Difference between revisions of "Character Types"
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RimWorld is a game centered around the story of its characters, from player-managed colonists to AI-controlled wanderers and raiders. | RimWorld is a game centered around the story of its characters, from player-managed colonists to AI-controlled wanderers and raiders. |
Revision as of 13:56, 26 February 2015
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RimWorld is a game centered around the story of its characters, from player-managed colonists to AI-controlled wanderers and raiders.
Each character possesses a set of skills, traits, and a personal backstory.
Skills
Main Article: Skills
A character's skills denote how effective they are at the relevant tasks. Depending on their backstory, a character may have one or more skills permanently disabled, or none at all.
Backstories
Main Article:Backstories
Each character has two backstory elements: a childhood and an adulthood. These elements affect the colonist's starting skills, and may prevent the use of some skills entirely.
It is possible for characters to generate with contradictory backstories (i.e. childhood backstory elements disabling skills that adulthood elements are themed around).
Traits
Main Article: Traits
A characters' traits are permanent modifiers that affect your colonists' stats, from walk speed to work speed, from base mood to mental break threshold.
Mood
Main Article: Mood
A characters' mood is the total value of the effects of their thoughts and traits. If a colonist's mood drops below their mental break threshold, they will suffer a mental break.
Thoughts
Main Article: Thoughts
Thoughts are a summary of a character's experiences over the last day or so. Thoughts are either positive or negative, and can be generated in myriad ways, including things like observing their immediate surroundings, being hungry, and sleeping on the floor.
Health
Main Article: Health
In RimWorld, each living creature has a detailed anatomy, each part of which is subject to injury. Injuries can be temporary or permanent, and range from bruises and scratches, to dismemberment and fatality.
Depending on where the injury occurs, it may simply hamper the colonist's effectiveness, cause them to be completely incapacitated or even killed.