Difference between revisions of "Traits"
(Some traits can affect market value. This is based on the TraitDef) |
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| NAME loves fire. They will occasionally start fires and will never extinguish them. | | NAME loves fire. They will occasionally start fires and will never extinguish them. | ||
| +5 mood bonus for having an incendiary weapon equipped | | +5 mood bonus for having an incendiary weapon equipped | ||
− | Incapable of firefighting<br/>Only possible mental break is fire starting spree; can randomly change to such | + | Incapable of firefighting |
+ | <br/>Only possible mental break is fire starting spree; can randomly change to such | ||
-20% of the market value | -20% of the market value | ||
| - | | - |
Revision as of 12:59, 20 July 2019
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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.
General Traits
Name | Description | Effect | Conflicting Traits |
---|---|---|---|
Nudist | NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it. | +20 mood bonus when naked
-3 mood penalty for wearing any clothing (excluding headgear) |
- |
Bloodlust | NAME gets a rush from hurting people, and never minds the sight of blood or death. | +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin
+8 mood bonus for witnessing a stranger's death |
- |
Kind | NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others. | Sometimes tells others Kind Words
+5 mood bonus for anyone who has been told Kind Words by this colonist |
Abrasive
Psychopath |
Psychopath | NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing. | Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, butchering of humans or friendly chats[1] | - |
Cannibal | NAME was taught that eating human meat is wrong and horrible. But one time, long ago, they tried it... and they liked it. | +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin +15 mood bonus after eating meal made with human flesh +20 mood bonus after eating raw human flesh |
- |
Abrasive | NAME always says exactly what's on their mind, especially if it's bugging them. That tends to rub people the wrong way. | Has a tendency to slight and insult people
-15% of the market value |
- |
Too Smart | NAME is too smart for their own good. They learn everything much faster than everyone, but can be quite eccentric. | Global learning speed +75%
Mental break threshold +12% |
Nerves |
Fast Learner | NAME has a knack for learning. He picks things up much faster than others. | Global learning speed +75% | - |
Nimble | NAME has remarkable kinesthetic intelligence. They seem to dance around danger with preternatural grace. | Melee dodge chance +15.0 | - |
Brawler | NAME likes to fight up close and personal. Their accuracy is greatly increased in melee combat, but they'll be very unhappy if asked to carry a ranged weapon. | Melee skill +4
|
Trigger Happy
Careful Shooter Wimp |
Masochist | For NAME, there's something exciting about getting hurt. They don't know why, they're just wired differently. | +5 mood bonus for being in a little pain
+10 mood bonus for being in medium pain
|
- |
Transhumanist | NAME feels limited in their feeble human body. NAME often dreams of going bionic. | Mood bonus for having artificial body parts, from +4 up to +13
-4 mood penalty for not having an artificial body part |
Body purist |
Body purist | NAME believes the human body is limited for a reason. To them, bionic body parts are unethical. | Heavy mood penalty for having artificial body parts, starting at -10, going down to -35
-8 opinion of other colonists for each part installed on them, down to -40 |
Transhumanist |
Night Owl | NAME likes to work at night. They get a mood bonus if awake at night and mood loss if awake during the day. They doesn't get a mood penalty for being in the dark. | -10 mood penalty during day (11:00 - 18:00)
+16 mood bonus during night (23:00 - 06:00) |
- |
Greedy | NAME needs a really impressive bedroom. They get a mood loss if they don't get what they want. | -8/-8/-8/-6/-4 mood penalty for not having an impressive bedroom. | Ascetic
Jealous |
Jealous | For NAME, it's degrading to have a less impressive bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom. | -8 mood penalty for not having the best bedroom. | Ascetic
Greedy |
Ascetic | NAME prefers to live in asceticism. They will be put in a poor mood if they have a bedroom that's too impressive. They also dislike fancy food and prefer to eat raw - and raw food won't bother them a bit. | +5 mood bonus for having an awful bedroom
-5 mood penalty for having a slightly impressive or better bedroom. |
Greedy
Jealous Gourmand |
Gay | NAME is romantically attracted to people of their own gender. | Will only have romantic relationships with people of same gender. | - |
Misandrist | NAME really dislikes and distrusts men. | -25 opinion of men. | Psychopath |
Misogynist | NAME really dislikes and distrusts women. | -25 opinion of women. | Psychopath |
Great memory | NAME has a fantastic memory for detail. HE will lose unused skills at half the rate of other people. | Skill loss rate x50% | - |
Tough | NAME has thick skin, dense flesh, and durable bones. HE takes much less damage than other people from the same blows. HE is extremely hard to kill. | Take 50% damage | - |
Gourmand | NAME's life revolves around food. HE gets hungry quickly, and if HE is in a bad mood, HE will often satisfy HEself by eating. | +50 % hunger rate +4 cooking skill Only possible mental break is food binge; can randomly change to such |
Ascetic |
Quick sleeper | NAME doesn't need as much sleep as the average person. Whether HE's sleeping on a bed or on the ground, HE will be fully rested in about two thirds the usual time. | +50 % rest gain rate | - |
Annoying Voice | NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them. | -25 opinion from other colonists
-20% of the market value |
- |
Creepy Breathing | NAME breathes heavily all the time, and sweats constantly. People find it creepy. | -25 opinion from other colonists
-10% of the market value |
- |
Pyromaniac | NAME loves fire. They will occasionally start fires and will never extinguish them. | +5 mood bonus for having an incendiary weapon equipped
Incapable of firefighting
|
- |
Wimp | NAME is weak and cowardly. Even a little pain will immobilize HIM. | Pain shock threshold to 20%
-15% of the market value |
Brawler |
Undergrounder | NAME has no need to experience the outdoors or light. PRONOUN will never feel cooped up or get cabin fever, no matter how long PRONOUN stays inside, and is not bothered by darkness. | Mood not affected by Darkness
No Outdoors or Space need |
- |
- ↑ Specific value not listed in flavor text.
Spectrum Traits
All traits in a given spectrum are mutually exclusive
Drug Desire
These traits affect a colonist's likelihood to consume drugs.
Note that they can only go on a drug binge when drugs are present in the map.
Name | Description | Effect |
---|---|---|
Chemical Fascination | NAME has an intense fascination with chemical sources of enjoyment. HE will consume much more of them, and is more likely to go on binges. | Will randomly go on hard drug binges, and ignores drug policies. |
Chemical Interest | NAME has an unusual interest in chemical sources of enjoyment. HE will consume more of them, and is more likely to go on binges. | Will randomly go on social drug binges, and ignores drug policies. |
Teetotaler | NAME abhors the idea of gaining pleasure from chemicals, and avoids alcohol and drugs. | Will not go on binges
Cannot be directed to take non-medical drugs; force administering the drug will cause a -20 mood penalty |
Industriousness
These traits affect the colonist's global work speed.
Name | Description | Effect |
---|---|---|
Industrious | NAME has an easy time staying on-task and focused, and gets things done much faster than the average person. | Work speed +35% |
Hard Worker | NAME is a natural hard worker and will finish tasks faster than most. | Work speed +20% |
Lazy | NAME is a little bit lazy. | Work speed -20% |
Slothful | NAME loves idleness and hates anything productive. HE moves slowly and rarely stays focused on a task. | Work speed -35% |
Speed Traits
These traits affect a colonist's walk speed.
Name | Description | Effect |
---|---|---|
Jogger | NAME always moves with a sense of urgency - so much so that others often fail to keep up. | Movement speed +0.4 c/s |
Fast Walker | NAME likes to be where HE's going. HE walks quicker than most people. | Movement speed +0.2 c/s |
Slowpoke | NAME is always falling behind the group whenever HE goes anywhere. | Movement speed -0.2 c/s |
Natural Mood
These traits affect the colonist's base mood.
Name | Description | Effect |
---|---|---|
Sanguine | NAME is just naturally upbeat about HIS situation, pretty much all the time, no matter what it is. | Permanent +12 mood bonus[1] |
Optimist | NAME is naturally optimistic about life. It's hard to get HIM down. | Permanent +6 mood bonus[1] |
Pessimist | NAME tends to look on the bad side of life. | Permanent -6 mood penalty[1] |
Depressive | NAME is perennially unhappy. HE has trouble sustaining a good mood even when everything is fine. | Permanent -12 mood penalty[1] |
Nerves
These traits affect the colonist's mental break threshold.
Name | Description | Effect |
---|---|---|
Iron-Willed | NAME's will is an iron shield. HE keeps going through thick and thin, when others broke down long before. | Mental break threshold -18% |
Steadfast | NAME is mentally tough and won't break down under stresses that would crack most people. | Mental break threshold -9% |
Nervous | NAME tends to crack under pressure. | Mental break threshold +8% |
Volatile | NAME is on a hair-trigger all the time. HE is the first to break in any tough situation. | Mental break threshold +15% |
Neurotic
These traits affect the colonist's mental break threshold and their global work speed.
Name | Description | Effect |
---|---|---|
Neurotic | NAME likes to have things squared away. HE will work harder than most to attain this state of affairs, but HIS nerves can get the better of HIM. | Work speed +20%
Mental break threshold +8% |
Very Neurotic | NAME feels constantly nervous about everything that has to get done. HE will work extremely hard to attain this state of affairs, but HIS nerves can easily get the better of HIM. | Work speed +40%
Mental break threshold +14% |
Shooting Accuracy
These traits affect the colonist's accuracy in ranged combat, as well as aiming time. Mutually exclusive with brawler.
Name | Description | Effect |
---|---|---|
Careful Shooter | NAME takes more time to aim when shooting. HE shoots less often than others, but with more accuracy. | Aiming time +25%
Shooting accuracy +25% |
Trigger-Happy | Pew! Pew! Pew! NAME just likes pulling the trigger. HE shoots faster than others, but less accurately. | Aiming time -50%
Shooting accuracy -25% |
Beauty
These traits influences a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.
Name | Description | Effect |
---|---|---|
Beautiful | NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to HIM before HE even opens HIS mouth. | +40 opinion from other colonists
+40% of the market value |
Pretty | NAME has a pretty face, which predisposes people to like HIM. | +20 opinion from other colonists
+20% of the market value |
Ugly | NAME is somewhat ugly. This subtly repels others during social interactions. | -20 opinion from other colonists
-20% of the market value |
Staggeringly Ugly | NAME is staggeringly ugly. HIS face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at HIM while conversing. | -40 opinion from other colonists
-40% of the market value |
Psychic Sensitivity
These traits influence how much a colonist is affected by psychic phenomena.
Name | Description | Effect |
---|---|---|
Psychically Hypersensitive | NAME's mind is like a psychic tuning fork. HE is extremely sensitive to psychic phenomena. | Psychic sensitivity +80% |
Psychically Sensitive | NAME's mind is unusually sensitive to psychic phenomena. | Psychic sensitivity +40% |
Psychically Dull | NAME's mind is psychically out of tune with others. HE isn't as affected by psychic phenomena. | Psychic Sensitivity -50% |
Psychically Deaf | NAME's mind works on a psychic frequency different from everyone else. HE just isn't affected by psychic phenomena. | Psychic sensitivity -100% |
Immunity
These traits influence how often colonists are infected by a disease.
Name | Description | Effect |
---|---|---|
Super-immune | NAME has a naturally powerful immune system. HE will gain immunity much faster than a normal person would, and can survive illnesses that would kill others. | Immunity gain speed +30% |
Sickly | NAME has an awful immune system. HE gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by. | Medicine skill +4 Randomly catch diseases independently from rest of the colony |
Obsolete Traits
Name | Description | Effect | Conflicting Traits | Fate |
---|---|---|---|---|
Prosthophile | NAME feels limited in their feeble human body. NAME often dreams of going bionic. | +14 mood bouns for having a bionic body part -4 mood penalty for not having a bionic body part |
Body purist | Replaced by Transhumanist |
Prosthophobe | NAME believes the human body is limited for a reason. To them, bionic body parts are unethical. | -10 mood penalty for having a bionic body part | Transhumanist | Replaced by Body purist |
Green Thumb | NAME has a passion for gardening. They get a mood bonus for every plant they sow. | +1 mood bonus from sowing a plant. Stackable up to 20 times. | - | Removed in Beta 19 |
Tunneler | NAME has no need for space. PRONOUN will never feel cooped up or get cabin fever, no matter how long PRONOUN stays indoors. | No Outdoors need | - | Replaced by Undergrounder |