Difference between revisions of "User:JuliaCat/test"

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m (Replaced content with "{{Stub|reason=general}} {{See also|Disease|Injury|Ailments|Artificial body parts}} A '''Hediff''' is a modifier applied to either the whole or a specific part of a pawn....")
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== Singular Traits ==
+
{{Stub|reason=general}}
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).
+
{{See also|Disease|Injury|Ailments|Artificial body parts}}
  
=== Lifestyle ===
+
A '''Hediff''' is a modifier applied to either the whole or a specific part of a pawn. These represent themselves in-game as [[disease]]s, [[injury|injuries]], [[ailments]], [[artificial body parts]], and so on.
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'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br /><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
 
| 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'''<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><!--
 
-->{{+|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}}
 
| -
 
|  [[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
 
| -
 
| [[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)<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 /><!--
 
-->'''+/- :''' 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
 
| [[Ascetic]]
 
|}
 
<References />
 
  
=== Living space ===
+
== Core ==
{{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]])}}
+
=== Debug ===
How a colonist perceives the walls that they call "home"...
 
  
{| id="Living space" {{STDT| sortable c_08 }}
+
=== Global ===
! Name
+
==== Misc ====
! Commonality
+
==== Needs ====
! Description
+
==== Temperature ====
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Ascetic" <!-- defName="Ascetic" -->
 
! 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.
 
| '''[[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 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}}
 
| -
 
| [[Greedy]], [[Jealous]], [[Gourmand]]
 
|- id="Greedy" <!-- defName="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.
 
| {{--|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]]
 
| [[Ascetic]], [[Jealous]]
 
|- id="Jealous" <!-- defName="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'''<br />'''Focus Types{{RoyaltyIcon}}:''' [[Psyfocus#Morbid|Morbid]]<br />{{--|8}} [[mood]] penalty for not having the best bedroom.
 
| -
 
| None
 
|- id="Pyromaniac" <!-- defName="Pyromaniac" -->
 
! 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%}}<br />'''The Only Allowed Mental Breaks:''' [[Mental break#Fire starting spree|Fire starting spree]]<br />'''Random Mental State:''' [[Mental break#Fire starting spree|Fire starting spree]]<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><!--
 
--> {{+|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.
 
| {{Icon Small|Molotov cocktail|24}} [[Molotov cocktail]]<br />10~20x {{Icon Small|Chemfuel|24}} [[Chemfuel]]
 
| None
 
|}
 
<References />
 
  
=== Social views ===
+
=== Local ===
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.
+
==== Chronic ====
 +
==== Infections ====
 +
==== Injuries ====
 +
==== Misc ====
 +
==== Terrain Attacks ====
  
{| id="Social views" {{STDT| sortable c_08 }}
+
=== Body Parts ===
! Name
+
==== Archotech ====
! Commonality
+
==== Base ====
! Description
+
==== Bionic ====
! Effect
+
==== Medieval ====
! Possessions
+
==== Prosthetic ====
! Conflicting Traits
+
==== Special ====
|- id="Bloodlust" <!-- defName="Bloodlust" -->
 
! 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:''' {{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><!--
 
-->{{+|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}}
 
| {{Icon Small|Axe|24}} [[Axe]]{{IdeologyIcon}}<br />{{Icon Small|Longsword|24}} [[Longsword]]
 
| None
 
|- id="Psychopath" <!-- defName="Psychopath" -->
 
! 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.
 
| '''[[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 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}}
 
| {{Icon Small|Skull|24}} [[Skull]]<br />{{Icon Small|Heart|24}} [[Heart]]
 
| None
 
|- id="Cannibal" <!-- defName="Cannibal" -->
 
! 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'''<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><!--
 
-->{{+|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]]
 
| None
 
|}
 
<references />
 
  
=== Combat ===
+
=== Psycasts ===
When it's us or them...
 
  
{| id="Combat" {{STDT| sortable c_08 }}
+
=== HediffGiverSetDefs ===
! Name
 
! Commonality
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Brawler" <!-- defName="Brawler" -->
 
! 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}}<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
 
| {{Icon Small|Knife|24}} [[Knife]]
 
| [[Shooting accuracy]], [[Wimp]]
 
|- id="Nimble" <!-- defName="Nimble" -->
 
! Nimble
 
| -
 
| {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]]:''' {{Good|x10%}}
 
| -
 
| None
 
|- id="Tough" <!-- defName="Tough" -->
 
! 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 Multiplier|Incoming Damage Factor]]:''' {{Good|x50%}}
 
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.
 
| -
 
| None
 
|- id="Wimp" <!-- defName="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}.
 
| '''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.
 
| -
 
| [[Brawler]], [[Masochist]]
 
|- id="Delicate" <!-- defName="Delicate" -->
 
! Delicate{{BiotechIcon}}
 
| 1
 
| {PAWN_nameDef} has fragile skin and bones. {PAWN_pronoun} takes more damage than other people from the same blows.
 
| '''[[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}}
 
| -
 
| [[Tough]]
 
|}
 
<references />
 
* and see also [[Trigger-happy]] and [[Careful shooter]], below.
 
  
=== Skills ===
+
== Royalty ==
When your colonists are ''not'' fighting for their lives...
+
=== Local ===
{| id="Skills" {{STDT| sortable c_08 }}
+
==== Misc ====
! Name
 
! Commonality
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Too smart" <!-- defName="TooSmart" -->
 
! 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%}}<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]]
 
| [[Traits#Nerves|Nerves]], [[Slow learner]]
 
|- id="Fast learner" <!-- defName="FastLearner" -->
 
! Fast learner
 
| -
 
| {PAWN_nameDef} has a knack for learning. {PAWN_pronoun} picks things up much faster than others.
 
| '''[[Global Learning Factor]]:''' {{+|75%}}
 
| {{Icon Small|Textbook|24}} [[Textbook]]
 
| [[Slow learner]]
 
|- id="Slow learner" <!-- defName="SlowLearner" -->
 
! Slow learner
 
| -
 
| {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}}:''' {{Good|x50%}}
 
| -
 
| [[Too smart]], [[Fast learner]]
 
|- id="Great memory" <!-- defName="GreatMemory" -->
 
! 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.
 
| {{Good|x50%}} Skill Decay
 
| -
 
| None
 
|- id="Quick sleeper" <!-- defName="QuickSleeper" -->
 
! 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%}}
 
| -
 
| -
 
|- id="Tortured artist" <!-- defName="TorturedArtist" -->
 
! 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:''' [[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><!--
 
-->{{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]]
 
| None
 
|}
 
  
=== Relationships ===
+
=== Body Parts ===
So... are you new on this rimworld?...
+
==== Base Empire ====
{| id="Relationships" {{STDT| sortable c_08 }}
+
==== Empire Royal ====
! Name
+
==== Prosthetic Empire ====
! Commonality (Female Commonality)
+
==== Bionic Empire ====
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Kind" <!-- defName="Kind" -->
 
! 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.
 
| '''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Bad|x200%}}<br /><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]]
 
| -
 
| [[Traits#Abrasive|Abrasive]], [[Traits#Psychopath|Psychopath]]
 
|- id="Abrasive" <!-- defName="Abrasive" -->
 
! 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%}}<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
 
| -
 
| None
 
|- id="Annoying voice" <!-- defName="AnnoyingVoice" -->
 
! 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%}}<br /><br /><!--
 
-->{{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns.
 
| -
 
| None
 
|- id="Creepy breathing" <!-- defName="CreepyBreathing" -->
 
! Creepy breathing
 
| 0.5
 
| {PAWN_nameDef} breathes heavily all the time, and sweats constantly. People find it creepy.
 
| '''[[Market Value]] Factor Offset:''' {{--|10%}}<br /><br /><!--
 
-->{{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns.
 
| -
 
| None
 
|- id="Misandrist" <!-- defName="DislikesMen" -->
 
! Misandrist
 
| 0.3 (1.7)
 
| {PAWN_nameDef} really dislikes and distrusts men.
 
| {{--|25}} opinion of men.
 
| -
 
| None
 
|- id="Misogynist" <!-- defName="DislikesWomen" -->
 
! Misogynist
 
| 1.7 (0.3)
 
| {PAWN_nameDef} really dislikes and distrusts women.
 
| {{--|25}} opinion of women.
 
| -
 
| None
 
|- id="Gay" <!-- defName="Gay" -->
 
! 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]]
 
|- id="Bisexual" <!-- defName="Bisexual" -->
 
! Bisexual
 
| 0.2
 
| {PAWN_nameDef} is romantically attracted to both men and women.
 
| '''+/- :''' Will have romantic relationships with people from either gender.
 
| -
 
| [[Gay]], [[Asexual]]
 
|- id="Asexual" <!-- defName="Asexual" -->
 
! Asexual
 
| 0.2
 
| {PAWN_nameDef} has no sexual attraction to anyone at all.
 
| '''+/- :''' Will not have romantic relationships with people.
 
| -
 
| [[Gay]], [[Bisexual]]
 
|- id="Recluse" <!-- defName="Recluse" -->
 
! Recluse{{BiotechIcon}}
 
| 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, [[ghoul]]s {{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.
 
| -
 
| -
 
|}
 
* 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 {{BiotechIcon}} ====
+
=== Psycasts ===
{| 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 ==
+
== Ideology ==
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.
+
=== Various ===
 +
=== Casts ===
  
{| id="Commonality"  {{STDT| sortable c_08 }}
+
== Biotech ==
! Name
+
=== Global ===
! Commonality
+
==== Misc ====
|-
 
! 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 ===
+
=== Local ===
These traits affect a colonist's walk speed.
+
==== Misc ====
 +
==== Injuries ====
  
{| id="Speed offsets" <!-- defName="SpeedOffset", commonality="2" --> {{STDT| sortable c_08 }}
+
=== Body Parts ===
! Name
+
==== Detoxifier ====
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Slowpoke"
 
! Slowpoke
 
| {{Bad|-1}}
 
| [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]]
 
| -
 
| None
 
|- id="Fast walker"
 
! Fast walker
 
| {{Good|1}}
 
| [PAWN_nameDef] likes to be where [PAWN_pronoun]'s going. [PAWN_pronoun] walks quicker than most people.
 
| '''[[Move Speed]]:''' {{+|0.2}} {{CS}}
 
| -
 
| None
 
|- id="Jogger"
 
! Jogger
 
| {{Good|2}}
 
| [PAWN_nameDef] always moves with a sense of urgency - so much so that others often fail to keep up.
 
| '''[[Move Speed]]:''' {{+|0.4}} {{CS}}
 
| -
 
| None
 
|}
 
  
=== Drug Desire ===
+
=== Various ===
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. -->
+
=== Mechanitor ===
{| id="Drug desire" <!-- defName="DrugDesire", commonality="3" --> {{STDT| sortable c_08 }}
 
! Name
 
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Chemical fascination"
 
! 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%}}<br /><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
+
== Anomaly ==
 +
=== Global ===
 +
==== Misc ====
  
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs
+
=== Local ===
 +
==== Injuries ====
 +
==== Chronic ====
  
| -
+
=== Body Parts ===
| None
+
==== Prosthetic ====
|- id="Chemical interest"
 
! 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%}}<br /><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
+
=== Mutants ===
  
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs
+
=== HediffGiverSetDefs ===
| -
 
| None
 
|- id="Teetotaler"
 
! Teetotaler
 
| -1
 
| [PAWN_nameDef] abhors the idea of gaining pleasure from chemicals. [PAWN_pronoun] strictly avoids alcohol and recreational drugs.
 
| '''Disallowed Mental States:''' [[Mental_break#Hard_drug_binge|Hard drug binge]], [[Mental_break#Social_drug_binge|Social drug binge]] (Will not go on drug binges of any kind)<br /><!--
 
-->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
 
|}
 
 
 
=== Natural Mood ===
 
These traits affect the colonist's natural, constant mood.
 
 
 
{| id="Natural mood" <!-- defName="NaturalMood", commonality="2" --> {{STDT| sortable c_08 }}
 
! Name
 
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Sanguine"
 
! Sanguine
 
| {{Good|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<ref name="NotListed">Specific value not listed in flavor text.</ref>
 
| -
 
| None
 
|- id="Optimist"
 
! Optimist
 
| {{Good|1}}
 
| [PAWN_nameDef] is naturally optimistic about life. It's hard to get [PAWN_objective] down.
 
| Permanent {{+|6}} mood bonus<ref name="NotListed"/>
 
| -
 
| None
 
|- id="Pessimist"
 
! Pessimist
 
| {{Bad|-1}}
 
| [PAWN_nameDef] tends to look on the bad side of life.
 
| Permanent {{--|6}} mood penalty<ref name="NotListed"/>
 
| -
 
| None
 
|- id="Depressive"
 
! Depressive
 
| {{Bad|-2}}
 
| [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
 
|}
 
<references/>
 
 
 
=== Nerves ===
 
These traits affect the colonist's mental break threshold.
 
 
 
{| id="Nerves" <!-- defName="Nerves", commonality="2" --> {{STDT| sortable c_08 }}
 
! Name
 
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Iron-willed"
 
! Iron-willed
 
| {{Good|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%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Good|x25%}}
 
| -
 
| None
 
|- id="Steadfast"
 
! Steadfast
 
| {{Good|1}}
 
| [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%}}
 
| -
 
| None
 
|- id="Nervous"
 
! Nervous
 
| {{Bad|-1}}
 
| [PAWN_nameDef] tends to crack under pressure.
 
| '''[[Mental Break Threshold]]:''' {{++|8%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Bad|x200%}}
 
| -
 
| None
 
|- id="Volatile"
 
! Volatile
 
| {{Bad|-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%}} <br />'''[[Global Certainty Loss Factor|Certainty Loss Factor]]{{IdeologyIcon}}:''' {{Bad|x300%}}
 
| -
 
| None
 
|}
 
 
 
=== 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 }}
 
! Name
 
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Neurotic"
 
! 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%}}<br />'''[[Mental Break Threshold]]:''' {{++|8%}}
 
| -
 
| None
 
|- id="Very neurotic"
 
! 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%}}<br />'''[[Mental Break Threshold]]:''' {{++|14%}}
 
| -
 
| None
 
|}
 
 
 
=== Industriousness ===
 
These traits affect the colonist's [[Global Work Speed]].
 
 
 
{| id="Industriousness" <!-- defName="Industriousness", commonality="2" --> {{STDT| sortable c_08 }}
 
! Name
 
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Industrious"
 
! Industrious
 
| {{Good|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%}}<br />{{--|5}} opinion of all colonists without the same trait
 
| -
 
| None
 
|- id="Hard worker"
 
! Hard worker
 
| {{Good|1}}
 
| [PAWN_nameDef] is a natural hard worker and will finish tasks faster than most.
 
| '''[[Global Work Speed]]:''' {{+|20%}}<br />{{--|5}} opinion of all colonists without the same or industrious trait
 
| -
 
| None
 
|- id="Lazy"
 
! Lazy
 
| {{Bad|-1}}
 
| [PAWN_nameDef] is a little bit lazy.
 
| '''[[Global Work Speed]]:''' {{--|20%}}
 
| -
 
| None
 
|- id="Slothful"
 
! Slothful
 
| {{Bad|-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.
 
 
 
{| id="Psychic sensitivity" <!-- defName="PsychicSensitivity", commonality="2" --> {{STDT| sortable c_08 }}
 
! Name
 
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Psychically hypersensitive"
 
! Psychically hypersensitive
 
| {{Good|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
 
| {{Good|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
 
| {{Bad|-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
 
| {{Bad|-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 [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.
 
 
 
{| id="Shooting accuracy" <!-- defName="ShootingAccuracy", commonality="2" --> {{STDT| sortable c_08 }}
 
! Name
 
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Careful shooter"
 
! Careful shooter
 
| 1
 
| [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
 
[[Shooting Accuracy]] {{+|5}}
 
| {{Icon Small|Bolt action rifle|24}} [[Bolt action rifle]]
 
| [[Brawler]]
 
|- id="Trigger-happy"
 
! Trigger-happy
 
| -1
 
| 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
 
| {{Icon Small|Autopistol|24}} [[Autopistol]]
 
| [[Brawler]]
 
|}
 
 
 
=== 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 }}
 
! Name
 
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Beautiful"
 
! Beautiful
 
| {{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.
 
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{+|2}}
 
| -
 
| None
 
|- id="Pretty"
 
! Pretty
 
| {{Good|1}}
 
| [PAWN_nameDef] has a pretty face, which predisposes people to like [PAWN_objective].
 
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{+|1}}
 
| -
 
| None
 
|- id="Ugly"
 
! Ugly
 
| {{Bad|-1}}
 
| [PAWN_nameDef] is somewhat ugly. This subtly repels others during social interactions.
 
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{--|1}}
 
| -
 
| None
 
|- id="Staggeringly ugly"
 
! Staggeringly ugly
 
| {{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.
 
| '''[[Beauty_(Pawn)|Pawn Beauty]]:''' {{--|2}}
 
| -
 
| None
 
|}
 
 
 
=== Immunity ===
 
These traits influence how often colonists are infected by a disease.
 
 
 
{| id="Immunity" <!-- defName="Immunity" --> {{STDT| sortable c_08 }}
 
! Name
 
! Degree
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Super-immune"
 
! Super-immune
 
| {{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.
 
| '''[[Immunity Gain Speed]]:''' {{+|30%}}
 
| -
 
| None
 
|- id="Sickly"
 
! Sickly
 
| {{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.
 
| '''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}}
 
| 2~5x {{Icon Small|Medicine|24}} [[Medicine]]<br />5~10x {{Icon Small|Penoxycyline|24}} [[Penoxycyline]]
 
| None
 
|}
 
<References />
 
 
 
== Creepjoiner Traits ==
 
{{Anomaly|section=1}}
 
These traits are never randomly assigned to pawns. They are normally found on [[creepjoiner]]s, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.
 
 
 
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.
 
 
 
{| id="Creepjoiner traits" {{STDT| sortable c_08 }}
 
! Name
 
! Commonality
 
! Description
 
! Effect
 
! Possessions
 
! Conflicting Traits
 
|- id="Perfect memory" <!-- defName="PerfectMemory" -->
 
! 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:''' {{Good|x0%}}
 
| -
 
| -
 
|- id="Occultist" <!-- defName="Occultist" -->
 
! 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%}} <br />'''[[Entity Study Rate]]:''' {{+|50%}}<br /><!--
 
-->Can share occult teachings during normal social interactions, giving +1 dark research per day
 
| -
 
| -
 
|- id="Joyous" <!-- defName="Joyous" -->
 
! 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<br><!--
 
-->While not imprisoned or enslaved, {{+|3}} mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to.
 
| -
 
| -
 
|- id="Body mastery" <!-- defName="BodyMastery" -->
 
! 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:''' [[Saturation|Food]], [[Sleep|Rest]], [[Comfort]]<br />'''Gray Eyes'''
 
| -
 
| -
 
|- id="Disturbing" <!-- defName="Disturbing" -->
 
! Disturbing
 
| 0
 
| {PAWN_nameDef} is a peculiar person who seems fixated on horrendous ideas. Talking to {PAWN_objective} is often upsetting.
 
| '''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)
 
| -
 
| -
 
|- id="Void fascination" <!-- defName="VoidFascination" -->
 
! Void fascination
 
| 0
 
| {PAWN_nameDef} is strangely intrigued by unnatural entities and is easily enthralled by them.
 
| '''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 />'''Random Mental State {{MTB}} Days Mood Curve:''' (0, 60)<Ref>Will attempt to release captured entities (regardless of mood) once per year, on average</Ref>
 
| -
 
| -
 
|}
 
<References />
 

Revision as of 19:13, 27 August 2024

A Hediff is a modifier applied to either the whole or a specific part of a pawn. These represent themselves in-game as diseases, injuries, ailments, artificial body parts, and so on.

Core

Debug

Global

Misc

Needs

Temperature

Local

Chronic

Infections

Injuries

Misc

Terrain Attacks

Body Parts

Archotech

Base

Bionic

Medieval

Prosthetic

Special

Psycasts

HediffGiverSetDefs

Royalty

Local

Misc

Body Parts

Base Empire

Empire Royal

Prosthetic Empire

Bionic Empire

Psycasts

Ideology

Various

Casts

Biotech

Global

Misc

Local

Misc

Injuries

Body Parts

Detoxifier

Various

Mechanitor

Anomaly

Global

Misc

Local

Injuries

Chronic

Body Parts

Prosthetic

Mutants

HediffGiverSetDefs