Difference between revisions of "User:JuliaCat/test"

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== Singular Traits ==
 +
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both "ascetic", wanting a minimal bedroom, ''and'' "jealous" of those with better bedrooms).
 +
 +
=== Lifestyle ===
 +
One likes what one likes...
 +
{| id="Lifestyle" {{STDT| sortable c_08 }}
 +
! Name
 +
! Commonality
 +
! Description
 +
! Effect
 +
! Possessions
 +
! Conflicting Traits
 +
|- id="Night owl" <!-- defName="NightOwl" -->
 +
! Night owl
 +
| 1.3
 +
| {PAWN_nameDef} likes to be up during the night, and sleep during the day.<br /><br />{PAWN_pronoun} gets a mood bonus if awake at night (23h-6h) and mood loss if awake during the day (11h-18h).<br /><br />{PAWN_pronoun} 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
 +
| 5~10x {{Icon Small|Wake-up|24}} [[Wake-up]]
 +
| None
 +
|- id="Undergrounder" <!-- defName="Undergrounder" -->
 +
! Undergrounder
 +
| 0.2 <!-- Note: There are several backstories that force this trait-->
 +
| {PAWN_nameDef} has no need to experience the outdoors or light. {PAWN_pronoun} will never feel cooped up or get cabin fever and is not bothered by darkness. However, {PAWN_nameDef} will be unhappy while outdoors.
 +
| '''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br /><!--
 +
-->{{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}}
 +
| 30~60x {{Icon Small|Raw fungus|24}} [[Raw fungus]]
 +
| None
 +
|- id="Nudist" <!-- defName="Nudist" -->
 +
! Nudist
 +
| 0.7
 +
| {PAWN_nameDef} enjoys the feeling of freedom that comes from being nude. {PAWN_pronoun} can handle clothing, but will be happier without it.
 +
| {{+|20}} mood bonus when naked<br><!--
 +
-->{{--|3}} mood penalty for wearing any apparel, except headgear and [[utility]] items
 +
| -
 +
| None
 +
|- id="Masochist" <!-- defName="Masochist" -->
 +
! Masochist
 +
| 0.5
 +
| For {PAWN_nameDef}, there's something exciting about getting hurt. {PAWN_pronoun} doesn't know why, {PAWN_pronoun}'s just wired differently.
 +
| '''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br /><!--
 +
-->{{+|5}} [[mood]] bonus for being in a little [[pain]], replacing default {{--|5}} and {{+|3}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.<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]]
 +
|- id="Body modder" <!-- defName="Transhumanist" -->
 +
! Body modder
 +
| 0.9
 +
| {PAWN_nameDef} feels limited in {PAWN_possessive} feeble human body. {PAWN_pronoun} often dreams of being enhanced with artificial body parts or xenogenetics.
 +
| {{+|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
 +
| -
 +
| Body purist
 +
|- id="Body purist" <!-- defName="BodyPurist" -->
 +
! Body purist
 +
| 0.7
 +
| {PAWN_nameDef} believes the human body is limited for a reason. To {PAWN_objective}, artificial body parts and xenogenes 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
 +
| -
 +
| [[Traits#Body modder|Body modder]]
 +
|- id="Gourmand" <!-- defName="Gourmand" -->
 +
! Gourmand
 +
| 1.0
 +
| {PAWN_nameDef}'s life revolves around food. {PAWN_pronoun} gets hungry quickly, and will occasionally be overcome with the urge to eat ravenously, even when not hungry.
 +
| '''The Only Allowed Mental Breaks:''' [[Mental break#Food binge|Food binge]]<br />'''Random Mental State:''' [[Mental break#Food binge|Food binge]]<br />'''Random Mental State {{MTB}} Days Mood Curve:''' (0, 50)<br />'''[[Skills#Cooking|Cooking Skill]]:''' {{+|4}}<br />'''[[Hunger Rate Factor]]:''' 150%<br /><!--
 +
-->{{++|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
 +
| 1~3x {{Icon Small|Fine meal|24}} [[Fine meal]]s
 +
| [[Ascetic]]
 +
|}
 +
 
=== 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"...
 +
 
{| id="Living space" {{STDT| sortable c_08 }}
 
{| id="Living space" {{STDT| sortable c_08 }}
 
! Name
 
! Name
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| 0.7
 
| 0.7
 
| {PAWN_nameDef} has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. {PAWN_pronoun} will become unhappy if {PAWN_pronoun} has a bedroom that's too impressive. {PAWN_pronoun} also dislikes fancy food and prefers to eat raw. {PAWN_pronoun} never judges others by their appearance.
 
| {PAWN_nameDef} has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. {PAWN_pronoun} will become unhappy if {PAWN_pronoun} has a bedroom that's too impressive. {PAWN_pronoun} also dislikes fancy food and prefers to eat raw. {PAWN_pronoun} never judges others by their appearance.
| '''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%<br />'''Allowed Meditation Focus Types:''' [[Psyfocus#Minimal|Minimal]]<br />'''Disallowed Meditation Focus Types:''' [[Psyfocus#Artistic|Artistic]]
+
| '''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%<br />'''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Minimal|Minimal]]<br />'''Disallowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Artistic|Artistic]]<br /><!--
 +
-->{{+|5}} mood bonus for having an awful bedroom<br><!--
 +
-->{{--|5}} mood penalty for having a somewhat impressive or better bedroom<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><!--
 +
-->'''+/- :''' 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><!--
 +
-->{{Bad|Loses}} the [[Psycasts#Artistic|Artistic]] meditation focus type, if they had it {{RoyaltyIcon}}<br><!--
 +
-->'''×50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}
 
| -
 
| -
| [[Traits#Greedy|Greedy]], [[Traits#Jealous|Jealous]], [[Traits#Gourmand|Gourmand]]
+
| [[Greedy]], [[Jealous]], [[Gourmand]]
 
|- id="Greedy" <!-- defName="Greedy" -->
 
|- id="Greedy" <!-- defName="Greedy" -->
 
! Greedy
 
! Greedy
 
| -
 
| -
 
| {PAWN_nameDef} needs a really impressive bedroom. {PAWN_pronoun} gets a mood loss if {PAWN_pronoun} doesn't get what {PAWN_pronoun} wants.
 
| {PAWN_nameDef} needs a really impressive bedroom. {PAWN_pronoun} gets a mood loss if {PAWN_pronoun} doesn't get what {PAWN_pronoun} wants.
| -
+
| {{--|8}}/{{--|8}}/{{--|8}}/{{--|6}}/{{--|4}} [[mood]] penalty for not having a bedroom of [[Room stats#Levels of impressiveness|Slightly Impressive]] or better
 
| 10~20x {{Icon Small|Gold|24}} [[Gold]]
 
| 10~20x {{Icon Small|Gold|24}} [[Gold]]
| [[Traits#Ascetic|Ascetic]], [[Traits#Jealous|Jealous]]
+
| [[Ascetic]], [[Jealous]]
 
|- id="Jealous" <!-- defName="Jealous" -->
 
|- id="Jealous" <!-- defName="Jealous" -->
 
! Jealous
 
! Jealous
 
| -
 
| -
 
| For {PAWN_nameDef}, it's degrading to have a less impressive bedroom than someone else. {PAWN_pronoun} gets a mood loss if any colonist has a more impressive bedroom.
 
| For {PAWN_nameDef}, it's degrading to have a less impressive bedroom than someone else. {PAWN_pronoun} gets a mood loss if any colonist has a more impressive bedroom.
| -
+
| {{--|8}} [[mood]] penalty for not having the best bedroom.<br><!--
 +
-->{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}
 
| -
 
| -
 
| None
 
| None
Line 32: Line 135:
 
| 0.8
 
| 0.8
 
| {PAWN_nameDef} loves fire. {PAWN_pronoun} will never extinguish fires, and will occasionally go on random fire starting sprees. {PAWN_pronoun} will be happy around flames, and happier when wielding an incendiary weapon.
 
| {PAWN_nameDef} loves fire. {PAWN_pronoun} will never extinguish fires, and will occasionally go on random fire starting sprees. {PAWN_pronoun} will be happy around flames, and happier when wielding an incendiary weapon.
| '''[[Market Value]] Factor Offset:''' {{--|20%}}<br />'''The Only Allowed Mental Breaks:''' FireStartingSpree<br />'''Random Mental State:''' FireStartingSpree<br />'''Disabled Work Tags:''' Firefighting<br />'''Random Mental State {{MTB}} Days Mood Curve:''' (0, 50)<br />'''Allowed Meditation Focus Types:''' [[Psyfocus#Flame|Flame]]
+
| '''[[Market Value]] Factor Offset:''' {{--|20%}}<br />'''The Only Allowed Mental Breaks:''' FireStartingSpree<br />'''Random Mental State:''' FireStartingSpree<br />'''Disabled Work Tags:''' Firefighting<br />'''Random Mental State {{MTB}} Days Mood Curve:''' (0, 50)<br />'''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Flame|Flame]]<br /><!--
 +
-->{{+|2}} 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><!--
 +
--><!--
 +
-->{{Bad|Incapable of firefighting}}<br><!--
 +
-->Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]<br><!--
 +
-->{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days<br><!--
 +
-->'''−20%''' reduction in market value<br><!--
 +
-->{{Good|Gains}} the [[Psycasts#Flame|Flame]] meditation focus type {{RoyaltyIcon}}
 
| {{Icon Small|Molotov cocktail|24}} [[Molotov cocktail]]<br />10~20x {{Icon Small|Chemfuel|24}} [[Chemfuel]]
 
| {{Icon Small|Molotov cocktail|24}} [[Molotov cocktail]]<br />10~20x {{Icon Small|Chemfuel|24}} [[Chemfuel]]
 
| None
 
| None
Line 38: Line 150:
  
 
=== 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.
 +
 
{| id="Social views" {{STDT| sortable c_08 }}
 
{| id="Social views" {{STDT| sortable c_08 }}
 
! Name
 
! Name
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| 0.8
 
| 0.8
 
| {PAWN_nameDef} gets a rush from hurting people, and never minds the sight of blood or death. {PAWN_pronoun} is four times as likely to start a social fight as others.
 
| {PAWN_nameDef} gets a rush from hurting people, and never minds the sight of blood or death. {PAWN_pronoun} is four times as likely to start a social fight as others.
| '''Social Fight Chance Factor:''' 400%<br />'''Allowed Meditation Focus Types:''' [[Psyfocus#Morbid|Morbid]]<br />'''Required Work Tags:''' Violent
+
| '''Social Fight Chance Factor:''' 400%<br />'''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />'''Required Work Tags:''' Violent<br /><!--
 +
-->{{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}}
 
| {{Icon Small|Axe|24}} [[Axe]]{{IdeologyIcon}}<br />{{Icon Small|Longsword|24}} [[Longsword]]
 
| {{Icon Small|Axe|24}} [[Axe]]{{IdeologyIcon}}<br />{{Icon Small|Longsword|24}} [[Longsword]]
 
| None
 
| None
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| -
 
| -
 
| {PAWN_nameDef} has no empathy. The suffering of others doesn't bother {PAWN_objective} at all. {PAWN_pronoun} doesn't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects {PAWN_objective}. {PAWN_pronoun} also feels no mood boost from socializing.
 
| {PAWN_nameDef} has no empathy. The suffering of others doesn't bother {PAWN_objective} at all. {PAWN_pronoun} doesn't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects {PAWN_objective}. {PAWN_pronoun} also feels no mood boost from socializing.
| '''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%<br />'''Allowed Meditation Focus Types:''' [[Psyfocus#Morbid|Morbid]]
+
| '''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%<br />'''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br /><!--
 +
-->{{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}}
 
| {{Icon Small|Skull|24}} [[Skull]]<br />{{Icon Small|Heart|24}} [[Heart]]
 
| {{Icon Small|Skull|24}} [[Skull]]<br />{{Icon Small|Heart|24}} [[Heart]]
 
| None
 
| None
Line 63: Line 192:
 
| 0.6
 
| 0.6
 
| {PAWN_nameDef} was taught that eating human meat is wrong and horrible. But one time, long ago, {PAWN_pronoun} tried it... and {PAWN_pronoun} liked it.
 
| {PAWN_nameDef} was taught that eating human meat is wrong and horrible. But one time, long ago, {PAWN_pronoun} tried it... and {PAWN_pronoun} liked it.
| '''Allowed Meditation Focus Types:''' [[Psyfocus#Morbid|Morbid]]<br />'''Disallowed Thoughts From Ingestion:''' Humanlike: AteRawFood, AteHumanlikeMeatDirect, AteHumanlikeMeatAsIngredient<br />'''Extra Thoughts From Ingestion:''' Humanlike: AteHumanlikeMeatDirectCannibal, AteHumanlikeMeatAsIngredientCannibal
+
| '''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />'''Disallowed Thoughts From Ingestion:''' Humanlike: AteRawFood, AteHumanlikeMeatDirect, AteHumanlikeMeatAsIngredient<br />'''Extra Thoughts From Ingestion:''' Humanlike: AteHumanlikeMeatDirectCannibal, AteHumanlikeMeatAsIngredientCannibal<br /><!--
 +
-->{{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 meat]] (but eating a corpse will cause {{--|12}} [[Mood#Ate corpse|Ate corpse]] [[mood]]let and 5% chance of [[food poisoning]])<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}}
 
| 30~60x {{Icon Small|Human meat|24}} [[Human meat]]
 
| 30~60x {{Icon Small|Human meat|24}} [[Human meat]]
 
| None
 
| None
 
|}
 
|}
 +
<references />
  
 
=== Combat ===
 
=== Combat ===
 +
When it's us or them...
 +
 
{| id="Combat" {{STDT| sortable c_08 }}
 
{| id="Combat" {{STDT| sortable c_08 }}
 
! Name
 
! Name
Line 80: Line 219:
 
| -
 
| -
 
| {PAWN_nameDef} likes to fight up close and personal. {PAWN_possessive} accuracy is greatly increased in melee combat, but {PAWN_pronoun}'ll be very unhappy if asked to carry a ranged weapon.
 
| {PAWN_nameDef} likes to fight up close and personal. {PAWN_possessive} accuracy is greatly increased in melee combat, but {PAWN_pronoun}'ll be very unhappy if asked to carry a ranged weapon.
| '''[[Melee Hit Chance]]:''' {{+|4}}<br />'''[[Skills#Melee|Melee Skill]]:''' {{+|4}}<br />'''[[Skills#Shooting|Shooting Skill]]:''' {{--|10}}<br />'''Social Fight Chance Factor:''' 400%<br />'''Allowed Meditation Focus Types:''' [[Psyfocus#Morbid|Morbid]]<br />'''Disallowed Inspirations:''' [[Mental inspiration#Shooting frenzy|Shooting frenzy]]<br />'''Required Work Tags:''' Violent<br />'''Conflicting [[Passion]]s:''' Shooting
+
| '''[[Melee Hit Chance]]:''' {{+|4}}<br />'''[[Skills#Melee|Melee Skill]]:''' {{+|4}}<br />'''[[Skills#Shooting|Shooting Skill]]:''' {{--|10}}<br />'''Social Fight Chance Factor:''' 400%<br />'''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />'''Disallowed Inspirations:''' [[Mental inspiration#Shooting frenzy|Shooting frenzy]]<br />'''Required Work Tags:''' Violent<br />'''Conflicting [[Passion]]s:''' Shooting<br /><!--
 +
-->{{+|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]]
 
| {{Icon Small|Knife|24}} [[Knife]]
 
| {{Icon Small|Knife|24}} [[Knife]]
| [[Traits#Shooting accuracy|Shooting accuracy]], [[Traits#Wimp|Wimp]]
+
| [[Shooting accuracy]], [[Wimp]]
 
|- id="Nimble" <!-- defName="Nimble" -->
 
|- id="Nimble" <!-- defName="Nimble" -->
 
! Nimble
 
! Nimble
 
| -
 
| -
 
| {PAWN_nameDef} has remarkable kinesthetic intelligence. {PAWN_pronoun} seems to dance around danger with preternatural grace.
 
| {PAWN_nameDef} has remarkable kinesthetic intelligence. {PAWN_pronoun} seems to dance around danger with preternatural grace.
| '''[[Melee Dodge Chance]]:''' {{+|15}}<br />'''Pawn [[Trap Spring Chance]]:''' 10%
+
| '''[[Melee Dodge Chance]]:''' {{+|15}}<br />'''Pawn [[Trap Spring Chance]]:''' 10%<br /><!--
 +
-->{{+|15}} [[Melee Dodge Chance]]<br><!--
 +
-->{{Good|x10%}} [[Trap Spring Chance]]
 
| -
 
| -
 
| None
 
| None
Line 94: Line 241:
 
| 1.1
 
| 1.1
 
| {PAWN_nameDef} has thick skin, dense flesh, and durable bones. {PAWN_pronoun} takes much less damage than other people from the same blows. {PAWN_pronoun} is extremely hard to kill.
 
| {PAWN_nameDef} has thick skin, dense flesh, and durable bones. {PAWN_pronoun} takes much less damage than other people from the same blows. {PAWN_pronoun} is extremely hard to kill.
| '''Incoming Damage Factor:''' 50%
+
| '''Incoming Damage Factor:''' 50%<br /><!--
 +
-->{{Good|x50%}} [[Incoming Damage Multiplier]]
 +
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.
 
| -
 
| -
 
| None
 
| None
 
|- id="Wimp" <!-- defName="Wimp" -->
 
|- id="Wimp" <!-- defName="Wimp" -->
! Wimp
+
! Wimp<ref>With the exception of [[Genies]], hostiles cannot spawn with the Wimp trait.</ref>
 
| -
 
| -
 
| {PAWN_nameDef} is weak and cowardly. Even a little pain will immobilize {PAWN_objective}.
 
| {PAWN_nameDef} is weak and cowardly. Even a little pain will immobilize {PAWN_objective}.
| '''Allow On Hostile Spawn:''' false<br />'''[[Pain Shock Threshold]]:''' {{--|50%}}<br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 200%<br />'''[[Market Value]] Factor Offset:''' {{--|15%}}
+
| '''Allow On Hostile Spawn:''' false<br />'''[[Pain Shock Threshold]]:''' {{--|50%}}<br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 200%<br />'''[[Market Value]] Factor Offset:''' {{--|15%}}<br /><!--
 +
-->{{--|50%}} [[Pain Shock Threshold]].<br><!--
 +
-->'''−15%''' [[market value]]<br><!--
 +
-->'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}<br><!--
 +
-->{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]],{{IdeologyIcon}} reverting them to the default values.
 
| -
 
| -
| [[Traits#Brawler|Brawler]], [[Traits#Masochist|Masochist]]
+
| [[Brawler]], [[Masochist]]
 +
|- id="Delicate"
 +
! Delicate {{BiotechIcon}}
 +
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.
 +
| {{Bad|x115%}} [[Incoming Damage Multiplier]]
 +
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the [[Genes#Delicate|Delicate]] gene that can add this trait is incompatible with the [[Robust]] gene.{{BiotechIcon}}
 +
| [[#Tough|Tough]]
 +
| -
 +
| 1
 
|}
 
|}
 +
<references />
 +
* and see also [[Trigger-happy]] and [[Careful shooter]], below.
  
 
=== Skills ===
 
=== Skills ===
 +
When your colonists are ''not'' fighting for their lives...
 
{| id="Skills" {{STDT| sortable c_08 }}
 
{| id="Skills" {{STDT| sortable c_08 }}
 
! Name
 
! Name
Line 118: Line 282:
 
| -
 
| -
 
| {PAWN_nameDef} is too smart for {PAWN_possessive} own good. {PAWN_pronoun} learns everything much faster than everyone, but can be quite eccentric.
 
| {PAWN_nameDef} is too smart for {PAWN_possessive} own good. {PAWN_pronoun} learns everything much faster than everyone, but can be quite eccentric.
| '''[[Global Learning Factor]]:''' {{+|75%}}<br />'''[[Mental Break Threshold]]:''' {{++|0.12}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%<br />'''Required Work Tags:''' Intellectual
+
| '''[[Global Learning Factor]]:''' {{+|75%}}<br />'''[[Mental Break Threshold]]:''' {{++|0.12}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%<br />'''Required Work Tags:''' Intellectual<br /><!--
 +
-->{{+|75%}} [[Global Learning Factor]]<br><!--
 +
-->{{++|12%}} [[Mental Break Threshold]]<br><!--
 +
-->'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}
 
| {{Icon Small|Schematic|24}} [[Schematic]]
 
| {{Icon Small|Schematic|24}} [[Schematic]]
| [[Traits#Nerves|Nerves]], [[Traits#Slow learner|Slow learner]]
+
| [[Nerves]], [[Slow learner]]
 
|- id="Fast learner" <!-- defName="FastLearner" -->
 
|- id="Fast learner" <!-- defName="FastLearner" -->
 
! Fast learner
 
! Fast learner
 
| -
 
| -
 
| {PAWN_nameDef} has a knack for learning. {PAWN_pronoun} picks things up much faster than others.
 
| {PAWN_nameDef} has a knack for learning. {PAWN_pronoun} picks things up much faster than others.
| '''[[Global Learning Factor]]:''' {{+|75%}}
+
| '''[[Global Learning Factor]]:''' {{+|75%}}<br /><!--
 +
-->{{+|75%}} [[Global Learning Factor]]
 
| {{Icon Small|Textbook|24}} [[Textbook]]
 
| {{Icon Small|Textbook|24}} [[Textbook]]
 
| '''Exclusion Tags:''' Slow Fast Learner
 
| '''Exclusion Tags:''' Slow Fast Learner
Line 132: Line 300:
 
| -
 
| -
 
| {PAWN_nameDef} is slow on the uptake. {PAWN_pronoun} learns much slower than others.
 
| {PAWN_nameDef} is slow on the uptake. {PAWN_pronoun} learns much slower than others.
| '''[[Global Learning Factor]]:''' {{--|75%}}<br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%
+
| '''[[Global Learning Factor]]:''' {{--|75%}}<br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%<br /><!--
 +
-->{{--|75%}} [[Global Learning Factor]]<br><!--
 +
-->'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}
 
| -
 
| -
 
| [[Traits#Too smart|Too smart]]<br />'''Exclusion Tags:''' Slow Fast Learner
 
| [[Traits#Too smart|Too smart]]<br />'''Exclusion Tags:''' Slow Fast Learner
Line 139: Line 309:
 
| 1.1
 
| 1.1
 
| {PAWN_nameDef} has a fantastic memory for detail. {PAWN_pronoun} will lose unused skills at half the rate of other people.
 
| {PAWN_nameDef} has a fantastic memory for detail. {PAWN_pronoun} will lose unused skills at half the rate of other people.
| -
+
| {{Good|x50%}} Skill loss rate
 
| -
 
| -
 
| None
 
| None
Line 146: Line 316:
 
| -
 
| -
 
| {PAWN_nameDef} doesn't need as much sleep as the average person. Whether {PAWN_pronoun}'s sleeping on a bed or on the ground, {PAWN_pronoun} will be fully rested in about two thirds the usual time.
 
| {PAWN_nameDef} doesn't need as much sleep as the average person. Whether {PAWN_pronoun}'s sleeping on a bed or on the ground, {PAWN_pronoun} will be fully rested in about two thirds the usual time.
| '''Rest Rate Multiplier:''' {{+|50%}}
+
| '''Rest Rate Multiplier:''' {{+|50%}}<br /><!--
 +
-->{{+|50%}} [[Rest Rate Multiplier]]
 
| -
 
| -
 
| -
 
| -
Line 153: Line 324:
 
| 0.6
 
| 0.6
 
| {PAWN_nameDef} feels alienated and misunderstood by other human beings. {PAWN_pronoun} will have a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.
 
| {PAWN_nameDef} feels alienated and misunderstood by other human beings. {PAWN_pronoun} will have a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.
| '''Mental Break Inspiration Gain Set:''' [[File:IconsColonistBarInspired.png|x16px]][[Mental inspiration#Inspired creativity|Inspired creativity]]<br />'''Mental Break Inspiration Gain Reason Text:''' As a suffering tortured artist, [PAWN_nameIndef] has experienced an inspiration.<br />'''Mental Break Inspiration Gain Chance:''' 50%<br />'''Allowed Meditation Focus Types:''' [[Psyfocus#Morbid|Morbid]]<br />'''Forced [[Passion]]s:''' Artistic
+
| '''Mental Break Inspiration Gain Set:''' [[File:IconsColonistBarInspired.png|x16px]][[Mental inspiration#Inspired creativity|Inspired creativity]]<br />'''Mental Break Inspiration Gain Reason Text:''' As a suffering tortured artist, [PAWN_nameIndef] has experienced an inspiration.<br />'''Mental Break Inspiration Gain Chance:''' 50%<br />'''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />'''Forced [[Passion]]s:''' Artistic<br /><!--
 +
-->{{--|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}}
 
| 10~20x {{Icon Small|Dye|24}} [[Dye]]
 
| 10~20x {{Icon Small|Dye|24}} [[Dye]]
 
| None
 
| None
 +
|- 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
 
|}
 
|}
  
 
=== Relationships ===
 
=== Relationships ===
 +
So... are you new on this rimworld?...
 
{| id="Relationships" {{STDT| sortable c_08 }}
 
{| id="Relationships" {{STDT| sortable c_08 }}
 
! Name
 
! Name
Line 170: Line 351:
 
| 2
 
| 2
 
| {PAWN_nameDef} is an exceptionally agreeable and giving person. {PAWN_pronoun} rarely insults others or starts fights, and will sometimes offer kind words to brighten the moods of those around {PAWN_objective}. {PAWN_pronoun} also never judges people by their appearance.
 
| {PAWN_nameDef} is an exceptionally agreeable and giving person. {PAWN_pronoun} rarely insults others or starts fights, and will sometimes offer kind words to brighten the moods of those around {PAWN_objective}. {PAWN_pronoun} also never judges people by their appearance.
| '''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 200%
+
| '''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 200%<br /><!--
 +
-->{{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}}
 
| -
 
| -
 
| [[Traits#Abrasive|Abrasive]], [[Traits#Psychopath|Psychopath]]
 
| [[Traits#Abrasive|Abrasive]], [[Traits#Psychopath|Psychopath]]
Line 177: Line 363:
 
| -
 
| -
 
| {PAWN_nameDef} always says exactly what's on {PAWN_possessive} mind, especially if it's bugging {PAWN_objective}. That tends to rub people the wrong way.
 
| {PAWN_nameDef} always says exactly what's on {PAWN_possessive} mind, especially if it's bugging {PAWN_objective}. That tends to rub people the wrong way.
| '''[[Market Value]] Factor Offset:''' {{--|15%}}<br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%<br />'''Required Work Tags:''' Social
+
| '''[[Market Value]] Factor Offset:''' {{--|15%}}<br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%<br />'''Required Work Tags:''' Social<br /><!--
 +
-->{{Bad|−}} ''':''' Has a tendency to slight and insult people<br><!--
 +
-->{{--|15%}} of the market value<br><!--
 +
-->'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}<br><!--
 +
-->
 
| -
 
| -
 
| None
 
| None
Line 184: Line 374:
 
| 0.5
 
| 0.5
 
| {PAWN_nameDef}'s voice has a particularly grating, nasal quality to it, and {PAWN_pronoun} tends to talk in barked, garbled phrases. This predisposes others to dislike {PAWN_objective}.
 
| {PAWN_nameDef}'s voice has a particularly grating, nasal quality to it, and {PAWN_pronoun} tends to talk in barked, garbled phrases. This predisposes others to dislike {PAWN_objective}.
| '''[[Market Value]] Factor Offset:''' {{--|20%}}
+
| '''[[Market Value]] Factor Offset:''' {{--|20%}}<br /><!--
 +
-->{{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns.<br><!--
 +
-->'''-20%''' of the market value
 
| -
 
| -
 
| None
 
| None
Line 191: Line 383:
 
| 0.5
 
| 0.5
 
| {PAWN_nameDef} breathes heavily all the time, and sweats constantly. People find it creepy.
 
| {PAWN_nameDef} breathes heavily all the time, and sweats constantly. People find it creepy.
| '''[[Market Value]] Factor Offset:''' {{--|10%}}
+
| '''[[Market Value]] Factor Offset:''' {{--|10%}}<br /><!--
 +
-->{{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns.<br><!--
 +
-->'''-10%''' of the market value
 
| -
 
| -
 
| None
 
| None
Line 198: Line 392:
 
| 0.3 (1.7)
 
| 0.3 (1.7)
 
| {PAWN_nameDef} really dislikes and distrusts men.
 
| {PAWN_nameDef} really dislikes and distrusts men.
| -
+
| {{--|25}} opinion of men.
 
| -
 
| -
 
| None
 
| None
Line 205: Line 399:
 
| 1.7 (0.3)
 
| 1.7 (0.3)
 
| {PAWN_nameDef} really dislikes and distrusts women.
 
| {PAWN_nameDef} really dislikes and distrusts women.
| -  
+
| {{--|25}} opinion of women.
 
| -
 
| -
 
| None
 
| None
Line 212: Line 406:
 
| 0.3
 
| 0.3
 
| {PAWN_nameDef} is romantically attracted to people of {PAWN_possessive} own gender.
 
| {PAWN_nameDef} is romantically attracted to people of {PAWN_possessive} own gender.
| -
+
| '''+/- :''' Will only have romantic relationships with people of the same gender.
 
| -
 
| -
 
| '''Exclusion Tags:''' Sexual Orientation
 
| '''Exclusion Tags:''' Sexual Orientation
Line 219: Line 413:
 
| 0.2
 
| 0.2
 
| {PAWN_nameDef} is romantically attracted to both men and women.
 
| {PAWN_nameDef} is romantically attracted to both men and women.
| -
+
| '''+/- :''' Will have romantic relationships with people from either gender.
 
| -
 
| -
 
| '''Exclusion Tags:''' Sexual Orientation
 
| '''Exclusion Tags:''' Sexual Orientation
Line 226: Line 420:
 
| 0.2
 
| 0.2
 
| {PAWN_nameDef} has no sexual attraction to anyone at all.
 
| {PAWN_nameDef} has no sexual attraction to anyone at all.
 +
| '''+/- :''' Will not have romantic relationships with people.
 
| -
 
| -
 +
| '''Exclusion Tags:''' Sexual Orientation
 +
|- 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.
 
| -
 
| -
| '''Exclusion Tags:''' Sexual Orientation
+
| 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.
 +
 
 +
==== 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 ==
 +
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.
  
 
== Spectrum Traits ==
 
== Spectrum Traits ==
Line 267: Line 488:
 
|}
 
|}
  
=== Speed Offset ===
+
=== Drug Desire ===
{| id="Speed offset" <!-- defName="SpeedOffset", commonality="2" --> {{STDT| sortable c_08 }}
+
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. -->
 +
{| id="Drug desire" <!-- defName="DrugDesire", commonality="3" --> {{STDT| sortable c_08 }}
 
! Name
 
! Name
 
! Degree
 
! Degree
Line 275: Line 499:
 
! Possessions
 
! Possessions
 
! Conflicting Traits
 
! Conflicting Traits
|- id="Slowpoke"
+
|- id="Chemical fascination"
! Slowpoke
+
! Chemical fascination
| -1
+
| 2
| [PAWN_nameDef] is always falling behind the group whenever [PAWN_pronoun] goes anywhere.
+
| [PAWN_nameDef] 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. [PAWN_pronoun] will ignore directives to not use recreational drugs, and will consume more than a normal person.
| '''[[Move Speed]]:''' {{--|0.2}} <br />'''Disallowed Inspirations:''' [[Mental inspiration#Go frenzy|Go frenzy]]
+
| '''[[Market Value]] Factor Offset:''' {{--|15%}}<br /><!--
 +
-->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.
 +
 
 +
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
 +
 
 
| -
 
| -
 
| None
 
| None
|- id="Fast walker"
+
|- id="Chemical interest"
! Fast walker
+
! Chemical interest
 
| 1
 
| 1
| [PAWN_nameDef] likes to be where [PAWN_pronoun]'s going. [PAWN_pronoun] walks quicker than most people.
+
| [PAWN_nameDef] 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. [PAWN_pronoun] will ignore directives to not use recreational drugs, and will consume more than a normal person.
| '''[[Move Speed]]:''' {{+|0.2}}
+
| '''[[Market Value]] Factor Offset:''' {{--|10%}}<br /><!--
 +
-->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.
 +
 
 +
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
 
| -
 
| -
 
| None
 
| None
|- id="Jogger"
+
|- id="Teetotaler"
! Jogger
+
! Teetotaler
| 2
+
| -1
| [PAWN_nameDef] always moves with a sense of urgency - so much so that others often fail to keep up.
+
| [PAWN_nameDef] abhors the idea of gaining pleasure from chemicals. [PAWN_pronoun] strictly avoids alcohol and recreational drugs.
| '''[[Move Speed]]:''' {{+|0.4}}
+
| '''Disallowed Mental States:''' [[Mental_break#Hard_drug_binge|Hard drug binge]], [[Mental_break#Social_drug_binge|Social drug binge]]<br /><!--
 +
-->Will not go on binges
 +
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
 
| -
 
| -
 
| None
 
| None
 
|}
 
|}
  
=== Drug Desire ===
+
=== Industriousness ===
{| id="Drug desire" <!-- defName="DrugDesire", commonality="3" --> {{STDT| sortable c_08 }}
+
These traits affect the colonist's [[Global Work Speed]].
 +
 
 +
{| id="Industriousness" <!-- defName="Industriousness", commonality="2" --> {{STDT| sortable c_08 }}
 
! Name
 
! Name
 
! Degree
 
! Degree
Line 306: Line 549:
 
! Possessions
 
! Possessions
 
! Conflicting Traits
 
! Conflicting Traits
|- id="Chemical fascination"
+
|- id="Industrious"
! Chemical fascination
+
! Industrious
 
| 2
 
| 2
| [PAWN_nameDef] 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. [PAWN_pronoun] will ignore directives to not use recreational drugs, and will consume more than a normal person.
+
| [PAWN_nameDef] has an easy time staying on-task and focused, and gets things done much faster than the average person.
| '''[[Market Value]] Factor Offset:''' {{--|15%}}
+
| '''[[Global Work Speed]]:''' {{+|35%}}<br /><!--
 +
-->[[Global Work Speed]] {{+|35%}}
 +
-5 opinion of all colonists without the same trait
 
| -
 
| -
 
| None
 
| None
|- id="Chemical interest"
+
|- id="Hard worker"
! Chemical interest
+
! Hard worker
 
| 1
 
| 1
| [PAWN_nameDef] 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. [PAWN_pronoun] will ignore directives to not use recreational drugs, and will consume more than a normal person.
+
| [PAWN_nameDef] is a natural hard worker and will finish tasks faster than most.
| '''[[Market Value]] Factor Offset:''' {{--|10%}}
+
| '''[[Global Work Speed]]:''' {{+|20%}}<br /><!--
 +
-->[[Global Work Speed]] {{+|20%}}
 +
-5 opinion of all colonists without the same or industrious trait
 +
| -
 +
| None
 +
|- id="Lazy"
 +
! Lazy
 +
| -1
 +
| [PAWN_nameDef] is a little bit lazy.
 +
| '''[[Global Work Speed]]:''' {{--|20%}}<br /><!--
 +
-->[[Global Work Speed]] {{--|20%}}
 +
| -
 +
| None
 +
|- id="Slothful"
 +
! Slothful
 +
| -2
 +
| [PAWN_nameDef] loves idleness and hates anything productive. [PAWN_pronoun] moves slowly and rarely stays focused on a task.
 +
| '''[[Global Work Speed]]:''' {{--|35%}}<br /><!--
 +
-->[[Global Work Speed]] {{--|35%}}
 
| -
 
| -
 
| None
 
| None
|- id="Teetotaler"
+
|}
! Teetotaler
+
 
 +
=== Speed Offsets ===
 +
These traits affect a colonist's walk speed.
 +
 
 +
{| id="Speed offsets" <!-- defName="SpeedOffset", commonality="2" --> {{STDT| sortable c_08 }}
 +
! Name
 +
! Degree
 +
! Description
 +
! Effect
 +
! Possessions
 +
! Conflicting Traits
 +
|- id="Slowpoke"
 +
! Slowpoke
 
| -1
 
| -1
| [PAWN_nameDef] abhors the idea of gaining pleasure from chemicals. [PAWN_pronoun] strictly avoids alcohol and recreational drugs.
+
| [PAWN_nameDef] is always falling behind the group whenever [PAWN_pronoun] goes anywhere.
| '''Disallowed Mental States:''' [[Mental_break#Hard_drug_binge|Hard drug binge]], [[Mental_break#Social_drug_binge|Social drug binge]]
+
| '''[[Move Speed]]:''' {{--|0.2}} <br />'''Disallowed Inspirations:''' [[Mental inspiration#Go frenzy|Go frenzy]]<br /><!--
 +
-->[[Move speed]] {{--|0.2}} {{CS}}
 +
Disallows [[inspiration#Go frenzy|Go Frenzy inspiration]].
 +
| -
 +
| None
 +
|- id="Fast walker"
 +
! Fast walker
 +
| 1
 +
| [PAWN_nameDef] likes to be where [PAWN_pronoun]'s going. [PAWN_pronoun] walks quicker than most people.
 +
| '''[[Move Speed]]:''' {{+|0.2}}<br /><!--
 +
-->[[Move speed]] {{+|0.2}} {{CS}}
 +
| -
 +
| None
 +
|- id="Jogger"
 +
! Jogger
 +
| 2
 +
| [PAWN_nameDef] always moves with a sense of urgency - so much so that others often fail to keep up.
 +
| '''[[Move Speed]]:''' {{+|0.4}}<br /><!--
 +
-->[[Move speed]] {{+|0.4}} {{CS}}
 
| -
 
| -
 
| None
 
| None
Line 330: Line 623:
  
 
=== Natural Mood ===
 
=== Natural Mood ===
 +
These traits affect the colonist's natural, constant mood.
 +
 
{| id="Natural mood" <!-- defName="NaturalMood", commonality="2" --> {{STDT| sortable c_08 }}
 
{| id="Natural mood" <!-- defName="NaturalMood", commonality="2" --> {{STDT| sortable c_08 }}
 
! Name
 
! Name
Line 341: Line 636:
 
| 2
 
| 2
 
| [PAWN_nameDef] is just naturally upbeat about [PAWN_possessive] situation, pretty much all the time, no matter what it is.
 
| [PAWN_nameDef] is just naturally upbeat about [PAWN_possessive] situation, pretty much all the time, no matter what it is.
| -
+
| Permanent {{+|12}} mood bonus<ref name="NotListed">Specific value not listed in flavor text.</ref>
 
| -
 
| -
 
| None
 
| None
Line 348: Line 643:
 
| 1
 
| 1
 
| [PAWN_nameDef] is naturally optimistic about life. It's hard to get [PAWN_objective] down.
 
| [PAWN_nameDef] is naturally optimistic about life. It's hard to get [PAWN_objective] down.
| -
+
| Permanent {{+|6}} mood bonus<ref name="NotListed"/>
 
| -
 
| -
 
| None
 
| None
Line 355: Line 650:
 
| -1
 
| -1
 
| [PAWN_nameDef] tends to look on the bad side of life.
 
| [PAWN_nameDef] tends to look on the bad side of life.
| -
+
| Permanent {{--|6}} mood penalty<ref name="NotListed"/>
 
| -
 
| -
 
| None
 
| None
Line 362: Line 657:
 
| -2
 
| -2
 
| [PAWN_nameDef] is perenially unhappy. [PAWN_pronoun] has trouble sustaining a good mood even when everything is fine.
 
| [PAWN_nameDef] is perenially unhappy. [PAWN_pronoun] has trouble sustaining a good mood even when everything is fine.
| -
+
| Permanent {{--|12}} mood penalty<ref name="NotListed"/>
 
| -
 
| -
 
| None
 
| None
 
|}
 
|}
 +
<references/>
  
 
=== Nerves ===
 
=== Nerves ===
 +
These traits affect the colonist's mental break threshold.
 +
 
{| id="Nerves" <!-- defName="Nerves", commonality="2" --> {{STDT| sortable c_08 }}
 
{| id="Nerves" <!-- defName="Nerves", commonality="2" --> {{STDT| sortable c_08 }}
 
! Name
 
! Name
Line 379: Line 677:
 
| 2
 
| 2
 
| [PAWN_nameDef]'s will is an iron shield. [PAWN_pronoun] keeps going through thick and thin, when others broke down long before.
 
| [PAWN_nameDef]'s will is an iron shield. [PAWN_pronoun] keeps going through thick and thin, when others broke down long before.
| '''[[Mental Break Threshold]]:''' {{---|18%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]:''' 25%
+
| '''[[Mental Break Threshold]]:''' {{---|18%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 25%<br /><!--
 +
-->[[Mental Break Threshold]] {{---|18%}}
 +
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x25%'''
 
| -
 
| -
 
| None
 
| None
Line 386: Line 686:
 
| 1
 
| 1
 
| [PAWN_nameDef] is mentally tough and won't break down under stresses that would crack most people.
 
| [PAWN_nameDef] is mentally tough and won't break down under stresses that would crack most people.
| '''[[Mental Break Threshold]]:''' {{---|9%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]:''' 50%
+
| '''[[Mental Break Threshold]]:''' {{---|9%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%<br /><!--
 +
-->[[Mental Break Threshold]] {{---|9%}}
 +
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x50%'''
 
| -
 
| -
 
| None
 
| None
Line 393: Line 695:
 
| -1
 
| -1
 
| [PAWN_nameDef] tends to crack under pressure.
 
| [PAWN_nameDef] tends to crack under pressure.
| '''[[Mental Break Threshold]]:''' {{++|8%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]:''' 200%
+
| '''[[Mental Break Threshold]]:''' {{++|8%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 200%<br /><!--
 +
-->[[Mental Break Threshold]] {{++|8%}}
 +
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x200%'''
 
| -
 
| -
 
| None
 
| None
Line 400: Line 704:
 
| -2
 
| -2
 
| [PAWN_nameDef] is on a hair-trigger all the time. [PAWN_pronoun] is the first to break in any tough situation.
 
| [PAWN_nameDef] is on a hair-trigger all the time. [PAWN_pronoun] is the first to break in any tough situation.
| '''[[Mental Break Threshold]]:''' {{---|15%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]:''' 300%
+
| '''[[Mental Break Threshold]]:''' {{---|15%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 300%<br /><!--
 +
-->[[Mental Break Threshold]] {{++|15%}}
 +
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x300%'''
 
| -
 
| -
 
| None
 
| None
Line 406: Line 712:
  
 
=== Neurotic ===
 
=== Neurotic ===
 +
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].
 +
 
{| id="Neurotic" <!-- defName="Neurotic", commonality="1" --> {{STDT| sortable c_08 }}
 
{| id="Neurotic" <!-- defName="Neurotic", commonality="1" --> {{STDT| sortable c_08 }}
 
! Name
 
! Name
Line 417: Line 725:
 
| 1
 
| 1
 
| [PAWN_nameDef] likes to have things squared away. [PAWN_pronoun] will work harder than most to attain this state of affairs, but [PAWN_possessive] nerves can get the better of [PAWN_objective].
 
| [PAWN_nameDef] likes to have things squared away. [PAWN_pronoun] will work harder than most to attain this state of affairs, but [PAWN_possessive] nerves can get the better of [PAWN_objective].
| '''[[Global Work Speed]]:''' {{+|20%}} <br />'''[[Mental Break Threshold]]:''' {{--|8%}}
+
| '''[[Global Work Speed]]:''' {{+|20%}} <br />'''[[Mental Break Threshold]]:''' {{--|8%}}<br /><!--
 +
-->[[Global Work Speed]] {{+|20%}}
 +
[[Mental Break Threshold]] {{++|8%}}
 
| -
 
| -
 
| None
 
| None
Line 424: Line 734:
 
| 2
 
| 2
 
| [PAWN_nameDef] feels constantly nervous about everything that has to get done. [PAWN_pronoun] will work extremely hard to attain this state of affairs, but [PAWN_possessive] nerves can easily get the better of [PAWN_objective].
 
| [PAWN_nameDef] feels constantly nervous about everything that has to get done. [PAWN_pronoun] will work extremely hard to attain this state of affairs, but [PAWN_possessive] nerves can easily get the better of [PAWN_objective].
| '''[[Global Work Speed]]:''' {{+|40%}} <br />'''[[Mental Break Threshold]]:''' {{--|14%}}
+
| '''[[Global Work Speed]]:''' {{+|40%}} <br />'''[[Mental Break Threshold]]:''' {{--|14%}}<br /><!--
 +
-->[[Global Work Speed]] {{+|40%}}
 +
[[Mental Break Threshold]] {{++|14%}}
 
| -
 
| -
 
| None
 
| None
 
|}
 
|}
  
=== Industriousness ===
+
=== Shooting Accuracy ===
{| id="Industriousness" <!-- defName="Industriousness", commonality="2" --> {{STDT| sortable c_08 }}
+
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.
! Name
 
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Industrious"
 
! Industrious
 
| 2
 
| [PAWN_nameDef] has an easy time staying on-task and focused, and gets things done much faster than the average person.
 
| '''[[Global Work Speed]]:''' {{+|35%}}
 
| -
 
| None
 
|- id="Hard worker"
 
! Hard worker
 
| 1
 
| [PAWN_nameDef] is a natural hard worker and will finish tasks faster than most.
 
| '''[[Global Work Speed]]:''' {{+|20%}}
 
| -
 
| None
 
|- id="Lazy"
 
! Lazy
 
| -1
 
| [PAWN_nameDef] is a little bit lazy.
 
| '''[[Global Work Speed]]:''' {{--|20%}}
 
| -
 
| None
 
|- id="Slothful"
 
! Slothful
 
| -2
 
| [PAWN_nameDef] loves idleness and hates anything productive. [PAWN_pronoun] moves slowly and rarely stays focused on a task.
 
| '''[[Global Work Speed]]:''' {{--|35%}}
 
| -
 
| None
 
|}
 
 
 
=== Psychic Sensitivity ===
 
{| id="Psychic sensitivity" <!-- defName="PsychicSensitivity", commonality="2" --> {{STDT| sortable c_08 }}
 
! Name
 
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Psychically hypersensitive"
 
! Psychically hypersensitive
 
| 2
 
| [PAWN_nameDef]'s mind is like a psychic tuning fork. [PAWN_pronoun] is extremely sensitive to psychic phenomena.
 
| '''[[Psychic Sensitivity]]:''' {{+|80%}}
 
| {{Icon Small|Psychic foil helmet|24}} [[Psychic foil helmet]]
 
| None
 
|- id="Psychically sensitive"
 
! Psychically sensitive
 
| 1
 
| [PAWN_nameDef]'s mind is unusually sensitive to psychic phenomena.
 
| '''[[Psychic Sensitivity]]:''' {{+|40%}}
 
| {{Icon Small|Psychic foil helmet|24}} [[Psychic foil helmet]]
 
| None
 
|- id="Psychically dull"
 
! Psychically dull
 
| -1
 
| [PAWN_nameDef]'s mind is psychically out of tune with others. [PAWN_pronoun] isn't as affected by psychic phenomena.
 
| '''[[Psychic Sensitivity]]:''' {{--|50%}}
 
| -
 
| None
 
|- id="Psychically deaf"
 
! Psychically deaf
 
| -2
 
| [PAWN_nameDef]'s mind works on a psychic frequency different from everyone else. [PAWN_pronoun] just isn't affected by psychic phenomena.
 
| '''[[Psychic Sensitivity]]:''' {{--|100%}}
 
| -
 
| None
 
|}
 
  
=== Shooting Accuracy ===
 
 
{| id="Shooting accuracy" <!-- defName="ShootingAccuracy", commonality="2" --> {{STDT| sortable c_08 }}
 
{| id="Shooting accuracy" <!-- defName="ShootingAccuracy", commonality="2" --> {{STDT| sortable c_08 }}
 
! Name
 
! Name
Line 517: Line 755:
 
| 1
 
| 1
 
| [PAWN_nameDef] takes more time to aim when shooting. [PAWN_pronoun] shoots less often than others, but with more accuracy.
 
| [PAWN_nameDef] takes more time to aim when shooting. [PAWN_pronoun] shoots less often than others, but with more accuracy.
| '''[[Aiming Time|Aiming Delay Factor]]:''' {{++|25%}} <br />'''[[Shooting Accuracy|Pawn Shooting Accuracy]]:''' {{+|5}} <br />'''Required Work Tags:''' Violent
+
| '''[[Aiming Time|Aiming Delay Factor]]:''' {{++|25%}} <br />'''[[Shooting Accuracy|Pawn Shooting Accuracy]]:''' {{+|5}} <br />'''Required Work Tags:''' Violent<br /><!--
 +
-->[[Aiming Time]] {{++|25%}}
 +
[[Shooting Accuracy]] {{+|5}}
 
| {{Icon Small|Bolt action rifle|24}} [[Bolt action rifle]]
 
| {{Icon Small|Bolt action rifle|24}} [[Bolt action rifle]]
 
| Brawler
 
| Brawler
Line 524: Line 764:
 
| -1
 
| -1
 
| Pew! Pew! Pew! [PAWN_nameDef] just likes pulling the trigger. [PAWN_pronoun] shoots faster than others, but less accurately.
 
| Pew! Pew! Pew! [PAWN_nameDef] just likes pulling the trigger. [PAWN_pronoun] shoots faster than others, but less accurately.
| '''[[Aiming Time|Aiming Delay Factor]]:''' {{---|50%}} <br />'''[[Shooting Accuracy|Pawn Shooting Accuracy]]:''' {{--|5}} <br />'''Required Work Tags:''' Violent
+
| '''[[Aiming Time|Aiming Delay Factor]]:''' {{---|50%}} <br />'''[[Shooting Accuracy|Pawn Shooting Accuracy]]:''' {{--|5}} <br />'''Required Work Tags:''' Violent<br /><!--
 +
-->[[Aiming Time]] {{---|50%}}
 +
[[Shooting Accuracy]] {{--|5}}
 
| {{Icon Small|Autopistol|24}} [[Autopistol]]
 
| {{Icon Small|Autopistol|24}} [[Autopistol]]
 
| Brawler
 
| Brawler
Line 530: Line 772:
  
 
=== 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.
 +
 +
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.
 +
 
{| id="Beauty" <!-- defName="Beauty", commonality="2" --> {{STDT| sortable c_08 }}
 
{| id="Beauty" <!-- defName="Beauty", commonality="2" --> {{STDT| sortable c_08 }}
 
! Name
 
! Name
Line 541: Line 788:
 
| 2
 
| 2
 
| [PAWN_nameDef] is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to [PAWN_objective] before [PAWN_pronoun] even opens [PAWN_possessive] mouth.
 
| [PAWN_nameDef] is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to [PAWN_objective] before [PAWN_pronoun] even opens [PAWN_possessive] mouth.
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{+|2}}
+
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{+|2}}<br /><!--
 +
-->{{+|2}} pawn beauty
 
| -
 
| -
 
| None
 
| None
Line 548: Line 796:
 
| 1
 
| 1
 
| [PAWN_nameDef] has a pretty face, which predisposes people to like [PAWN_objective].
 
| [PAWN_nameDef] has a pretty face, which predisposes people to like [PAWN_objective].
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{+|1}}
+
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{+|1}}<br /><!--
 +
-->{{+|1}} pawn beauty
 
| -
 
| -
 
| None
 
| None
Line 555: Line 804:
 
| -1
 
| -1
 
| [PAWN_nameDef] is somewhat ugly. This subtly repels others during social interactions.
 
| [PAWN_nameDef] is somewhat ugly. This subtly repels others during social interactions.
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{--|1}}
+
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{--|1}}<br /><!--
 +
-->{{--|1}} pawn beauty
 
| -
 
| -
 
| None
 
| None
Line 562: Line 812:
 
| -2
 
| -2
 
| [PAWN_nameDef] is staggeringly ugly. [PAWN_possessive] 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 [PAWN_objective] while conversing.
 
| [PAWN_nameDef] is staggeringly ugly. [PAWN_possessive] 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 [PAWN_objective] while conversing.
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{--|2}}
+
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{--|2}}<br /><!--
 +
-->{{--|2}} pawn beauty
 +
| -
 +
| None
 +
|}
 +
 
 +
=== Psychic Sensitivity ===
 +
These traits influence how much a colonist is affected by psychic phenomena.
 +
 
 +
{| id="Psychic sensitivity" <!-- defName="PsychicSensitivity", commonality="2" --> {{STDT| sortable c_08 }}
 +
! Name
 +
! Degree
 +
! Description
 +
! Effect
 +
! Possessions
 +
! Conflicting Traits
 +
|- id="Psychically hypersensitive"
 +
! Psychically hypersensitive
 +
| 2
 +
| [PAWN_nameDef]'s mind is like a psychic tuning fork. [PAWN_pronoun] is extremely sensitive to psychic phenomena.
 +
| '''[[Psychic Sensitivity]]:''' {{+|80%}}<br /><!--
 +
-->'''+80%''' [[Psychic Sensitivity]]
 +
| {{Icon Small|Psychic foil helmet|24}} [[Psychic foil helmet]]
 +
| None
 +
|- id="Psychically sensitive"
 +
! Psychically sensitive
 +
| 1
 +
| [PAWN_nameDef]'s mind is unusually sensitive to psychic phenomena.
 +
| '''[[Psychic Sensitivity]]:''' {{+|40%}}<br /><!--
 +
-->'''+40%''' [[Psychic Sensitivity]]
 +
| {{Icon Small|Psychic foil helmet|24}} [[Psychic foil helmet]]
 +
| None
 +
|- id="Psychically dull"
 +
! Psychically dull
 +
| -1
 +
| [PAWN_nameDef]'s mind is psychically out of tune with others. [PAWN_pronoun] isn't as affected by psychic phenomena.
 +
| '''[[Psychic Sensitivity]]:''' {{--|50%}}<br /><!--
 +
-->'''-50%''' [[Psychic Sensitivity]]
 +
| -
 +
| None
 +
|- id="Psychically deaf"
 +
! Psychically deaf
 +
| -2
 +
| [PAWN_nameDef]'s mind works on a psychic frequency different from everyone else. [PAWN_pronoun] just isn't affected by psychic phenomena.
 +
| '''[[Psychic Sensitivity]]:''' {{--|100%}}<br /><!--
 +
-->'''-100%''' [[Psychic Sensitivity]]
 
| -
 
| -
 
| None
 
| None
Line 568: Line 863:
  
 
=== Immunity ===
 
=== Immunity ===
 +
These traits influence how often colonists are infected by a disease.
 +
 
{| id="Immunity" <!-- defName="Immunity" --> {{STDT| sortable c_08 }}
 
{| id="Immunity" <!-- defName="Immunity" --> {{STDT| sortable c_08 }}
 
! Name
 
! Name
Line 579: Line 876:
 
| 1
 
| 1
 
| [PAWN_nameDef] has a naturally powerful immune system. [PAWN_pronoun] will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.
 
| [PAWN_nameDef] has a naturally powerful immune system. [PAWN_pronoun] will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.
| '''[[Immunity Gain Speed]]:''' {{+|30%}}
+
| '''[[Immunity Gain Speed]]:''' {{+|30%}}<br /><!--
 +
-->[[Immunity Gain Speed]] {{+|30%}}
 
| -
 
| -
 
| None
 
| None
Line 586: Line 884:
 
| -1
 
| -1
 
| [PAWN_nameDef] has an awful immune system. [PAWN_pronoun] gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.
 
| [PAWN_nameDef] has an awful immune system. [PAWN_pronoun] gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.
| '''[[Immunity Gain Speed]]:''' {{+|30%}} <br />'''Random Disease {{MTB}} Days:''' 30 <br />'''Medicine:''' {{+|4}}
+
| '''Random Disease {{MTB}} Days:''' 30<br />'''[[Skills#Medicine|Medicine Skill]]:''' {{+|4}}<br /><!--
| 2~5x {{Icon Small|Medicine|24}} [[Medicine]] <br />5~10x {{Icon Small|Penoxycyline|24}} [[Penoxycyline]]
+
-->[[Skills#Medicine|Medicine skill]] {{+|4}}<br><!--
 +
-->Randomly catch diseases independently from rest of the colony, on average once every 30 days
 +
| 2~5x {{Icon Small|Medicine|24}} [[Medicine]]<br />5~10x {{Icon Small|Penoxycyline|24}} [[Penoxycyline]]
 
| None
 
| None
 
|}
 
|}

Revision as of 01:04, 27 August 2024

Singular Traits

These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both "ascetic", wanting a minimal bedroom, and "jealous" of those with better bedrooms).

Lifestyle

One likes what one likes...

Name Commonality Description Effect Possessions Conflicting Traits
Night owl 1.3 {PAWN_nameDef} likes to be up during the night, and sleep during the day.

{PAWN_pronoun} gets a mood bonus if awake at night (23h-6h) and mood loss if awake during the day (11h-18h).

{PAWN_pronoun} doesn't get a mood penalty for being in the dark.
−10 mood penalty if awake during day (11:00 - 18:00)
+16 mood bonus if awake during night (23:00 - 06:00)
+ : No mood penalty from being in the dark
5~10x Wake-up Wake-up None
Undergrounder 0.2 {PAWN_nameDef} has no need to experience the outdoors or light. {PAWN_pronoun} will never feel cooped up or get cabin fever and is not bothered by darkness. However, {PAWN_nameDef} will be unhappy while outdoors. Allowed Meditation Focus TypesContent added by the Royalty DLC: Morbid
+ : Mood not affected by Darkness
+ : No Outdoors or Space need
: Added Indoors need
+3 mood when indoors / +4 when underground
−3 mood when outdoors
+ : Gains the Morbid meditation focus type Content added by the Royalty DLC
30~60x Raw fungus Raw fungus None
Nudist 0.7 {PAWN_nameDef} enjoys the feeling of freedom that comes from being nude. {PAWN_pronoun} can handle clothing, but will be happier without it. +20 mood bonus when naked
−3 mood penalty for wearing any apparel, except headgear and utility items
- None
Masochist 0.5 For {PAWN_nameDef}, there's something exciting about getting hurt. {PAWN_pronoun} doesn't know why, {PAWN_pronoun}'s just wired differently. Allowed Meditation Focus TypesContent added by the Royalty DLC: Morbid
+5 mood bonus for being in a little pain, replacing default −5 and +3 from Pain:IdealizedContent added by the Ideology DLC.
+10 mood bonus for being in medium pain, replacing default −10 and +5 from Pain:IdealizedContent added by the Ideology DLC.
+15 mood bonus for being in severe pain, replacing default −15 and +7 from Pain:IdealizedContent added by the Ideology DLC.
+20 mood bonus for being in mind-shattering pain, replacing default −20 and +9 from Pain:IdealizedContent added by the Ideology DLC. Note: Mind-shattering pain causes pain shock at the default pain shock threshold
+3 mood bonus for wearing a slave body strapContent added by the Ideology DLC
+2 mood bonus for wearing a slave collarContent added by the Ideology DLC
Negates all mood effects for both Skullspike:Desired and DisapprovedContent added by the Ideology DLC
Negates the −5 mood penalty and -20 opinion malus for being fed on by a BloodfeederContent added by the Biotech DLC
+ : Gains the Morbid meditation focus type Content added by the Royalty DLC
- Wimp
Body modder 0.9 {PAWN_nameDef} feels limited in {PAWN_possessive} feeble human body. {PAWN_pronoun} often dreams of being enhanced with artificial body parts or xenogenetics. +4 to +13 mood for having artificial body parts and xenogenesContent added by the Biotech DLC
−4 mood penalty for not having an artificial body part
+8 to +40 opinion of other colonists for each part installed on them
- Body purist
Body purist 0.7 {PAWN_nameDef} believes the human body is limited for a reason. To {PAWN_objective}, artificial body parts and xenogenes are unethical and disgusting. −10 to −35 mood for having artificial body parts and xenogenesContent added by the Biotech DLC
−8 to −40 opinion of other colonists for each part installed on them
- Body modder
Gourmand 1.0 {PAWN_nameDef}'s life revolves around food. {PAWN_pronoun} gets hungry quickly, and will occasionally be overcome with the urge to eat ravenously, even when not hungry. The Only Allowed Mental Breaks: Food binge
Random Mental State: Food binge
Random Mental State MTB Days Mood Curve: (0, 50)
Cooking Skill: +4
Hunger Rate Factor: 150%
+50% hunger rate
+4 Cooking skill
+/- : So long as there is >10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge
: Food binges randomly occur with an MTB of 50 days
1~3x Fine meal Fine meals Ascetic

Living space

How a colonist perceives the walls that they call "home"...

Name Commonality Description Effect Possessions Conflicting Traits
Ascetic 0.7 {PAWN_nameDef} has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. {PAWN_pronoun} will become unhappy if {PAWN_pronoun} has a bedroom that's too impressive. {PAWN_pronoun} also dislikes fancy food and prefers to eat raw. {PAWN_pronoun} never judges others by their appearance. Certainty Loss FactorContent added by the Ideology DLC: 50%
Allowed Meditation Focus TypesContent added by the Royalty DLC: Minimal
Disallowed Meditation Focus TypesContent added by the Royalty DLC: Artistic
+5 mood bonus for having an awful bedroom
−5 mood penalty for having a somewhat impressive or better bedroom

+: No mood penalty for ate without table
+/- : Mood not affected by quality of meal, including raw food, nutrient paste meals, and baby foodContent added by the Biotech DLC
+/- : Pawn beauty of others does not change pawn's social opinion on that pawn
+/- : Mood unaffected by quality of crib (as a baby)Content added by the Biotech DLC
+/- : 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 Content added by the Royalty DLC
Gains the Minimal meditation focus type Content added by the Royalty DLC
Loses the Artistic meditation focus type, if they had it Content added by the Royalty DLC
×50% Global Certainty Loss Factor Content added by the Ideology DLC

- Greedy, Jealous, Gourmand
Greedy - {PAWN_nameDef} needs a really impressive bedroom. {PAWN_pronoun} gets a mood loss if {PAWN_pronoun} doesn't get what {PAWN_pronoun} wants. −8/−8/−8/−6/−4 mood penalty for not having a bedroom of Slightly Impressive or better 10~20x Gold Gold Ascetic, Jealous
Jealous - For {PAWN_nameDef}, it's degrading to have a less impressive bedroom than someone else. {PAWN_pronoun} gets a mood loss if any colonist has a more impressive bedroom. −8 mood penalty for not having the best bedroom.
+ : Gains the Morbid meditation focus type Content added by the Royalty DLC
- None
Pyromaniac 0.8 {PAWN_nameDef} loves fire. {PAWN_pronoun} will never extinguish fires, and will occasionally go on random fire starting sprees. {PAWN_pronoun} will be happy around flames, and happier when wielding an incendiary weapon. Market Value Factor Offset: −20%
The Only Allowed Mental Breaks: FireStartingSpree
Random Mental State: FireStartingSpree
Disabled Work Tags: Firefighting
Random Mental State MTB Days Mood Curve: (0, 50)
Allowed Meditation Focus TypesContent added by the Royalty DLC: Flame
+2 mood bonus for having an incendiary weapon equipped
+8 mood bonus for using an incendiary weapon on an enemy.[Detail]+2 Beautiful fire mood Grants +2 mood per fire or lit buildings capable of having a 'fire overlay' (torch lamp, campfire; Content added by the Biotech DLCblood torch; Content added by the Ideology DLCdarktorch, fungus darktorch, effigy, pyre, sacrificial flag; Content added by the Royalty DLCbrazier; or Content added by the Ideology DLCContent added by the Royalty DLCdarklight 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.
Incapable of firefighting
Only possible extreme mental break is fire starting spree
: Fire starting sprees randomly occur with an MTB of 50 days
−20% reduction in market value
Gains the Flame meditation focus type Content added by the Royalty DLC
Molotov cocktail Molotov cocktail
10~20x Chemfuel Chemfuel
None

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.

Name Commonality Description Effect Possessions Conflicting Traits
Bloodlust 0.8 {PAWN_nameDef} gets a rush from hurting people, and never minds the sight of blood or death. {PAWN_pronoun} is four times as likely to start a social fight as others. Social Fight Chance Factor: 400%
Allowed Meditation Focus TypesContent added by the Royalty DLC: Morbid
Required Work Tags: Violent
+ : No mood penalty for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; Content added by the Ideology DLCBlinding ceremonies from Blindness:Horrible, or Scarification ceremonies from Scarification:Horrible
+3/+5/+7/+8 mood bonus for wearing clothing made out of human skin
+8 mood bonus for witnessing a stranger's death
+13 mood bonus for killing strangers
: Four times as likely to start a social fight
+ : No opinion loss of someone who Harvests an organ, Executes a prisoner, or Content added by the Biotech DLCKills a child
+ : Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners Content added by the Ideology DLC
+ : Gains the Morbid meditation focus type Content added by the Royalty DLC
Axe AxeContent added by the Ideology DLC
Longsword Longsword
None
Psychopath - {PAWN_nameDef} has no empathy. The suffering of others doesn't bother {PAWN_objective} at all. {PAWN_pronoun} doesn't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects {PAWN_objective}. {PAWN_pronoun} also feels no mood boost from socializing. Certainty Loss FactorContent added by the Ideology DLC: 50%
Allowed Meditation Focus TypesContent added by the Royalty DLC: Morbid
+ : 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 leatherContent added by the Anomaly DLC; ChildContent added by the Biotech DLC 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); Content added by the Ideology DLCBlinding ceremonies from Blindness:Horrible, Scarification ceremonies from Scarification:Horrible, or Killing innocent animals from Killing innocent animals:Abhorrent, Horrible, or Disapproved
+ : No opinion loss of someone who Content added by the Biotech DLCKills a child or Content added by the Ideology DLCKills an innocent animal (Killing innocent animals:Abhorrent, Horrible, or Disapproved)
: No mood bonuses from: Being nuzzled, Being a bonded animal's master; Content added by the Biotech DLCBeing in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby)
: No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); Content added by the Biotech DLCTeaching a child, or Taking a lesson (as a child)
+ : Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals Content added by the Ideology DLC
+ : Gains the Morbid meditation focus type Content added by the Royalty DLC
x50% Global Certainty Loss Factor Content added by the Ideology DLC
Skull Skull
Heart Heart
None
Cannibal 0.6 {PAWN_nameDef} was taught that eating human meat is wrong and horrible. But one time, long ago, {PAWN_pronoun} tried it... and {PAWN_pronoun} liked it. Allowed Meditation Focus TypesContent added by the Royalty DLC: Morbid
Disallowed Thoughts From Ingestion: Humanlike: AteRawFood, AteHumanlikeMeatDirect, AteHumanlikeMeatAsIngredient
Extra Thoughts From Ingestion: Humanlike: AteHumanlikeMeatDirectCannibal, AteHumanlikeMeatAsIngredientCannibal
+ : No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; Content added by the Biotech DLCIngesting hemogen packs; or Content added by the Ideology DLC Eating meat from Abhorrent, Horrible, or Disapproved
+3/+5/+7/+8 mood bonus for wearing clothing made out of human skin
+15 mood bonus after eating meal made with human flesh
+20 mood bonus after eating raw human meat (but eating a corpse will cause −12 Ate corpse moodlet and 5% chance of food poisoning)
All mood buffs stack
+ : No opinion loss of someone who Eats meat (Abhorrent, Horrible, or Disapproved) Content added by the Ideology DLC
+ : Gains the Morbid meditation focus type Content added by the Royalty DLC
30~60x Human meat Human meat None


Combat

When it's us or them...

Name Commonality Description Effect Possessions Conflicting Traits
Brawler - {PAWN_nameDef} likes to fight up close and personal. {PAWN_possessive} accuracy is greatly increased in melee combat, but {PAWN_pronoun}'ll be very unhappy if asked to carry a ranged weapon. Melee Hit Chance: +4
Melee Skill: +4
Shooting Skill: −10
Social Fight Chance Factor: 400%
Allowed Meditation Focus TypesContent added by the Royalty DLC: Morbid
Disallowed Inspirations: Shooting frenzy
Required Work Tags: Violent
Conflicting Passions: Shooting
+4 Melee skill
−10 Shooting skill
+4 Melee Hit Chance
−10 mood penalty for wielding a ranged weapon
: Disallows shooting passions
+/- : Disallows Shoot Frenzy Inspiration
Knife Knife Shooting accuracy, Wimp
Nimble - {PAWN_nameDef} has remarkable kinesthetic intelligence. {PAWN_pronoun} seems to dance around danger with preternatural grace. Melee Dodge Chance: +15
Pawn Trap Spring Chance: 10%
+15 Melee Dodge Chance
×10% Trap Spring Chance
- None
Tough 1.1 {PAWN_nameDef} has thick skin, dense flesh, and durable bones. {PAWN_pronoun} takes much less damage than other people from the same blows. {PAWN_pronoun} is extremely hard to kill. Incoming Damage Factor: 50%
×50% Incoming Damage Multiplier
  • Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.
- None
Wimp[1] - {PAWN_nameDef} is weak and cowardly. Even a little pain will immobilize {PAWN_objective}. Allow On Hostile Spawn: false
Pain Shock Threshold: −50%
Certainty Loss FactorContent added by the Ideology DLC: 200%
Market Value Factor Offset: −15%
−50% Pain Shock Threshold.
−15% market value
x200% Global Certainty Loss Factor Content added by the Ideology DLC
: Negates Pain mood buffs from Pain:Idealized,Content added by the Ideology DLC reverting them to the default values.
- Brawler, Masochist
Delicate Content added by the Biotech DLC NAME has fragile skin and bones. She/He takes more damage than other people from the same blows. ×115% Incoming Damage Multiplier
  • Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the Delicate gene that can add this trait is incompatible with the Robust gene.Content added by the Biotech DLC
Tough - 1
  1. With the exception of Genies, hostiles cannot spawn with the Wimp trait.

Skills

When your colonists are not fighting for their lives...

Name Commonality Description Effect Possessions Conflicting Traits
Too smart - {PAWN_nameDef} is too smart for {PAWN_possessive} own good. {PAWN_pronoun} learns everything much faster than everyone, but can be quite eccentric. Global Learning Factor: +75%
Mental Break Threshold: +0.12
Certainty Loss FactorContent added by the Ideology DLC: 50%
Required Work Tags: Intellectual
+75% Global Learning Factor
+12% Mental Break Threshold
x50% Global Certainty Loss Factor Content added by the Ideology DLC
Schematic Schematic Nerves, Slow learner
Fast learner - {PAWN_nameDef} has a knack for learning. {PAWN_pronoun} picks things up much faster than others. Global Learning Factor: +75%
+75% Global Learning Factor
Textbook Textbook Exclusion Tags: Slow Fast Learner
Slow learner - {PAWN_nameDef} is slow on the uptake. {PAWN_pronoun} learns much slower than others. Global Learning Factor: −75%
Certainty Loss FactorContent added by the Ideology DLC: 50%
−75% Global Learning Factor
x50% Global Certainty Loss Factor Content added by the Ideology DLC
- Too smart
Exclusion Tags: Slow Fast Learner
Great memory 1.1 {PAWN_nameDef} has a fantastic memory for detail. {PAWN_pronoun} will lose unused skills at half the rate of other people. ×50% Skill loss rate - None
Quick sleeper - {PAWN_nameDef} doesn't need as much sleep as the average person. Whether {PAWN_pronoun}'s sleeping on a bed or on the ground, {PAWN_pronoun} will be fully rested in about two thirds the usual time. Rest Rate Multiplier: +50%
+50% Rest Rate Multiplier
- -
Tortured artist 0.6 {PAWN_nameDef} feels alienated and misunderstood by other human beings. {PAWN_pronoun} will have a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break. Mental Break Inspiration Gain Set: IconsColonistBarInspired.pngInspired creativity
Mental Break Inspiration Gain Reason Text: As a suffering tortured artist, [PAWN_nameIndef] has experienced an inspiration.
Mental Break Inspiration Gain Chance: 50%
Allowed Meditation Focus TypesContent added by the Royalty DLC: Morbid
Forced Passions: Artistic
−8 Permanent mood
50% chance of receiving the mental inspiration "Inspired Creativity" after a mental break ends. Note that this does not include breaks from psychic insanity lances, the berserk psycast,Content added by the Royalty DLC pyrophobia,Content added by the Biotech DLC or Void terrorContent added by the Anomaly DLC
+ : Gains the Morbid meditation focus type.Content added by the Royalty DLC
10~20x Dye Dye None
Perfect MemoryContent added by the Anomaly DLC NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay. ×0% Skill loss rate - 0

Relationships

So... are you new on this rimworld?...

Name Commonality (Female Commonality) Description Effect Possessions Conflicting Traits
Kind 2 {PAWN_nameDef} is an exceptionally agreeable and giving person. {PAWN_pronoun} rarely insults others or starts fights, and will sometimes offer kind words to brighten the moods of those around {PAWN_objective}. {PAWN_pronoun} also never judges people by their appearance. Certainty Loss FactorContent added by the Ideology DLC: 200%
+ : Sometimes tells others Kind Words
+5 mood bonus for anyone who has been told Kind Words by this colonist
+ : Will not Slight or Insult others
+ : Opinion of other pawns not changed by beauty, Annoying voice, Creepy breathing or disfigurement
x200% Global Certainty Loss Factor Content added by the Ideology DLC
- Abrasive, Psychopath
Abrasive - {PAWN_nameDef} always says exactly what's on {PAWN_possessive} mind, especially if it's bugging {PAWN_objective}. That tends to rub people the wrong way. Market Value Factor Offset: −15%
Certainty Loss FactorContent added by the Ideology DLC: 50%
Required Work Tags: Social
: Has a tendency to slight and insult people
−15% of the market value
x50% Global Certainty Loss Factor Content added by the Ideology DLC
- None
Annoying voice 0.5 {PAWN_nameDef}'s voice has a particularly grating, nasal quality to it, and {PAWN_pronoun} tends to talk in barked, garbled phrases. This predisposes others to dislike {PAWN_objective}. Market Value Factor Offset: −20%
−25 opinion from other colonists. No opinion loss from kind or deaf pawns.
-20% of the market value
- None
Creepy breathing 0.5 {PAWN_nameDef} breathes heavily all the time, and sweats constantly. People find it creepy. Market Value Factor Offset: −10%
−25 opinion from other colonists. No opinion loss from kind or deaf pawns.
-10% of the market value
- None
Misandrist 0.3 (1.7) {PAWN_nameDef} really dislikes and distrusts men. −25 opinion of men. - None
Misogynist 1.7 (0.3) {PAWN_nameDef} really dislikes and distrusts women. −25 opinion of women. - None
Gay 0.3 {PAWN_nameDef} is romantically attracted to people of {PAWN_possessive} own gender. +/- : Will only have romantic relationships with people of the same gender. - Exclusion Tags: Sexual Orientation
Bisexual 0.2 {PAWN_nameDef} is romantically attracted to both men and women. +/- : Will have romantic relationships with people from either gender. - Exclusion Tags: Sexual Orientation
Asexual 0.2 {PAWN_nameDef} has no sexual attraction to anyone at all. +/- : Will not have romantic relationships with people. - Exclusion Tags: Sexual Orientation
Recluse Content added by the Biotech DLC 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, ghouls Content added by the Anomaly DLC 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 Beauty category of traits, below.

Recluse Mood Content added by the Biotech DLC

Count Mood Count Mood
1 +12 11 −2
2 +8 12 −3
3 +6 13 −4
4 +4 15 −6
5-10 0 16+ −8

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.

Spectrum Traits

Name Commonality
Speed offset 2
Drug desire 3
Natural mood 2
Nerves 2
Neurotic 1
Industriousness 2
Psychic sensitivity 2
Shooting accuracy 2
Beauty 2
Immunity -

Drug Desire

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 drug binges independent of mood.

Name Degree Description Effect Possessions Conflicting Traits
Chemical fascination 2 [PAWN_nameDef] 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. [PAWN_pronoun] will ignore directives to not use recreational drugs, and will consume more than a normal person. Market Value Factor Offset: −15%
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.

NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need

Content added by the Ideology DLC Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs

- None
Chemical interest 1 [PAWN_nameDef] 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. [PAWN_pronoun] will ignore directives to not use recreational drugs, and will consume more than a normal person. Market Value Factor Offset: −10%
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.

NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need

Content added by the Ideology DLC Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs

- None
Teetotaler -1 [PAWN_nameDef] abhors the idea of gaining pleasure from chemicals. [PAWN_pronoun] strictly avoids alcohol and recreational drugs. Disallowed Mental States: Hard drug binge, Social drug binge
Will not go on binges

Cannot be directed to take non-medical drugs; force administering the drug will cause a −20 mood penalty
−25 opinion of any pawns with chemical interest or fascination

- None

Industriousness

These traits affect the colonist's Global Work Speed.

Name Degree Description Effect Possessions Conflicting Traits
Industrious 2 [PAWN_nameDef] has an easy time staying on-task and focused, and gets things done much faster than the average person. Global Work Speed: +35%
Global Work Speed +35%

-5 opinion of all colonists without the same trait

- None
Hard worker 1 [PAWN_nameDef] is a natural hard worker and will finish tasks faster than most. Global Work Speed: +20%
Global Work Speed +20%

-5 opinion of all colonists without the same or industrious trait

- None
Lazy -1 [PAWN_nameDef] is a little bit lazy. Global Work Speed: −20%
Global Work Speed −20%
- None
Slothful -2 [PAWN_nameDef] loves idleness and hates anything productive. [PAWN_pronoun] moves slowly and rarely stays focused on a task. Global Work Speed: −35%
Global Work Speed −35%
- None

Speed Offsets

These traits affect a colonist's walk speed.

Name Degree Description Effect Possessions Conflicting Traits
Slowpoke -1 [PAWN_nameDef] is always falling behind the group whenever [PAWN_pronoun] goes anywhere. Move Speed: −0.2
Disallowed Inspirations: Go frenzy
Move speed −0.2 c/s

Disallows Go Frenzy inspiration.

- None
Fast walker 1 [PAWN_nameDef] likes to be where [PAWN_pronoun]'s going. [PAWN_pronoun] walks quicker than most people. Move Speed: +0.2
Move speed +0.2 c/s
- None
Jogger 2 [PAWN_nameDef] always moves with a sense of urgency - so much so that others often fail to keep up. Move Speed: +0.4
Move speed +0.4 c/s
- None

Natural Mood

These traits affect the colonist's natural, constant mood.

Name Degree Description Effect Possessions Conflicting Traits
Sanguine 2 [PAWN_nameDef] is just naturally upbeat about [PAWN_possessive] situation, pretty much all the time, no matter what it is. Permanent +12 mood bonus[1] - None
Optimist 1 [PAWN_nameDef] is naturally optimistic about life. It's hard to get [PAWN_objective] down. Permanent +6 mood bonus[1] - None
Pessimist -1 [PAWN_nameDef] tends to look on the bad side of life. Permanent −6 mood penalty[1] - None
Depressive -2 [PAWN_nameDef] is perenially unhappy. [PAWN_pronoun] has trouble sustaining a good mood even when everything is fine. Permanent −12 mood penalty[1] - None
  1. 1.0 1.1 1.2 1.3 Specific value not listed in flavor text.

Nerves

These traits affect the colonist's mental break threshold.

Name Degree Description Effect Possessions Conflicting Traits
Iron-willed 2 [PAWN_nameDef]'s will is an iron shield. [PAWN_pronoun] keeps going through thick and thin, when others broke down long before. Mental Break Threshold: −18%
Certainty Loss FactorContent added by the Ideology DLC: 25%
Mental Break Threshold −18%

Global Certainty Loss FactorContent added by the Ideology DLC x25%

- None
Steadfast 1 [PAWN_nameDef] is mentally tough and won't break down under stresses that would crack most people. Mental Break Threshold: −9%
Certainty Loss FactorContent added by the Ideology DLC: 50%
Mental Break Threshold −9%

Global Certainty Loss FactorContent added by the Ideology DLC x50%

- None
Nervous -1 [PAWN_nameDef] tends to crack under pressure. Mental Break Threshold: +8%
Certainty Loss FactorContent added by the Ideology DLC: 200%
Mental Break Threshold +8%

Global Certainty Loss FactorContent added by the Ideology DLC x200%

- None
Volatile -2 [PAWN_nameDef] is on a hair-trigger all the time. [PAWN_pronoun] is the first to break in any tough situation. Mental Break Threshold: −15%
Certainty Loss FactorContent added by the Ideology DLC: 300%
Mental Break Threshold +15%

Global Certainty Loss FactorContent added by the Ideology DLC x300%

- None

Neurotic

These traits affect the colonist's mental break threshold and their global work speed.

Name Degree Description Effect Possessions Conflicting Traits
Neurotic 1 [PAWN_nameDef] likes to have things squared away. [PAWN_pronoun] will work harder than most to attain this state of affairs, but [PAWN_possessive] nerves can get the better of [PAWN_objective]. Global Work Speed: +20%
Mental Break Threshold: −8%
Global Work Speed +20%

Mental Break Threshold +8%

- None
Very neurotic 2 [PAWN_nameDef] feels constantly nervous about everything that has to get done. [PAWN_pronoun] will work extremely hard to attain this state of affairs, but [PAWN_possessive] nerves can easily get the better of [PAWN_objective]. Global Work Speed: +40%
Mental Break Threshold: −14%
Global Work Speed +40%

Mental Break Threshold +14%

- None

Shooting Accuracy

These traits affect the colonist's accuracy in ranged combat, as well as aiming time. Mutually exclusive with brawler.

Name Degree Description Effect Possessions Conflicting Traits
Careful shooter 1 [PAWN_nameDef] takes more time to aim when shooting. [PAWN_pronoun] shoots less often than others, but with more accuracy. Aiming Delay Factor: +25%
Pawn Shooting Accuracy: +5
Required Work Tags: Violent
Aiming Time +25%

Shooting Accuracy +5

Bolt action rifle Bolt action rifle Brawler
Trigger-happy -1 Pew! Pew! Pew! [PAWN_nameDef] just likes pulling the trigger. [PAWN_pronoun] shoots faster than others, but less accurately. Aiming Delay Factor: −50%
Pawn Shooting Accuracy: −5
Required Work Tags: Violent
Aiming Time −50%

Shooting Accuracy −5

Autopistol Autopistol Brawler

Beauty

These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.

Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.

Name Degree Description Effect Possessions Conflicting Traits
Beautiful 2 [PAWN_nameDef] is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to [PAWN_objective] before [PAWN_pronoun] even opens [PAWN_possessive] mouth. Pawn Beauty: +2
+2 pawn beauty
- None
Pretty 1 [PAWN_nameDef] has a pretty face, which predisposes people to like [PAWN_objective]. Pawn Beauty: +1
+1 pawn beauty
- None
Ugly -1 [PAWN_nameDef] is somewhat ugly. This subtly repels others during social interactions. Pawn Beauty: −1
−1 pawn beauty
- None
Staggeringly ugly -2 [PAWN_nameDef] is staggeringly ugly. [PAWN_possessive] 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 [PAWN_objective] while conversing. Pawn Beauty: −2
−2 pawn beauty
- None

Psychic Sensitivity

These traits influence how much a colonist is affected by psychic phenomena.

Name Degree Description Effect Possessions Conflicting Traits
Psychically hypersensitive 2 [PAWN_nameDef]'s mind is like a psychic tuning fork. [PAWN_pronoun] is extremely sensitive to psychic phenomena. Psychic Sensitivity: +80%
+80% Psychic Sensitivity
Psychic foil helmet Psychic foil helmet None
Psychically sensitive 1 [PAWN_nameDef]'s mind is unusually sensitive to psychic phenomena. Psychic Sensitivity: +40%
+40% Psychic Sensitivity
Psychic foil helmet Psychic foil helmet None
Psychically dull -1 [PAWN_nameDef]'s mind is psychically out of tune with others. [PAWN_pronoun] isn't as affected by psychic phenomena. Psychic Sensitivity: −50%
-50% Psychic Sensitivity
- None
Psychically deaf -2 [PAWN_nameDef]'s mind works on a psychic frequency different from everyone else. [PAWN_pronoun] just isn't affected by psychic phenomena. Psychic Sensitivity: −100%
-100% Psychic Sensitivity
- None

Immunity

These traits influence how often colonists are infected by a disease.

Name Degree Description Effect Possessions Conflicting Traits
Super-immune 1 [PAWN_nameDef] has a naturally powerful immune system. [PAWN_pronoun] will gain immunity much faster than a normal person would, and can survive illnesses that would kill others. Immunity Gain Speed: +30%
Immunity Gain Speed +30%
- None
Sickly -1 [PAWN_nameDef] has an awful immune system. [PAWN_pronoun] gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by. Random Disease MTB Days: 30
Medicine Skill: +4
Medicine skill +4
Randomly catch diseases independently from rest of the colony, on average once every 30 days
2~5x Medicine Medicine
5~10x Penoxycyline Penoxycyline
None