Difference between revisions of "Traits"

From RimWorld Wiki
Jump to navigation Jump to search
(→‎Mechanics: Added a simple table with genes that force traits.)
Line 11: Line 11:
 
== Mechanics ==
 
== Mechanics ==
 
{{Stub|section=1|reason=How traits work, when and how they're selected, how they work with genes, limits, etc.}}
 
{{Stub|section=1|reason=How traits work, when and how they're selected, how they work with genes, limits, etc.}}
General mechanics here.
+
A human pawn can be generated with up to 3 traits, which are selected based on the weights of each one. Sexuality traits are special insofar as can be assigned even after all the normal traits were already selected, allowing for rare 4-trait pawns.
 +
 
 +
Some backstories will force or prevent certain traits from being chosen, as will certain [[genes]].
  
 
{{Biotech}}
 
{{Biotech}}
Certain [[genes]] will force traits upon the pawn that have them. Currently, there are 6 instances:
+
A gene with a '''forced trait''' will forcibly add said gene to the pawn in question, limiting the available traits if this happens upon pawn generation. If the gene is removed afterwards, the force trait will be removed as well with no replacement.
 +
 
 +
Currently, there are 6 instances:
 +
 
 
<div style="margin: auto; text-align:center;">
 
<div style="margin: auto; text-align:center;">
 
{| id="Forced traits" {{STDT| sortable c_08 centered }}
 
{| id="Forced traits" {{STDT| sortable c_08 centered }}

Revision as of 17:47, 3 September 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social

Traits preview.png

Traits personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters. Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on. Some are beneficial, some are harmful to the colonist or your colony as a whole. Some are constant, some only rarely triggered. Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.

Mechanics

A human pawn can be generated with up to 3 traits, which are selected based on the weights of each one. Sexuality traits are special insofar as can be assigned even after all the normal traits were already selected, allowing for rare 4-trait pawns.

Some backstories will force or prevent certain traits from being chosen, as will certain genes.

A gene with a forced trait will forcibly add said gene to the pawn in question, limiting the available traits if this happens upon pawn generation. If the gene is removed afterwards, the force trait will be removed as well with no replacement.

Currently, there are 6 instances:

Gene Forced trait Prevents/supresses
Psychically deaf
Gene PsychicallyDeaf.png
Psychically deaf Other Psychic Sensitivity
spectrum traits
Psychically dull
Gene PsychicallyDull.png
Psychically dull Other Psychic Sensitivity
spectrum traits
Kind instinct
Gene KindInstinct.png
Kind Abrasive
Psychopath
Delicate
Gene Delicate.png
Delicate Tough
Extra pain
Gene ExtraPain.png
Wimp Brawler
Masochist
Inbred
Gene Inbred.png
Slow learner Too smart
Fast learner

Singular Traits

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

Lifestyle

One likes what one likes...

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

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

{PAWN_pronoun} doesn't get a mood penalty for being in the dark.
−10 mood penalty if awake during day (11:00 - 18:00)
+16 mood bonus if awake during night (23:00 - 06:00)
+ : No mood penalty from being in the dark
5~10x Wake-up Wake-up None
Undergrounder 0.2 {PAWN_nameDef} has no need to experience the outdoors or light. {PAWN_pronoun} will never feel cooped up or get cabin fever and is not bothered by darkness. However, {PAWN_nameDef} will be unhappy while outdoors. Allowed Meditation
Focus TypesContent added by the Royalty DLC: Morbid

+ : Mood not affected by Darkness
+ : No Outdoors or Space need
: Added Indoors need
+3 mood when indoors / +4 when underground
−3 mood when outdoors
30~60x Raw fungus Raw fungus None
Nudist 0.7 {PAWN_nameDef} enjoys the feeling of freedom that comes from being nude. {PAWN_pronoun} can handle clothing, but will be happier without it. +20 mood bonus when naked
−3 mood penalty for wearing any apparel, except headgear and utility items
- None
Masochist 0.5 For {PAWN_nameDef}, there's something exciting about getting hurt. {PAWN_pronoun} doesn't know why, {PAWN_pronoun}'s just wired differently. Allowed Meditation
Focus TypesContent added by the Royalty DLC: Morbid

+5 mood bonus for being in a little pain, replacing default −5 and +3 from Pain:IdealizedContent added by the Ideology DLC.
+10 mood bonus for being in medium pain, replacing default −10 and +5 from Pain:IdealizedContent added by the Ideology DLC.
+15 mood bonus for being in severe pain, replacing default −15 and +7 from Pain:IdealizedContent added by the Ideology DLC.
+20 mood bonus for being in mind-shattering pain, replacing default −20 and +9 from Pain:IdealizedContent added by the Ideology DLC. Note: Mind-shattering pain causes pain shock at the default pain shock threshold
+3 mood bonus for wearing a slave body strapContent added by the Ideology DLC
+2 mood bonus for wearing a slave collarContent added by the Ideology DLC
Negates all mood effects for both Skullspike:Desired and DisapprovedContent added by the Ideology DLC
Negates the −5 mood penalty and -20 opinion malus for being fed on by a BloodfeederContent added by the Biotech DLC
- Wimp
Body modder 0.9 {PAWN_nameDef} feels limited in {PAWN_possessive} feeble human body. {PAWN_pronoun} often dreams of being enhanced with artificial body parts or xenogenetics. +4 to +13 mood for having artificial body parts and xenogenesContent added by the Biotech DLC
−4 mood penalty for not having an artificial body part
+8 to +40 opinion of other colonists for each part installed on them
- Body purist
Body purist 0.7 {PAWN_nameDef} believes the human body is limited for a reason. To {PAWN_objective}, artificial body parts and xenogenes are unethical and disgusting. −10 to −35 mood for having artificial body parts and xenogenesContent added by the Biotech DLC
−8 to −40 opinion of other colonists for each part installed on them
- Body modder
Gourmand 1.0 {PAWN_nameDef}'s life revolves around food. {PAWN_pronoun} gets hungry quickly, and will occasionally be overcome with the urge to eat ravenously, even when not hungry. The Only Allowed Mental Breaks: Food binge
Random Mental State: Food binge
Random Mental State MTB Days Mood Curve: (0, 50)[1]
Cooking Skill: +4
Hunger Rate Factor: +50%

+/- : 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 meal Fine meals Ascetic
  1. Food binges randomly occur with an MTB of 50 days

Living space

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

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

+5 mood bonus for having an awful bedroom
−5 mood penalty for having a somewhat impressive or better bedroom

+: No mood penalty for ate without table
+/- : Mood not affected by quality of meal, including raw food, nutrient paste meals, and baby foodContent added by the Biotech DLC
+/- : Pawn beauty of others does not change pawn's social opinion on that pawn
+/- : Mood unaffected by quality of crib (as a baby)Content added by the Biotech DLC
+/- : Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title Content added by the Royalty DLC

- Greedy, Jealous, Gourmand
Greedy - {PAWN_nameDef} needs a really impressive bedroom. {PAWN_pronoun} gets a mood loss if {PAWN_pronoun} doesn't get what {PAWN_pronoun} wants. −8/−8/−8/−6/−4 mood penalty for not having a bedroom of Slightly Impressive or better 10~20x Gold Gold Ascetic, Jealous
Jealous - For {PAWN_nameDef}, it's degrading to have a less impressive bedroom than someone else. {PAWN_pronoun} gets a mood loss if any colonist has a more impressive bedroom. Allowed Meditation
Focus TypesContent added by the Royalty DLC: 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: Fire starting spree
Random Mental State: Fire starting spree
Disabled Work Tags: Firefighting
Random Mental State MTB Days Mood Curve: (0, 50)[1]
Allowed Meditation
Focus TypesContent added by the Royalty DLC: Flame

+2 mood bonus for having an incendiary weapon equipped
+8 mood bonus for using an incendiary weapon on an enemy.[Detail]+2 Beautiful fire mood Grants +2 mood per fire or lit buildings capable of having a 'fire overlay' (torch lamp, campfire; Content added by the Biotech DLCblood torch; Content added by the Ideology DLCdarktorch, fungus darktorch, effigy, pyre, sacrificial flag; Content added by the Royalty DLCbrazier; or Content added by the Ideology DLCContent added by the Royalty DLCdarklight brazier) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.
Molotov cocktail Molotov cocktail
10~20x Chemfuel Chemfuel
None
  1. 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 TypesContent added by the Royalty DLC: Morbid
Required Work Tags: Violent

+ : No mood penalty for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; Content added by the Ideology DLCBlinding ceremonies from Blindness:Horrible, or Scarification ceremonies from Scarification:Horrible
+3/+5/+7/+8 mood bonus for wearing clothing made out of human skin
+8 mood bonus for witnessing a stranger's death
+13 mood bonus for killing strangers
: Four times as likely to start a social fight
+ : No opinion loss of someone who Harvests an organ, Executes a prisoner, or Content added by the Biotech DLCKills a child
+ : Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners Content added by the Ideology DLC
Axe AxeContent added by the Ideology DLC
Longsword Longsword
None
Psychopath - {PAWN_nameDef} has no empathy. The suffering of others doesn't bother {PAWN_objective} at all. {PAWN_pronoun} doesn't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects {PAWN_objective}. {PAWN_pronoun} also feels no mood boost from socializing. Certainty Loss FactorContent added by the Ideology DLC: ×50%
Allowed Meditation
Focus TypesContent added by the Royalty DLC: Morbid

+ : No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing human leather or dread leatherContent added by the Anomaly DLC; ChildContent added by the Biotech DLC killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); Content added by the Ideology DLCBlinding ceremonies from Blindness:Horrible, Scarification ceremonies from Scarification:Horrible, or Killing innocent animals from Killing innocent animals:Abhorrent, Horrible, or Disapproved
+ : No opinion loss of someone who Content added by the Biotech DLCKills a child or Content added by the Ideology DLCKills an innocent animal (Killing innocent animals:Abhorrent, Horrible, or Disapproved)
: No mood bonuses from: Being nuzzled, Being a bonded animal's master; Content added by the Biotech DLCBeing in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby)
: No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); Content added by the Biotech DLCTeaching a child, or Taking a lesson (as a child)
+ : Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals Content added by the Ideology DLC
Skull Skull
Heart Heart
None
Cannibal 0.6 {PAWN_nameDef} was taught that eating human meat is wrong and horrible. But one time, long ago, {PAWN_pronoun} tried it... and {PAWN_pronoun} liked it. Allowed Meditation
Focus TypesContent added by the Royalty DLC: Morbid
Disallowed Thoughts From Ingestion: Humanlike: AteRawFood, AteHumanlikeMeatDirect, AteHumanlikeMeatAsIngredient
Extra Thoughts From Ingestion: Humanlike: AteHumanlikeMeatDirectCannibal, AteHumanlikeMeatAsIngredientCannibal

+ : No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; Content added by the Biotech DLCIngesting hemogen packs; or Content added by the Ideology DLC Eating meat from Abhorrent, Horrible, or Disapproved
+3/+5/+7/+8 mood bonus for wearing clothing made out of human skin
+15 mood bonus after eating meal made with human flesh
+20 mood bonus after eating raw human meat (but eating a corpse will cause −12 Ate corpse moodlet and 5% chance of food poisoning)
All mood buffs stack
+ : No opinion loss of someone who Eats meat (Abhorrent, Horrible, or Disapproved) Content added by the Ideology DLC
+ : Gains the Morbid meditation focus type Content added by the Royalty DLC
30~60x Human meat Human meat None


Combat

When it's us or them...

Name Commonality Description Effect Possessions Conflicting Traits
Brawler - {PAWN_nameDef} likes to fight up close and personal. {PAWN_possessive} accuracy is greatly increased in melee combat, but {PAWN_pronoun}'ll be very unhappy if asked to carry a ranged weapon. Melee Hit Chance: +4
Melee Skill: +4
Shooting Skill: −10
Social Fight Chance Factor: ×400%
Allowed Meditation
Focus TypesContent added by the Royalty DLC: Morbid
Disallowed Inspirations: Shooting frenzy
Required Work Tags: Violent
Conflicting Passions: Shooting

−10 mood penalty for wielding a ranged weapon
Knife Knife Shooting accuracy, Wimp
Nimble - {PAWN_nameDef} has remarkable kinesthetic intelligence. {PAWN_pronoun} seems to dance around danger with preternatural grace. Melee Dodge Chance: +15
Pawn Trap Spring Chance: ×10%
- 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%
  • Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.
- None
Wimp[1] - {PAWN_nameDef} is weak and cowardly. Even a little pain will immobilize {PAWN_objective}. Allow On Hostile Spawn: false
Pain Shock Threshold: −50%
Certainty Loss FactorContent added by the Ideology DLC: ×200%
Market Value Factor Offset: −15%

: Negates Pain mood buffs from Pain:Idealized,Content added by the Ideology DLC reverting them to the default values.
- Brawler, Masochist
DelicateContent added by the Biotech DLC 1 {PAWN_nameDef} has fragile skin and bones. {PAWN_pronoun} takes more damage than other people from the same blows. Incoming Damage Factor: ×115%
  • Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the Delicate gene that can add this trait is incompatible with the Robust gene.Content added by the Biotech DLC
- Tough
  1. With the exception of Genies, hostiles cannot spawn with the Wimp trait.

Skills

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

Name Commonality Description Effect Possessions Conflicting Traits
Too smart - {PAWN_nameDef} is too smart for {PAWN_possessive} own good. {PAWN_pronoun} learns everything much faster than everyone, but can be quite eccentric. Global Learning Factor: +75%
Mental Break Threshold: +12%
Certainty Loss FactorContent added by the Ideology DLC: ×50%
Required Work Tags: Intellectual
Schematic Schematic Nerves, Slow learner
Fast learner - {PAWN_nameDef} has a knack for learning. {PAWN_pronoun} picks things up much faster than others. Global Learning Factor: +75% Textbook 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 FactorContent added by the Ideology DLC: ×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: IconsColonistBarInspired.pngInspired creativity
Mental Break Inspiration Gain Reason Text: As a suffering tortured artist, [PAWN_nameIndef] has experienced an inspiration.
Mental Break Inspiration Gain Chance: 50%
Allowed Meditation
Focus TypesContent added by the Royalty DLC: Morbid
Forced Passions: Artistic

−8 Permanent mood
50% chance of receiving the mental inspiration "Inspired Creativity" after a mental break ends. Note that this does not include breaks from psychic insanity lances, the berserk psycast,Content added by the Royalty DLC pyrophobia,Content added by the Biotech DLC or Void terrorContent added by the Anomaly DLC
10~20x Dye 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 FactorContent added by the Ideology DLC: ×200%

+ : Sometimes tells others Kind Words
+5 mood bonus for anyone who has been told Kind Words by this colonist
+ : Will not Slight or Insult others
+ : Opinion of other pawns not changed by beauty, Annoying voice, Creepy breathing or disfigurement
- Abrasive, Psychopath
Abrasive - {PAWN_nameDef} always says exactly what's on {PAWN_possessive} mind, especially if it's bugging {PAWN_objective}. That tends to rub people the wrong way. Market Value Factor Offset: −15%
Certainty Loss FactorContent added by the Ideology DLC: ×50%
Required Work Tags: Social

: Has a tendency to slight and insult people
- 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
RecluseContent added by the Biotech DLC 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 Content added by the Anomaly DLC and pets do not count. 100% chance for starting colonist in solo mechanitor scenario. Additionally, they will not get a mood debuff when pawns are rejected from joining the colony. - -
  • Uniquely to them, Gay/Bisexual/Asexual sexuality traits are the only ones that can generate after 3 traits limit, resulting in rare pawns with 4 traits.
  • And see also the Beauty category of traits, below.

Recluse Mood Content added by the Biotech DLC

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

Spectrum Traits

Theses are groups of related traits, that are inter-related and grouped by degree, creating a "spectrum" of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.

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

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

- None
Chemical interest 1 [PAWN_nameDef] has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. [PAWN_pronoun] will ignore directives to not use recreational drugs, and will consume more than a normal person. Market Value Factor Offset: −10%

Has Chemical need, mood buff (up to +3) when satisfied and mood debuff (up to −6) when not

For Beer, Smokeleaf Joints, and Ambrosia only: functions as if "Take for Recreation" and "Take for Addiction" are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.

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

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

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

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

Nerves

These traits affect the colonist's mental break threshold.

Name Degree Description Effect Possessions Conflicting Traits
Iron-willed 2 [PAWN_nameDef]'s will is an iron shield. [PAWN_pronoun] keeps going through thick and thin, when others broke down long before. Mental Break Threshold: −18%
Certainty Loss FactorContent added by the Ideology DLC: ×25%
- None
Steadfast 1 [PAWN_nameDef] is mentally tough and won't break down under stresses that would crack most people. Mental Break Threshold: −9%
Certainty Loss FactorContent added by the Ideology DLC: ×50%
- None
Nervous −1 [PAWN_nameDef] tends to crack under pressure. Mental Break Threshold: +8%
Certainty Loss FactorContent added by the Ideology DLC: ×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 FactorContent added by the Ideology DLC: ×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 Psychic foil helmet None
Psychically sensitive 1 [PAWN_nameDef]'s mind is unusually sensitive to psychic phenomena. Psychic Sensitivity: +40% Psychic foil helmet Psychic foil helmet None
Psychically dull −1 [PAWN_nameDef]'s mind is psychically out of tune with others. [PAWN_pronoun] isn't as affected by psychic phenomena. Psychic Sensitivity: −50% - 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

Shooting Accuracy +5

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

Beauty

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

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

Name Degree Description Effect Possessions Conflicting Traits
Beautiful 2 [PAWN_nameDef] is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to [PAWN_objective] before [PAWN_pronoun] even opens [PAWN_possessive] mouth. Pawn Beauty: +2 - 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 Medicine
5~10x Penoxycyline Penoxycyline
None
  1. Randomly catch diseases independently from rest of the colony, on average once every 30 days

Creepjoiner Traits

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 TypesContent added by the Royalty DLC: 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 TypesContent added by the Royalty DLC: Void
Disallowed Meditation
Focus TypesContent added by the Royalty DLC: Artistic
Disallowed Thoughts: Imprisoned With Entity, Entity In Room
The Only Allowed Mental Breaks: Entity liberator
Random Mental State MTB Days Mood Curve: (0, 60)[1]
- -
  1. Will attempt to release captured entities (regardless of mood) once per year, on average

Obsolete traits

These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.

Name Description Effect Conflicting Traits Fate
Prosthophile NAME feels limited in their feeble human body. NAME often dreams of going bionic. +14 mood bonus for having a bionic body part
−4 mood penalty for not having a bionic body part
Body purist Replaced by Transhumanist
Prosthophobe NAME believes the human body is limited for a reason. To them, bionic body parts are unethical. −10 mood penalty for having a bionic body part body modder Replaced by Body purist
Green thumb NAME has a passion for gardening. They get a mood bonus for every plant they sow. +1 mood bonus from sowing a plant. Stackable up to 20 times. - Removed in Beta 19
Tunneler NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors. + : No Outdoors need - Replaced by Undergrounder
Transhumanist NAME feels limited in their feeble human body. NAME often dreams of going bionic. +4 to +13 mood bonus for having artificial body parts
−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 Replaced by Body modder

Version history

  • 0.0.245 - Traits hidden as they did nothing.
  • 0.7.581 - Brawler, prosthophile, and more added.
  • 0.9.722 - Teetotaller and Chemical Fascination traits added
  • 0.12.906 - Greedy, Jealous, Ascetic, Night Owl traits added.
  • 0.17.1546 - Wimp trait added.
  • 0.19.2009 - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added
  • 1.1.0 - Asexual trait added
  • 1.3.3066 - Transhumanist trait renamed to Body Modder. Kind description changed "NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others." -> "NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.". Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.
  • 1.4.3523 - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. Ascetics no longer get a negative mood debuff when eating nutrient paste meals. Plasmaswords and persona plasmaswords now provide the mood bonus to pyromaniacs like other incendiary weapons.
  • After 1.4.3542 but pre 1.5.4062 - Chemical Fascination and Interest now only randomly take beer, ambrosia and smokeleaf joints, instead of any drug
  • 1.4.3555 - Xenogenes count as artificial enhancements for body modders and body purists.
  • 1.4.3557 - Fix typo: "yielding" -> "wielding" in pyromaniac trait description.
  • 1.5 or prior - Pyromaniac thought mood effect reduced from +5 to +2 and description changed from "It makes me think of flame and fire. I'm so happy" to "It makes me think of flame and fire. I can't wait to use it." New thought added for using a flame weapon.