Difference between revisions of "User:JuliaCat/test"
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| 0.2 <!-- Note: There are several backstories that force this trait--> | | 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. | | {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 /><br /><!-- | + | | '''Allowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br /><br /><!-- |
-->{{Good|+}} ''':''' Mood not affected by Darkness<br><!-- | -->{{Good|+}} ''':''' Mood not affected by Darkness<br><!-- | ||
-->{{Good|+}} ''':''' No [[Outdoors]] or Space [[need]]<br><!-- | -->{{Good|+}} ''':''' No [[Outdoors]] or Space [[need]]<br><!-- | ||
-->{{Bad|−}} ''':''' Added [[Indoors (need)|Indoors]] need<br><!-- | -->{{Bad|−}} ''':''' Added [[Indoors (need)|Indoors]] need<br><!-- | ||
-->{{+|3}} mood when indoors / {{+|4}} when underground<br><!-- | -->{{+|3}} mood when indoors / {{+|4}} when underground<br><!-- | ||
− | -->{{--|3}} mood when outdoors | + | -->{{--|3}} mood when outdoors |
− | |||
| 30~60x {{Icon Small|Raw fungus|24}} [[Raw fungus]] | | 30~60x {{Icon Small|Raw fungus|24}} [[Raw fungus]] | ||
| None | | None | ||
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| 0.5 | | 0.5 | ||
| For {PAWN_nameDef}, there's something exciting about getting hurt. {PAWN_pronoun} doesn't know why, {PAWN_pronoun}'s just wired differently. | | 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 /><br /><!-- | + | | '''Allowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br /><br /><!-- |
-->{{+|5}} [[mood]] bonus for being in a little [[pain]], replacing default {{--|5}} and {{+|3}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.<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><!-- | -->{{+|10}} mood bonus for being in medium pain, replacing default {{--|10}} and {{+|5}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.<br><!-- | ||
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-->{{+|2}} mood bonus for wearing a [[slave collar]]{{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 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 | + | -->Negates the {{--|5}} mood penalty and -20 [[social|opinion]] malus for being fed on by a [[Bloodfeeder]]{{BiotechIcon}} |
− | |||
| - | | - | ||
| [[Wimp]] | | [[Wimp]] | ||
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-->{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them | -->{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them | ||
| - | | - | ||
− | | Body purist | + | | [[Body purist]] |
|- id="Body purist" <!-- defName="BodyPurist" --> | |- id="Body purist" <!-- defName="BodyPurist" --> | ||
! Body purist | ! Body purist | ||
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-->{{--|8}} to {{--|40}} opinion of other colonists for each part installed on them | -->{{--|8}} to {{--|40}} opinion of other colonists for each part installed on them | ||
| - | | - | ||
− | | [[ | + | | [[Body modder]] |
|- id="Gourmand" <!-- defName="Gourmand" --> | |- id="Gourmand" <!-- defName="Gourmand" --> | ||
! Gourmand | ! Gourmand | ||
| 1.0 | | 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. | | {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]]:''' | + | | '''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)<Ref>Food binges randomly occur with an MTB of 50 days</Ref><br />'''[[Skills#Cooking|Cooking Skill]]:''' {{+|4}}<br />'''[[Hunger Rate Factor]]:''' {{++|50%}}<br /><br /><!-- |
− | |||
-->{{+|4}} [[Skills#Cooking|Cooking]] skill<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 | + | -->'''+/- :''' So long as there is >10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge |
− | |||
| 1~3x {{Icon Small|Fine meal|24}} [[Fine meal]]s | | 1~3x {{Icon Small|Fine meal|24}} [[Fine meal]]s | ||
| [[Ascetic]] | | [[Ascetic]] | ||
|} | |} | ||
+ | <References /> | ||
=== Living space === | === Living space === | ||
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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{{RoyaltyIcon}}:''' [[Psyfocus#Minimal|Minimal]]<br />'''Disallowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Artistic|Artistic]]<br /><br /><!-- | + | | '''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' 50%<br />'''Allowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Minimal|Minimal]]<br />'''Disallowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Artistic|Artistic]]<br /><br /><!-- |
-->{{+|5}} mood bonus for having an awful bedroom<br><!-- | -->{{+|5}} mood bonus for having an awful bedroom<br><!-- | ||
-->{{--|5}} mood penalty for having a somewhat impressive or better bedroom<br><!-- | -->{{--|5}} mood penalty for having a somewhat impressive or better bedroom<br><!-- | ||
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-->'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn<br><!-- | -->'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn<br><!-- | ||
-->'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}<br><!-- | -->'''+/- :''' Mood unaffected by 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 | + | -->'''+/- :''' 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}} |
− | |||
− | |||
− | |||
| - | | - | ||
| [[Greedy]], [[Jealous]], [[Gourmand]] | | [[Greedy]], [[Jealous]], [[Gourmand]] | ||
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| - | | - | ||
| 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. | ||
− | | | + | | '''Allowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />{{--|8}} [[mood]] penalty for not having the best bedroom. |
− | |||
| - | | - | ||
| None | | None | ||
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| 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{{RoyaltyIcon}}:''' [[Psyfocus#Flame|Flame]]<br /><br /><!-- | + | | '''[[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)<Ref>Fire starting sprees randomly occur with an MTB of 50 days</Ref><br />'''Allowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Flame|Flame]]<br /><br /><!-- |
-->{{+|2}} mood bonus for having an incendiary weapon equipped<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}}<!-- | --> {{+|8}} mood bonus for using an incendiary weapon on an enemy.{{Check Tag|Detail}}<!-- | ||
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-->{{Bad|Incapable of firefighting}}<br><!-- | -->{{Bad|Incapable of firefighting}}<br><!-- | ||
-->Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]<br><!-- | -->Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]<br><!-- | ||
− | + | ||
-->'''−20%''' reduction in market value<br><!-- | -->'''−20%''' reduction in market value<br><!-- | ||
-->{{Good|Gains}} the [[Psycasts#Flame|Flame]] meditation focus type {{RoyaltyIcon}} | -->{{Good|Gains}} the [[Psycasts#Flame|Flame]] meditation focus type {{RoyaltyIcon}} | ||
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| None | | None | ||
|} | |} | ||
+ | <References /> | ||
=== Social views === | === Social views === | ||
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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:''' {{Bad|x400%}}<br />'''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />'''Required Work Tags:''' Violent<br /><br /><!-- | + | | '''Social Fight Chance Factor:''' {{Bad|x400%}}<br />'''Allowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />'''Required Work Tags:''' Violent<br /><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><!-- | -->{{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><!-- | -->{{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin<br><!-- | ||
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-->{{Bad|−}} ''':''' Four times as likely to start a social fight<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|+}} ''':''' 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 | + | -->{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners {{IdeologyIcon}} |
− | |||
| {{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}}:''' | + | | '''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Good|x50%}}<br />'''Allowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br /><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 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><!-- | -->{{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 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><!-- | -->{{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 | + | -->{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals {{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 | ||
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| 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{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />'''Disallowed Thoughts From Ingestion:''' Humanlike: AteRawFood, AteHumanlikeMeatDirect, AteHumanlikeMeatAsIngredient<br />'''Extra Thoughts From Ingestion:''' Humanlike: AteHumanlikeMeatDirectCannibal, AteHumanlikeMeatAsIngredientCannibal<br /><br /><!-- | + | | '''Allowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />'''Disallowed Thoughts From Ingestion:''' Humanlike: AteRawFood, AteHumanlikeMeatDirect, AteHumanlikeMeatAsIngredient<br />'''Extra Thoughts From Ingestion:''' Humanlike: AteHumanlikeMeatDirectCannibal, AteHumanlikeMeatAsIngredientCannibal<br /><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><!-- | -->{{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><!-- | -->{{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin<br><!-- | ||
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| - | | - | ||
| {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:''' {{Bad|x400%}}<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 /><br / | + | | '''[[Melee Hit Chance]]:''' {{+|4}}<br />'''[[Skills#Melee|Melee Skill]]:''' {{+|4}}<br />'''[[Skills#Shooting|Shooting Skill]]:''' {{--|10}}<br />'''Social Fight Chance Factor:''' {{Bad|x400%}}<br />'''Allowed Meditation'''<br />'''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 /><br /><!-- |
− | + | -->{{--|10}} mood penalty for wielding a ranged weapon | |
− | |||
− | |||
− | -->{{--|10}} mood penalty for wielding a ranged weapon | ||
− | |||
− | |||
| {{Icon Small|Knife|24}} [[Knife]] | | {{Icon Small|Knife|24}} [[Knife]] | ||
| [[Shooting accuracy]], [[Wimp]] | | [[Shooting accuracy]], [[Wimp]] | ||
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| - | | - | ||
| {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]]:''' | + | | '''[[Melee Dodge Chance]]:''' {{+|15}}<br />'''Pawn [[Trap Spring Chance]]:''' {{Good|x10%}} |
− | |||
− | |||
| - | | - | ||
| None | | None | ||
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| 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:''' | + | | '''[[Incoming Damage Multiplier|Incoming Damage Factor]]:''' {{Good|x50%}} |
− | |||
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. | * Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. | ||
| - | | - | ||
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| - | | - | ||
| {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}}:''' | + | | '''Allow On Hostile Spawn:''' false<br />'''[[Pain Shock Threshold]]:''' {{--|50%}}<br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Bad|x200%}}<br />'''[[Market Value]] Factor Offset:''' {{--|15%}}<br /><br /><!-- |
− | |||
− | |||
− | |||
-->{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]],{{IdeologyIcon}} reverting them to the default values. | -->{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]],{{IdeologyIcon}} reverting them to the default values. | ||
| - | | - | ||
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| 1 | | 1 | ||
| {PAWN_nameDef} has fragile skin and bones. {PAWN_pronoun} takes more damage than other people from the same blows. | | {PAWN_nameDef} has fragile skin and bones. {PAWN_pronoun} takes more damage than other people from the same blows. | ||
− | | '''Incoming Damage Factor:''' {{Bad|x115%}} | + | | '''[[Incoming Damage Multiplier|Incoming Damage Factor]]:''' {{Bad|x115%}} |
− | |||
* 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}} | * 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}} | ||
| - | | - | ||
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| - | | - | ||
| {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]]:''' {{++| | + | | '''[[Global Learning Factor]]:''' {{+|75%}}<br />'''[[Mental Break Threshold]]:''' {{++|12%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Good|x50}}%<br />'''Required Work Tags:''' Intellectual |
− | |||
− | |||
− | |||
| {{Icon Small|Schematic|24}} [[Schematic]] | | {{Icon Small|Schematic|24}} [[Schematic]] | ||
− | | [[Nerves]], [[Slow learner]] | + | | [[Traits#Nerves|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%}} |
− | |||
| {{Icon Small|Textbook|24}} [[Textbook]] | | {{Icon Small|Textbook|24}} [[Textbook]] | ||
| [[Slow learner]] | | [[Slow learner]] | ||
Line 301: | Line 276: | ||
| - | | - | ||
| {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}}:''' | + | | '''[[Global Learning Factor]]:''' {{--|75%}}<br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Good|x50%}} |
− | |||
− | |||
| - | | - | ||
| [[Too smart]], [[Fast learner]] | | [[Too smart]], [[Fast learner]] | ||
Line 310: | Line 283: | ||
| 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 | + | | {{Good|x50%}} Skill Decay |
| - | | - | ||
| None | | None | ||
Line 317: | Line 290: | ||
| - | | - | ||
| {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%}} |
− | |||
| - | | - | ||
| - | | - | ||
Line 325: | Line 297: | ||
| 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{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />'''Forced [[Passion]]s:''' Artistic<br /><br /><!-- | + | | '''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'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />'''Forced [[Passion]]s:''' Artistic<br /><br /><!-- |
-->{{--|8}} Permanent mood<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 | + | -->{{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}} |
− | |||
| 10~20x {{Icon Small|Dye|24}} [[Dye]] | | 10~20x {{Icon Small|Dye|24}} [[Dye]] | ||
| None | | None | ||
Line 346: | Line 317: | ||
| 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}}:''' | + | | '''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Bad|x200%}}<br /><br /><!-- |
-->{{Good|+}} ''':''' Sometimes tells others Kind Words<br><!-- | -->{{Good|+}} ''':''' Sometimes tells others Kind Words<br><!-- | ||
-->{{+|5}} mood bonus for anyone who has been told Kind Words by this colonist<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|+}} ''':''' Will not Slight or Insult others<br><!-- | ||
− | -->{{Good|+}} ''':''' Opinion of other pawns not changed by [[beauty]], Annoying voice, Creepy breathing or [[disfigurement]] | + | -->{{Good|+}} ''':''' Opinion of other pawns not changed by [[beauty]], Annoying voice, Creepy breathing or [[disfigurement]] |
− | |||
| - | | - | ||
| [[Traits#Abrasive|Abrasive]], [[Traits#Psychopath|Psychopath]] | | [[Traits#Abrasive|Abrasive]], [[Traits#Psychopath|Psychopath]] | ||
Line 358: | Line 328: | ||
| - | | - | ||
| {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}}:''' | + | | '''[[Market Value]] Factor Offset:''' {{--|15%}}<br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Good|x50%}}<br />'''Required Work Tags:''' Social<br /><br /><!-- |
− | -->{{Bad|−}} ''':''' Has a tendency to slight and insult people | + | -->{{Bad|−}} ''':''' Has a tendency to slight and insult people |
− | |||
− | |||
| - | | - | ||
| None | | None | ||
Line 369: | Line 337: | ||
| {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%}}<br /><br /><!-- | | '''[[Market Value]] Factor Offset:''' {{--|20%}}<br /><br /><!-- | ||
− | -->{{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns. | + | -->{{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns. |
− | |||
| - | | - | ||
| None | | None | ||
Line 378: | Line 345: | ||
| {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%}}<br /><br /><!-- | | '''[[Market Value]] Factor Offset:''' {{--|10%}}<br /><br /><!-- | ||
− | -->{{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns. | + | -->{{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns. |
− | |||
| - | | - | ||
| None | | None | ||
Line 426: | Line 392: | ||
|} | |} | ||
* 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. | * 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 [[ | + | * And see also the [[Beauty]] category of traits, below. |
==== Recluse Mood {{BiotechIcon}} ==== | ==== Recluse Mood {{BiotechIcon}} ==== | ||
Line 494: | Line 460: | ||
|- id="Slowpoke" | |- id="Slowpoke" | ||
! Slowpoke | ! Slowpoke | ||
− | | -1 | + | | {{Bad|-1}} |
| [PAWN_nameDef] is always falling behind the group whenever [PAWN_pronoun] goes anywhere. | | [PAWN_nameDef] is always falling behind the group whenever [PAWN_pronoun] goes anywhere. | ||
− | | '''[[Move Speed]]:''' {{--|0.2}}{{CS}}<br />'''Disallowed Inspirations:''' [[Mental inspiration#Go frenzy|Go frenzy]] | + | | '''[[Move Speed]]:''' {{--|0.2}} {{CS}}<br />'''Disallowed Inspirations:''' [[Mental inspiration#Go frenzy|Go frenzy]] |
| - | | - | ||
| None | | None | ||
|- id="Fast walker" | |- id="Fast walker" | ||
! Fast walker | ! Fast walker | ||
− | | 1 | + | | {{Good|1}} |
| [PAWN_nameDef] likes to be where [PAWN_pronoun]'s going. [PAWN_pronoun] walks quicker than most people. | | [PAWN_nameDef] likes to be where [PAWN_pronoun]'s going. [PAWN_pronoun] walks quicker than most people. | ||
− | | '''[[Move Speed]]:''' {{+|0.2}}{{CS}} | + | | '''[[Move Speed]]:''' {{+|0.2}} {{CS}} |
| - | | - | ||
| None | | None | ||
|- id="Jogger" | |- id="Jogger" | ||
! Jogger | ! Jogger | ||
− | | 2 | + | | {{Good|2}} |
| [PAWN_nameDef] always moves with a sense of urgency - so much so that others often fail to keep up. | | [PAWN_nameDef] always moves with a sense of urgency - so much so that others often fail to keep up. | ||
− | | '''[[Move Speed]]:''' {{+|0.4}}{{CS}} | + | | '''[[Move Speed]]:''' {{+|0.4}} {{CS}} |
| - | | - | ||
| None | | None | ||
Line 578: | Line 544: | ||
|- id="Sanguine" | |- id="Sanguine" | ||
! Sanguine | ! Sanguine | ||
− | | 2 | + | | {{Good|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> | | Permanent {{+|12}} mood bonus<ref name="NotListed">Specific value not listed in flavor text.</ref> | ||
Line 585: | Line 551: | ||
|- id="Optimist" | |- id="Optimist" | ||
! Optimist | ! Optimist | ||
− | | 1 | + | | {{Good|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"/> | | Permanent {{+|6}} mood bonus<ref name="NotListed"/> | ||
Line 592: | Line 558: | ||
|- id="Pessimist" | |- id="Pessimist" | ||
! Pessimist | ! Pessimist | ||
− | | -1 | + | | {{Bad|-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"/> | | Permanent {{--|6}} mood penalty<ref name="NotListed"/> | ||
Line 599: | Line 565: | ||
|- id="Depressive" | |- id="Depressive" | ||
! Depressive | ! Depressive | ||
− | | -2 | + | | {{Bad|-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"/> | | Permanent {{--|12}} mood penalty<ref name="NotListed"/> | ||
Line 619: | Line 585: | ||
|- id="Iron-willed" | |- id="Iron-willed" | ||
! Iron-willed | ! Iron-willed | ||
− | | 2 | + | | {{Good|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]]{{IdeologyIcon}}:''' {{Good|x25%}} | | '''[[Mental Break Threshold]]:''' {{---|18%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Good|x25%}} | ||
Line 626: | Line 592: | ||
|- id="Steadfast" | |- id="Steadfast" | ||
! Steadfast | ! Steadfast | ||
− | | 1 | + | | {{Good|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]]{{IdeologyIcon}}:''' {{Good|x50%}} | | '''[[Mental Break Threshold]]:''' {{---|9%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Good|x50%}} | ||
Line 633: | Line 599: | ||
|- id="Nervous" | |- id="Nervous" | ||
! Nervous | ! Nervous | ||
− | | -1 | + | | {{Bad|-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]]{{IdeologyIcon}}:''' | + | | '''[[Mental Break Threshold]]:''' {{++|8%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Bad|x200%}} |
− | |||
| - | | - | ||
| None | | None | ||
|- id="Volatile" | |- id="Volatile" | ||
! Volatile | ! Volatile | ||
− | | -2 | + | | {{Bad|-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]]{{IdeologyIcon}}:''' | + | | '''[[Mental Break Threshold]]:''' {{++|15%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Bad|x300%}} |
− | |||
| - | | - | ||
| None | | None | ||
Line 687: | Line 651: | ||
|- id="Industrious" | |- id="Industrious" | ||
! Industrious | ! Industrious | ||
− | | 2 | + | | {{Good|2}} |
| [PAWN_nameDef] has an easy time staying on-task and focused, and gets things done much faster than the average person. | | [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%}}<br />{{ | + | | '''[[Global Work Speed]]:''' {{+|35%}}<br />{{--|5}} opinion of all colonists without the same trait |
| - | | - | ||
| None | | None | ||
|- id="Hard worker" | |- id="Hard worker" | ||
! Hard worker | ! Hard worker | ||
− | | 1 | + | | {{Good|1}} |
| [PAWN_nameDef] is a natural hard worker and will finish tasks faster than most. | | [PAWN_nameDef] is a natural hard worker and will finish tasks faster than most. | ||
− | | '''[[Global Work Speed]]:''' {{+|20%}}<br />{{ | + | | '''[[Global Work Speed]]:''' {{+|20%}}<br />{{--|5}} opinion of all colonists without the same or industrious trait |
| - | | - | ||
| None | | None | ||
|- id="Lazy" | |- id="Lazy" | ||
! Lazy | ! Lazy | ||
− | | -1 | + | | {{Bad|-1}} |
| [PAWN_nameDef] is a little bit lazy. | | [PAWN_nameDef] is a little bit lazy. | ||
| '''[[Global Work Speed]]:''' {{--|20%}} | | '''[[Global Work Speed]]:''' {{--|20%}} | ||
Line 708: | Line 672: | ||
|- id="Slothful" | |- id="Slothful" | ||
! Slothful | ! Slothful | ||
− | | -2 | + | | {{Bad|-2}} |
| [PAWN_nameDef] loves idleness and hates anything productive. [PAWN_pronoun] moves slowly and rarely stays focused on a task. | | [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%}} | ||
Line 727: | Line 691: | ||
|- id="Psychically hypersensitive" | |- id="Psychically hypersensitive" | ||
! Psychically hypersensitive | ! Psychically hypersensitive | ||
− | | 2 | + | | {{Good|2}} |
| [PAWN_nameDef]'s mind is like a psychic tuning fork. [PAWN_pronoun] is extremely sensitive to psychic phenomena. | | [PAWN_nameDef]'s mind is like a psychic tuning fork. [PAWN_pronoun] is extremely sensitive to psychic phenomena. | ||
| '''[[Psychic Sensitivity]]:''' {{+|80%}} | | '''[[Psychic Sensitivity]]:''' {{+|80%}} | ||
Line 734: | Line 698: | ||
|- id="Psychically sensitive" | |- id="Psychically sensitive" | ||
! Psychically sensitive | ! Psychically sensitive | ||
− | | 1 | + | | {{Good|1}} |
| [PAWN_nameDef]'s mind is unusually sensitive to psychic phenomena. | | [PAWN_nameDef]'s mind is unusually sensitive to psychic phenomena. | ||
| '''[[Psychic Sensitivity]]:''' {{+|40%}} | | '''[[Psychic Sensitivity]]:''' {{+|40%}} | ||
Line 741: | Line 705: | ||
|- id="Psychically dull" | |- id="Psychically dull" | ||
! Psychically dull | ! Psychically dull | ||
− | | -1 | + | | {{Bad|-1}} |
| [PAWN_nameDef]'s mind is psychically out of tune with others. [PAWN_pronoun] isn't as affected by psychic phenomena. | | [PAWN_nameDef]'s mind is psychically out of tune with others. [PAWN_pronoun] isn't as affected by psychic phenomena. | ||
| '''[[Psychic Sensitivity]]:''' {{--|50%}} | | '''[[Psychic Sensitivity]]:''' {{--|50%}} | ||
Line 748: | Line 712: | ||
|- id="Psychically deaf" | |- id="Psychically deaf" | ||
! Psychically deaf | ! Psychically deaf | ||
− | | -2 | + | | {{Bad|-2}} |
| [PAWN_nameDef]'s mind works on a psychic frequency different from everyone else. [PAWN_pronoun] just isn't affected by psychic phenomena. | | [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%}} | | '''[[Psychic Sensitivity]]:''' {{--|100%}} | ||
Line 797: | Line 761: | ||
|- id="Beautiful" | |- id="Beautiful" | ||
! Beautiful | ! Beautiful | ||
− | | 2 | + | | {{Good|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}} | ||
Line 804: | Line 768: | ||
|- id="Pretty" | |- id="Pretty" | ||
! Pretty | ! Pretty | ||
− | | 1 | + | | {{Good|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}} | ||
Line 811: | Line 775: | ||
|- id="Ugly" | |- id="Ugly" | ||
! Ugly | ! Ugly | ||
− | | -1 | + | | {{Bad|-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}} | ||
Line 818: | Line 782: | ||
|- id="Staggeringly ugly" | |- id="Staggeringly ugly" | ||
! Staggeringly ugly | ! Staggeringly ugly | ||
− | | -2 | + | | {{Bad|-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}} | ||
Line 837: | Line 801: | ||
|- id="Super-immune" | |- id="Super-immune" | ||
! Super-immune | ! Super-immune | ||
− | | 1 | + | | {{Good|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%}} | ||
Line 844: | Line 808: | ||
|- id="Sickly" | |- id="Sickly" | ||
! Sickly | ! Sickly | ||
− | | -1 | + | | {{Bad|-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. | ||
| '''Random Disease {{MTB}} Days:''' 30<Ref>Randomly catch diseases independently from rest of the colony, on average once every 30 days</Ref><br />'''[[Skills#Medicine|Medicine Skill]]:''' {{+|4}} | | '''Random Disease {{MTB}} Days:''' 30<Ref>Randomly catch diseases independently from rest of the colony, on average once every 30 days</Ref><br />'''[[Skills#Medicine|Medicine Skill]]:''' {{+|4}} | ||
Line 901: | Line 865: | ||
| 0 | | 0 | ||
| {PAWN_nameDef} is a peculiar person who seems fixated on horrendous ideas. Talking to {PAWN_objective} is often upsetting. | | {PAWN_nameDef} is a peculiar person who seems fixated on horrendous ideas. Talking to {PAWN_objective} is often upsetting. | ||
− | | '''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br /><!-- | + | | '''Allowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br /><!-- |
-->When randomly interacting with other pawns, will perform a disturbing chat instead of any other interaction type, giving the recipient {{--|4}} mood and {{--|3}} opinion of the disturbing pawn for 24 hours (stacks up to 10 times) | -->When randomly interacting with other pawns, will perform a disturbing chat instead of any other interaction type, giving the recipient {{--|4}} mood and {{--|3}} opinion of the disturbing pawn for 24 hours (stacks up to 10 times) | ||
| - | | - | ||
Line 909: | Line 873: | ||
| 0 | | 0 | ||
| {PAWN_nameDef} is strangely intrigued by unnatural entities and is easily enthralled by them. | | {PAWN_nameDef} is strangely intrigued by unnatural entities and is easily enthralled by them. | ||
− | | '''Allowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Void|Void]]<br />'''Disallowed Meditation Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Artistic|Artistic]]<br />'''Disallowed Thoughts:''' | + | | '''Allowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Void|Void]]<br />'''Disallowed Meditation'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Artistic|Artistic]]<br />'''Disallowed Thoughts:''' Imprisoned With Entity, Entity In Room<br />'''The Only Allowed Mental Breaks:''' [[Mental break#Entity liberator|Entity liberator]]<br />'''randomMentalStateMtbDaysMoodCurve:''' (0, 60)<Ref>Will attempt to release captured entities (regardless of mood) once per year, on average</Ref> |
− | |||
− | |||
| - | | - | ||
| - | | - | ||
|} | |} | ||
+ | <References /> |
Revision as of 05:05, 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 | 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 Types: 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 |
30~60x 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 Types: Morbid +5 mood bonus for being in a little pain, replacing default −5 and +3 from Pain:Idealized. +10 mood bonus for being in medium pain, replacing default −10 and +5 from Pain:Idealized. +15 mood bonus for being in severe pain, replacing default −15 and +7 from Pain:Idealized. +20 mood bonus for being in mind-shattering pain, replacing default −20 and +9 from Pain:Idealized. Note: Mind-shattering pain causes pain shock at the default pain shock threshold +3 mood bonus for wearing a slave body strap +2 mood bonus for wearing a slave collar Negates all mood effects for both Skullspike:Desired and Disapproved Negates the −5 mood penalty and -20 opinion malus for being fed on by a Bloodfeeder |
- | 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 xenogenes −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 xenogenes −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)[1] Cooking Skill: +4 Hunger Rate Factor: +50% +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 |
1~3x Fine meals | Ascetic |
- ↑ Food binges randomly occur with an MTB of 50 days
Living space
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Pyromaniac "beautiful fire" mechanical details. Once found and collated, templatize a summary of the effect and add it fire, torch lamps, 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"...
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 Factor: 50% Allowed Meditation Focus Types: Minimal Disallowed Meditation Focus Types: 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 |
- | 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 | 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. | Allowed Meditation Focus Types: Morbid −8 mood penalty for not having the best bedroom. |
- | 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)[1] Allowed Meditation Focus Types: 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; blood torch; darktorch, fungus darktorch, effigy, pyre, sacrificial flag; brazier; or 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. Incapable of firefighting Only possible extreme mental break is fire starting spree −20% reduction in market value Gains the Flame meditation focus type |
Molotov cocktail 10~20x Chemfuel |
None |
- ↑ Fire starting sprees randomly occur with an MTB of 50 days
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 Types: 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; Blinding 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 Kills a child + : Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners |
Axe 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 Factor: ×50% Allowed Meditation Focus Types: 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 leather; Child 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); Blinding 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 Kills a child or Kills an innocent animal (Killing innocent animals:Abhorrent, Horrible, or Disapproved) − : No mood bonuses from: Being nuzzled, Being a bonded animal's master; 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) − : No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); Teaching 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 |
Skull 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 Types: 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; Ingesting hemogen packs; or 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) + : Gains the Morbid meditation focus type |
30~60x 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 Types: Morbid Disallowed Inspirations: Shooting frenzy Required Work Tags: Violent Conflicting Passions: Shooting −10 mood penalty for wielding a ranged weapon |
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% |
- | 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%
|
- | 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 Factor: ×200% Market Value Factor Offset: −15% − : Negates Pain mood buffs from Pain:Idealized, reverting them to the default values. |
- | Brawler, Masochist |
Delicate | 1 | {PAWN_nameDef} has fragile skin and bones. {PAWN_pronoun} takes more damage than other people from the same blows. | Incoming Damage Factor: ×115% | - | Tough |
- and see also Trigger-happy and Careful shooter, below.
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: +12% Certainty Loss Factor: ×50% Required Work Tags: Intellectual |
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% | Textbook | Slow learner |
Slow learner | - | {PAWN_nameDef} is slow on the uptake. {PAWN_pronoun} learns much slower than others. | Global Learning Factor: −75% Certainty Loss Factor: ×50% |
- | Too smart, 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 Decay | - | 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% | - | - |
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: Inspired 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 Types: 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, pyrophobia, or Void terror |
10~20x Dye | None |
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 Factor: ×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 |
- | 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 Factor: ×50% Required Work Tags: Social − : Has a tendency to slight and insult people |
- | 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. |
- | 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. |
- | 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. | - | Bisexual, Asexual |
Bisexual | 0.2 | {PAWN_nameDef} is romantically attracted to both men and women. | +/- : Will have romantic relationships with people from either gender. | - | Gay, Asexual |
Asexual | 0.2 | {PAWN_nameDef} has no sexual attraction to anyone at all. | +/- : Will not have romantic relationships with people. | - | Gay, Bisexual |
Recluse | 0.5 | The fewer people in {PAWN_nameDef}'s faction, the happier {PAWN_pronoun} 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 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. | - | - |
- 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
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.
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 | - |
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 c/s Disallowed Inspirations: Go frenzy |
- | 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 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 c/s | - | None |
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 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 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 |
- | 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 |
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 Factor: ×25% |
- | 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 Factor: ×50% |
- | None |
Nervous | −1 | [PAWN_nameDef] tends to crack under pressure. | Mental Break Threshold: +8% Certainty Loss Factor: ×200% |
- | 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 Factor: ×300% |
- | 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% |
- | 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% |
- | 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% −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% −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% | - | 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% | - | 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% | Psychic foil helmet | None |
Psychically sensitive | 1 | [PAWN_nameDef]'s mind is unusually sensitive to psychic phenomena. | Psychic Sensitivity: +40% | 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% | - | 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% | - | 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 |
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 |
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 | - | None |
Pretty | 1 | [PAWN_nameDef] has a pretty face, which predisposes people to like [PAWN_objective]. | Pawn Beauty: +1 | - | None |
Ugly | −1 | [PAWN_nameDef] is somewhat ugly. This subtly repels others during social interactions. | Pawn Beauty: −1 | - | 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 | - | 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% | - | 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[1] Medicine Skill: +4 |
2~5x Medicine 5~10x Penoxycyline |
None |
- ↑ Randomly catch diseases independently from rest of the colony, on average once every 30 days
Creepjoiner Traits
This section relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
These traits are never randomly assigned to pawns. They are normally found on creepjoiners, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.
Perfect memory, Occultist, Joyous, and Body mastery are considered benefits, to compensate whatever mysterious downside haunts the creepjoiner.
Disturbing and Void fascination are considered downsides, meant to counterblance the creepjoiner's powerful benefits. Note that, unlike most other creepjoiner drawbacks, these traits are never hidden; as such, you be assured there are no other nasty surprises waiting for you.
Name | Commonality | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Perfect memory | 0 | {PAWN_nameDef} has outstanding memory, both in terms of retaining information but also muscle memory. {PAWN_possessive} skills will never decay. | Skill Decay: ×0% | - | - |
Occultist | 0 | {PAWN_nameDef} has deep knowledge of the twisted patterns of dark psychic energy. {PAWN_pronoun} can study unnatural entities faster than others. {PAWN_pronoun} will also periodically teach this inhuman knowledge to others when {PAWN_pronoun} gets the chance. | Study Efficiency: +100% Entity Study Rate: +50% Can share occult teachings during normal social interactions, giving +1 dark research per day |
- | - |
Joyous | 0 | {PAWN_nameDef} has the ability to make everyone feel better and inspire them to be the best version of themselves. | +20 opinion from other pawns While not imprisoned or enslaved, +3 mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to. |
- | - |
Body mastery | 0 | {PAWN_nameDef} doesn't have basic needs like eating, sleeping, or comfort. {PAWN_possessive} body is driven by some unknown mechanism, which has turned {PAWN_possessive} eyes completely white. | Disables Needs: Food, Rest, Comfort Gray Eyes |
- | - |
Disturbing | 0 | {PAWN_nameDef} is a peculiar person who seems fixated on horrendous ideas. Talking to {PAWN_objective} is often upsetting. | Allowed Meditation Focus Types: Morbid When randomly interacting with other pawns, will perform a disturbing chat instead of any other interaction type, giving the recipient −4 mood and −3 opinion of the disturbing pawn for 24 hours (stacks up to 10 times) |
- | - |
Void fascination | 0 | {PAWN_nameDef} is strangely intrigued by unnatural entities and is easily enthralled by them. | Allowed Meditation Focus Types: Void Disallowed Meditation Focus Types: Artistic Disallowed Thoughts: Imprisoned With Entity, Entity In Room The Only Allowed Mental Breaks: Entity liberator randomMentalStateMtbDaysMoodCurve: (0, 60)[1] |
- | - |
- ↑ Will attempt to release captured entities (regardless of mood) once per year, on average