
|-
 
|-
 
|}
 
|}
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* [[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."''. Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.
 
* [[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.
 
* [[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/1.4.3555|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.
 
* [[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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