Difference between revisions of "Human leather"
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($$ bling bling $$) |
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Line 18: | Line 18: | ||
| thing class = ThingWithComponents | | thing class = ThingWithComponents | ||
| armor - blunt factor = 1.5 | | armor - blunt factor = 1.5 | ||
− | | armor - electric factor = 4 | + | | armor - electric factor = 4.0 |
| armor - heat factor = 1.7 | | armor - heat factor = 1.7 | ||
| armor - sharp factor = 1.5 | | armor - sharp factor = 1.5 | ||
| beauty base = -30 | | beauty base = -30 | ||
− | | insulation - cold factor = 0. | + | | insulation - cold factor = 0.7 |
− | | insulation - heat factor = 0. | + | | insulation - heat factor = 0.7 |
| market value base = 15 | | market value base = 15 | ||
− | | market value factor = 1. | + | | market value factor = 1.3 |
| max hit points base = 100 | | max hit points base = 100 | ||
}} | }} |
Revision as of 12:49, 26 August 2016
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 produced when a cook butchers a human at a butcher table.
Human leather is an abundant resource and conveniently comes with a good supply of equally valuable meat. The combined value of a human harvest makes Human leather an extremely valuable source for colony wealth. Use a colonist with the Psychopath trait to minimize the stress of hauling and butchering human corpses.