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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><!-- | |
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− | --> '''+/- :''' 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><!-- | ||
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-->{{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. | ||
− | | {{+| | + | | {{+|5}} mood bonus for having an incendiary weapon equipped<br/><!-- |
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-->{{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 | + | | {{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 | + | | {{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 | + | | {{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/>{{--| | + | | {{+|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> | + | ! 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 | ||
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|- 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 | + | | {{--|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}} |
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| 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 | + | | {{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 | + | | {{--|25}} [[Social|opinion]] from other colonists<br/>'''-20%''' of the market value |
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| 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 | + | | {{--|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 | + | | 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 | ||
− | + | 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 | ||
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|- 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 | ||
− | + | 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 | ||
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|- 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 | ||
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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. | ||
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* [[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. | ||
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[[Category:Characters]] | [[Category:Characters]] |