Difference between revisions of "Characters"

From RimWorld Wiki
Jump to navigation Jump to search
(Undo revision 36396 by 67.172.43.156 (talk) Undo for vandalism.)
(→‎Character: Grammar, links)
Line 15: Line 15:
  
 
==Character==
 
==Character==
Humanoids have a Character tab that displays the pawn's first name, nickname (display name), and last name, followed by their sex, race, character type, and age. The player may change a colonist's nickname by clicking the edit button, at the top right, to change a X. Some characters have spent decades or centuries in cryptosleep. They have their biological age followed by their chronological age in parenthesis. Their biological age indicates how much they've aged, not counting time spent in cryptosleep. Their chronological age is their age since their date of birth, including time spent in cryptosleep. Biologically older characters will tend to have higher skills, developed by experience. They may also have gray hair and age-related health difficulties, such as cataracts, bad back, dementia, and frailty.
+
Humanoids have a Character tab that displays the pawn's first name, nickname (display name), and last name, followed by their sex, race, character type, and age. The player may change a colonist's nickname by clicking the edit button, at the top right. Some characters have spent decades or centuries in cryptosleep. They have their biological age followed by their chronological age in parenthesis. Their biological age indicates how much they've aged, not counting time spent in cryptosleep. Their chronological age is their age since their date of birth, including time spent in cryptosleep. Biologically older characters will tend to have higher skills, developed by experience. They may also have gray hair and [[Injury#Old_Age|age-related health difficulties]] such as cataracts, a bad back, dementia, or frailty.
  
 
===Skills===  
 
===Skills===  
Line 21: Line 21:
 
Main Article: [[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.
+
A character's skills denote how effective they are at the relevant tasks. Depending on their backstory, a character may have some skills permanently disabled.
  
 
===Backstories===
 
===Backstories===
  
Main Article:[[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.
+
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).
+
Note: It is possible for characters to be generated with contradictory backstories (e.g. childhood backstory elements disabling skills that adulthood elements are themed around).
  
 
===Traits===
 
===Traits===
Line 35: Line 35:
 
Main Article: [[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.
+
A character's traits are permanent modifiers that affect their stats like [[Traits#Speed_traits|walk speed]], [[Traits#Speed_traits|work speed]], [[Traits#Natural_mood|base mood]], and [[Traits#Nerves|mental break threshold]].
  
 
==Needs==
 
==Needs==

Revision as of 05:06, 22 August 2016

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
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

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.

Character

Humanoids have a Character tab that displays the pawn's first name, nickname (display name), and last name, followed by their sex, race, character type, and age. The player may change a colonist's nickname by clicking the edit button, at the top right. Some characters have spent decades or centuries in cryptosleep. They have their biological age followed by their chronological age in parenthesis. Their biological age indicates how much they've aged, not counting time spent in cryptosleep. Their chronological age is their age since their date of birth, including time spent in cryptosleep. Biologically older characters will tend to have higher skills, developed by experience. They may also have gray hair and age-related health difficulties such as cataracts, a bad back, dementia, or frailty.

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 some skills permanently disabled.

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.

Note: It is possible for characters to be generated with contradictory backstories (e.g. childhood backstory elements disabling skills that adulthood elements are themed around).

Traits

Main Article: Traits

A character's traits are permanent modifiers that affect their stats like walk speed, work speed, base mood, and mental break threshold.

Needs

All humanoid characters have Thoughts and at least three needs, Food, Rest, and Mood. Colonists have additional needs.

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.