Difference between revisions of "More Traits (mod)"

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| NAME can and will do anything to survive...
 
| NAME can and will do anything to survive...
 
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3
 
| Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3
 +
Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside <br/>
 +
Mood loss from cannibalism -50%
 
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder
 
| Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder
 
|-
 
|-
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! Photophobia
 
! Photophobia
 
| NAME has an aversion to light, prefering the safety of the dark.
 
| NAME has an aversion to light, prefering the safety of the dark.
| +3 mood when in darkness
+
| +3 mood when in darkness(instead of normal -3 mood)
 
| -
 
| -
 
|-
 
|-
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| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.
 
| NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors.
 
| Minor cabin fever gives +7 mood(instead of normal -7 mood)
 
| Minor cabin fever gives +7 mood(instead of normal -7 mood)
Serious cabin fever give +15 mood(instead of normal -15 mood)
+
Serious cabin fever gives +15 mood(instead of normal -15 mood)
 
| -
 
| -
 
|-
 
|-

Revision as of 19:17, 18 May 2016

More Traits

RELEASED


Author
TheFlameTouched
Version
v1
First Release
2016-05-16
Compatibility
Alpha 13

Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters.
These are traits added by TheFlameTouched in his mod called More Traits v1

All traits(so far)

Name Description Effect Conflicting Traits
Hardened NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable. Mental break threshold -3

Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside
+10 mood for killing strangers
+3 mood for being wounded in action

Psychopath
Veteran NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing. Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3

Mood not affected by sight of death or unburied colonists
+3 mood for being wounded in action

Psychopath

Hardened

Rookie NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals. Melee skill +2, Shooting skill +2

Melee hit chance +10%
5% Faster aiming, 5% Higher accuracy

Elite

Hardened
Numb

Elite NAME has been training to fight for a long time, and HE has grown into a formidable opponent. Melee skill +6, Shooting skill +6

Melee hit chance +50%
25% Faster aiming, 25% Higher accuracy

-
Commando NAME has been forged in the fires of battle and is a true threat on any battlefield. Melee skill +8, Shooting skill +8

Melee hit chance +100%
50% Faster aiming, 50% Higher accuracy
Mental break threshold -7%, Movement speed +20%

-
Marksman NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further. Melee skill -6, Shooting skill +8

25% Higher accuracy

-
Reaver NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons. Melee skill +8, Shooting skill -6

Melee hit chance +75%

-
Combat Medic NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe. Medicine skill +6, Shooting skill +4

5% Faster aiming, 5% Higher accuracy

-
Animal Lover NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible. Animal skill +4, Social skill -2 -
Medical Savant NAME understands the art of medicine like no one else can. However, they don't understand people half as well. Medicine skill +6, Social skill -4, Artistic skill -4 -
Technical Savant NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people. Crafting skill +6, Social skill -4, Artistic skill -4 -
Artistic Savant NAME has always been able to reach people on an emotional level with HIS work. Artistic skill +6, Social skill -4, Crafting skill -4 -
DIY Enthusiast NAME enjoys working with HIS hands and building things. Contruction skill +4, Growing skill +2, Medicine skill -4 -
Naive NAME is a generally happy and likable person, but death bothers HIM more than others. Social skill +2

Permanent +12 mood modifier

Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando
Numb NAME is emotionally numb and as such is very non-expressive about most things. Social skill -2

Mental break threshold -7%
Permanent -2 mood modifier

Psychopath
Focused NAME has an easy time staying focused, and gets things done faster than the average person. Work speed +10% -
Forgetful NAME is forgetful at the worst of times, reducing overall work speed. Work speed -10% -
RimWorlder For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet. Mental break threshold -7% Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer
Slaver For NAME, people are money and as such HECAP hates seeing good merchandise damaged. -
Killer NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range. Melee skill +4, Shooting skill +4

Melee hit chance +25%
10% Faster aiming, 10% Higher accuracy

-
Silver Tongue NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. Social skill +6, Shooting skill -6, Melee skill -6 Psychopath
Hero NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. Social skill +3, Shooting skill +3, Melee skill +3

Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3

Psychopath
Born Leader NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally. Social skill +6 Psychopath
Strong NAME is abnormally strong and has worked on being even stronger. Melee skill +8 -
Tough NAME is a lot tougher than most think HECAP is. Melee skill +4

Mental break threshold -4%
Comfy Temp. Min/Max: -14 / +14

-
Quick NAME is abnormally quick. Work speed +25%, Movement speed +25% -
Shy NAME is exceptionally shy. Social skill -4 -
Ignorant NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. Social skill -4, Research skill -4 -
Paranoid NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right. Social skill -2

Mental break threshold +5%

-
Confident NAME is fairly confident that everything is going to be alright. Social skill +2

Mental break threshold -50%

-
Survivor NAME can and will do anything to survive... Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3

Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, sleeping outside
Mood loss from cannibalism -50%

Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder
Pragmatist NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1. Social skill -2 Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder
Doomsday Prepper NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's. Growing skill +1, Crafting skill +1, Shooting skill +1

Social skill -2, Animal skill -2, Artistic skill -2

Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder
Slacker NAME is set in HIS ways of doing as little as possible, as slow as possible. Work speed -10%, Movement speed -10% -
Photophobia NAME has an aversion to light, prefering the safety of the dark. +3 mood when in darkness(instead of normal -3 mood) -
Agoraphobia NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors. Minor cabin fever gives +7 mood(instead of normal -7 mood)

Serious cabin fever gives +15 mood(instead of normal -15 mood)

-