Difference between revisions of "Human leather"
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m (Fixed beauty value) |
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| armor - blunt factor = 0.24 | | armor - blunt factor = 0.24 | ||
| armor - heat factor = 1.5 | | armor - heat factor = 1.5 | ||
− | | beauty base = - | + | | beauty base = -4 |
| insulation - cold factor = 12 | | insulation - cold factor = 12 | ||
| insulation - heat factor = 12 | | insulation - heat factor = 12 |
Revision as of 12:25, 5 November 2019
Human leather
Tanned, dried, scraped human skin. Most people find this material horrifying. Some find it fascinating. While a decent leather, it neither protects nor insulates particularly well.
Base Stats
Stat Modifiers
- Armor - Blunt
- ×0.24
- Armor - Heat
- ×1.5
- Armor - Sharp
- ×0.64
- Flammability
- ×1
- Insulation - Cold
- ×12
- Insulation - Heat
- ×12
- Max Hit Points
- ×1.3 ... further results
Human leather is obtained when a cook butchers a human corpse at a butcher table; it may be used as a crafting ingredient like any other leather. However, because of its horrifying origins, colonists without the Psychopath, Cannibal, or Bloodlust trait will get a mood debuff for each such piece of clothing worn.
Human leather is an abundant resource and conveniently comes with a good supply of meat. The value of human harvest makes it attractive to increase colony wealth, if one can deal with the mood penalties incured from harvesting humans. Colonists with certain traits gain no stress from hauling and butchering human corpses (see Human Resources).