Difference between revisions of "Traits"
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|- id="Kind" | |- id="Kind" | ||
! Kind | ! Kind | ||
− | | NAME is an exceptionally agreeable and giving person. | + | | NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around OBJECTIVE. {PAWN_pronoun} also never judges people by their appearance. |
| Sometimes tells others Kind Words | | Sometimes tells others Kind Words | ||
+5 mood bonus for anyone who has been told Kind Words by this colonist <br> | +5 mood bonus for anyone who has been told Kind Words by this colonist <br> | ||
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|- id="Cannibal" | |- id="Cannibal" | ||
! Cannibal | ! Cannibal | ||
− | | NAME was taught that eating human meat is wrong and horrible. But one time, long ago, | + | | NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it. |
| +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin<br> | | +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin<br> | ||
+15 mood bonus after eating meal made with human flesh <br> | +15 mood bonus after eating meal made with human flesh <br> | ||
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|- id="Abrasive" | |- id="Abrasive" | ||
! Abrasive | ! Abrasive | ||
− | | NAME always says exactly what's on their mind, especially if it's bugging | + | | NAME always says exactly what's on their mind, especially if it's bugging S/He. That tends to rub people the wrong way. |
| Has a tendency to slight and insult people | | Has a tendency to slight and insult people | ||
-15% of the market value <br> | -15% of the market value <br> | ||
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|- id="Too smart" | |- id="Too smart" | ||
! Too smart | ! Too smart | ||
− | | NAME is too smart for | + | | NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric. |
| [[Global Learning Factor]] +75% | | [[Global Learning Factor]] +75% | ||
[[Mental Break Threshold]] +12% <br> | [[Mental Break Threshold]] +12% <br> | ||
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|- id="Brawler" | |- id="Brawler" | ||
! Brawler | ! Brawler | ||
− | | NAME likes to fight up close and personal. | + | | NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon. |
| | | | ||
[[Skills#Melee|Melee]] skill +4 | [[Skills#Melee|Melee]] skill +4 | ||
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|- id="Nimble" | |- id="Nimble" | ||
! Nimble | ! Nimble | ||
− | | NAME has remarkable kinesthetic intelligence. | + | | NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace. |
| [[Melee Dodge Chance]] +15.0 | | [[Melee Dodge Chance]] +15.0 | ||
[[Trap Spring Chance]] x10% | [[Trap Spring Chance]] x10% | ||
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|- id="Fast learner" | |- id="Fast learner" | ||
! Fast learner | ! Fast learner | ||
− | | NAME has a knack for learning. | + | | NAME has a knack for learning. S/He picks things up much faster than others. |
| [[Global Learning Factor]] +75% | | [[Global Learning Factor]] +75% | ||
| [[#Slow learner|Slow Learner]] | | [[#Slow learner|Slow Learner]] | ||
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|- id="Slow learner" | |- id="Slow learner" | ||
! Slow learner | ! Slow learner | ||
− | | NAME is slow on the uptake. | + | | NAME is slow on the uptake. S/He picks things up much slower than others. |
| [[Global Learning Factor]] -75% | | [[Global Learning Factor]] -75% | ||
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x50% | [[Global Certainty Loss Factor]]{{IdeologyIcon}} x50% | ||
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|- id="Masochist" | |- id="Masochist" | ||
! Masochist | ! Masochist | ||
− | | For NAME, there's something exciting about getting hurt. | + | | For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently. |
| +5 [[mood]] bonus for being in a little [[pain]] | | +5 [[mood]] bonus for being in a little [[pain]] | ||
+10 mood bonus for being in medium pain | +10 mood bonus for being in medium pain | ||
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|- id="Night owl" | |- id="Night owl" | ||
! Night owl | ! Night owl | ||
− | | NAME likes to work at night. | + | | NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark. |
| -10 [[mood]] penalty during day (11:00 - 18:00) | | -10 [[mood]] penalty during day (11:00 - 18:00) | ||
+16 mood bonus during night (23:00 - 06:00) | +16 mood bonus during night (23:00 - 06:00) | ||
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|- id="Greedy" | |- id="Greedy" | ||
! Greedy | ! Greedy | ||
− | | NAME needs a really impressive bedroom. | + | | NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want. |
| -8/-8/-8/-6/-4 [[mood]] penalty for not having an [[Room stats#Levels of impressiveness|impressive]] bedroom. | | -8/-8/-8/-6/-4 [[mood]] penalty for not having an [[Room stats#Levels of impressiveness|impressive]] bedroom. | ||
| [[#Ascetic|Ascetic]] | | [[#Ascetic|Ascetic]] | ||
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|- id="Ascetic" | |- id="Ascetic" | ||
! Ascetic | ! Ascetic | ||
− | | NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. | + | | NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance. |
| +5 mood bonus for having an awful bedroom | | +5 mood bonus for having an awful bedroom | ||
-5 mood penalty for having a slightly impressive or better bedroom.<br> | -5 mood penalty for having a slightly impressive or better bedroom.<br> | ||
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|- id="Great memory" | |- id="Great memory" | ||
! Great memory | ! Great memory | ||
− | | NAME has a fantastic memory for detail. | + | | NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people. |
| Skill loss rate x50% | | Skill loss rate x50% | ||
| - | | - | ||
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|- id="Tough" | |- id="Tough" | ||
! Tough | ! Tough | ||
− | | NAME has thick skin, dense flesh, and durable bones. | + | | NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill. |
| Take 50% damage | | Take 50% damage | ||
| - | | - | ||
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|- id="Gourmand" | |- id="Gourmand" | ||
! Gourmand | ! Gourmand | ||
− | | NAME's life revolves around food. | + | | NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating. |
| +50 % hunger rate <br> +4 [[Skills#Cooking|Cooking]] skill <br> Only possible minor mental break is food binge as long as there is food in storage; can randomly change to such | | +50 % hunger rate <br> +4 [[Skills#Cooking|Cooking]] skill <br> Only possible minor mental break is food binge as long as there is food in storage; can randomly change to such | ||
| [[#Ascetic|Ascetic]] | | [[#Ascetic|Ascetic]] | ||
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|- id="Quick sleeper" | |- id="Quick sleeper" | ||
! Quick sleeper | ! Quick sleeper | ||
− | | NAME doesn't need as much sleep as the average person. Whether | + | | NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time. |
| +50% [[Rest Rate Multiplier]] | | +50% [[Rest Rate Multiplier]] | ||
| - | | - | ||
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|- id="Wimp" | |- id="Wimp" | ||
! Wimp<ref>Hostiles cannot spawn with the Wimp trait.</ref> | ! Wimp<ref>Hostiles cannot spawn with the Wimp trait.</ref> | ||
− | | NAME is weak and cowardly. Even a little pain will immobilize | + | | NAME is weak and cowardly. Even a little pain will immobilize her/him. |
| [[Pain Shock Threshold]] -60%, to 20% base. | | [[Pain Shock Threshold]] -60%, to 20% base. | ||
-15% of the market value <br> | -15% of the market value <br> | ||
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|- id="Undergrounder" | |- id="Undergrounder" | ||
! Undergrounder | ! Undergrounder | ||
− | | NAME has no need to experience the outdoors or light. | + | | NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness. |
| Mood not affected by Darkness | | Mood not affected by Darkness | ||
No Outdoors or Space need | No Outdoors or Space need | ||
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|- id="Tortured artist" | |- id="Tortured artist" | ||
! Tortured artist | ! Tortured artist | ||
− | | NAME feels alienated and misunderstood by other human beings. | + | | NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break. |
| Permanent -8 mood | | Permanent -8 mood | ||
50% of receiving the [[mental inspiration]] Inspired Creativity after a [[mental break]] ends | 50% of receiving the [[mental inspiration]] Inspired Creativity after a [[mental break]] ends | ||
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|- id="Chemical fascination" | |- id="Chemical fascination" | ||
! Chemical fascination | ! Chemical fascination | ||
− | | NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. | + | | NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person. |
| Has Chemical need, mood buff (up to +6) when satisfied and mood debuff (up to -12) when not | | Has Chemical need, mood buff (up to +6) when satisfied and mood debuff (up to -12) when not | ||
Will ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need. | Will ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need. | ||
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|- id="Chemical interest" | |- id="Chemical interest" | ||
! Chemical interest | ! Chemical interest | ||
− | | NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. | + | | NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person. |
| Has Chemical need, mood buff (up to +3) when satisfied and mood debuff (up to -6) when not | | Has Chemical need, mood buff (up to +3) when satisfied and mood debuff (up to -6) when not | ||
Will ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need. | Will ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need. | ||
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|- id="Teetotaler" | |- id="Teetotaler" | ||
! Teetotaler | ! Teetotaler | ||
− | | NAME abhors the idea of gaining pleasure from chemicals. | + | | NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs. |
| Will not go on binges | | Will not go on binges | ||
Cannot be directed to take non-medical drugs; force administering the drug will cause a -20 mood penalty <br> | Cannot be directed to take non-medical drugs; force administering the drug will cause a -20 mood penalty <br> | ||
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|- id="Slothful" | |- id="Slothful" | ||
! Slothful | ! Slothful | ||
− | |NAME loves idleness and hates anything productive. S/ | + | |NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task. |
| [[Global Work Speed]] -35% | | [[Global Work Speed]] -35% | ||
|} | |} | ||
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|- id="Fast walker" | |- id="Fast walker" | ||
! Fast walker | ! Fast walker | ||
− | | NAME likes to be where | + | | NAME likes to be where s/he's going. S/He walks quicker than most people. |
| [[Move speed]] +0.2 c/s | | [[Move speed]] +0.2 c/s | ||
|- id="Slowpoke" | |- id="Slowpoke" | ||
! Slowpoke | ! Slowpoke | ||
− | | NAME is always falling behind the group whenever | + | | NAME is always falling behind the group whenever s/he goes anywhere. |
| [[Move speed]] -0.2 c/s | | [[Move speed]] -0.2 c/s | ||
Disallows [[inspiration#Go frenzy|Go Frenzy inspiration]]. | Disallows [[inspiration#Go frenzy|Go Frenzy inspiration]]. | ||
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|- id="Depressive" | |- id="Depressive" | ||
! Depressive | ! Depressive | ||
− | | NAME is perennially unhappy. S/ | + | | NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine. |
| Permanent -12 mood penalty<ref name="NotListed"/> | | Permanent -12 mood penalty<ref name="NotListed"/> | ||
|} | |} | ||
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|- id="Iron-willed" | |- id="Iron-willed" | ||
! Iron-willed | ! Iron-willed | ||
− | | NAME's will is an iron shield. S/ | + | | NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before. |
| [[Mental Break Threshold]] -18% | | [[Mental Break Threshold]] -18% | ||
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x25% | [[Global Certainty Loss Factor]]{{IdeologyIcon}} x25% | ||
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|- id="Volatile" | |- id="Volatile" | ||
! Volatile | ! Volatile | ||
− | | NAME is on a hair-trigger all the time. S/ | + | | NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation. |
| [[Mental Break Threshold]] +15% | | [[Mental Break Threshold]] +15% | ||
[[Global Certainty Loss Factor]]{{IdeologyIcon}} x300% | [[Global Certainty Loss Factor]]{{IdeologyIcon}} x300% | ||
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|- id="Neurotic" | |- id="Neurotic" | ||
! Neurotic | ! Neurotic | ||
− | | NAME likes to have things squared away. S/ | + | | NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM. |
| [[Global Work Speed]] +20% | | [[Global Work Speed]] +20% | ||
[[Mental Break Threshold]] +8% | [[Mental Break Threshold]] +8% | ||
|- id="Very neurotic" | |- id="Very neurotic" | ||
! Very neurotic | ! Very neurotic | ||
− | | NAME feels constantly nervous about everything that has to get done. S/ | + | | NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM. |
| [[Global Work Speed]] +40% | | [[Global Work Speed]] +40% | ||
[[Mental Break Threshold]] +14% | [[Mental Break Threshold]] +14% | ||
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|- id="Careful shooter" | |- id="Careful shooter" | ||
! Careful shooter | ! Careful shooter | ||
− | | NAME takes more time to aim when shooting. S/ | + | | NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy. |
| [[Aiming Time]] +25% | | [[Aiming Time]] +25% | ||
[[Shooting Accuracy]] +25% | [[Shooting Accuracy]] +25% | ||
|- id="Trigger-happy" | |- id="Trigger-happy" | ||
! Trigger-happy | ! Trigger-happy | ||
− | | Pew! Pew! Pew! NAME just likes pulling the trigger. S/ | + | | Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately. |
| [[Aiming Time]] -50% | | [[Aiming Time]] -50% | ||
[[Shooting Accuracy]] -25% | [[Shooting Accuracy]] -25% | ||
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|- id="Beautiful" | |- id="Beautiful" | ||
! Beautiful | ! Beautiful | ||
− | | NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to | + | | NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth. |
| +2 pawn beauty | | +2 pawn beauty | ||
|- id="Pretty" | |- id="Pretty" | ||
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|- id="Psychically hypersensitive" | |- id="Psychically hypersensitive" | ||
! Psychically hypersensitive | ! Psychically hypersensitive | ||
− | | NAME's mind is like a psychic tuning fork. S/ | + | | NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena. |
| [[Psychic Sensitivity]] +80% | | [[Psychic Sensitivity]] +80% | ||
|- id="Psychically sensitive" | |- id="Psychically sensitive" | ||
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|- id="Psychically dull" | |- id="Psychically dull" | ||
! Psychically dull | ! Psychically dull | ||
− | | NAME's mind is psychically out of tune with others. S/ | + | | NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena. |
| [[Psychic Sensitivity]] -50% | | [[Psychic Sensitivity]] -50% | ||
|- id="Psychically deaf" | |- id="Psychically deaf" | ||
! Psychically deaf | ! Psychically deaf | ||
− | | NAME's mind works on a psychic frequency different from everyone else. S/ | + | | NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena. |
| [[Psychic Sensitivity]] -100% | | [[Psychic Sensitivity]] -100% | ||
|- | |- | ||
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|- id="Super-immune" | |- id="Super-immune" | ||
! Super-immune | ! Super-immune | ||
− | | NAME has a naturally powerful immune system. S/ | + | | NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others. |
| [[Immunity Gain Speed]] +30% | | [[Immunity Gain Speed]] +30% | ||
|- id="Sickly" | |- id="Sickly" | ||
! Sickly | ! Sickly | ||
− | | NAME has an awful immune system. S/ | + | | NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by. |
| [[Skills#Medicine|Medicine skill]] +4<br> Randomly catch diseases independently from rest of the colony, on average once every 30 days | | [[Skills#Medicine|Medicine skill]] +4<br> Randomly catch diseases independently from rest of the colony, on average once every 30 days | ||
|- | |- | ||
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|- id="Tunneler" | |- id="Tunneler" | ||
! Tunneler | ! Tunneler | ||
− | | NAME has no need for space. | + | | NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors. |
| No Outdoors need | | No Outdoors need | ||
| - | | - | ||
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* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added | * [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added | ||
* [[Version/1.1.0|1.1.0]] - Asexual trait added | * [[Version/1.1.0|1.1.0]] - Asexual trait added | ||
− | * [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed "''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''" -> ''"NAME is an exceptionally agreeable and giving person. | + | * [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed "''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''" -> ''"NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around OBJECTIVE. {PAWN_pronoun} also never judges people by their appearance."'' |
[[Category:Characters]] | [[Category:Characters]] |
Revision as of 08:33, 20 January 2022
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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 | Commonality |
---|---|---|---|---|
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 (except headgear and belts) |
- | 0.7 |
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 |
- | 0.8 |
Kind | NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around OBJECTIVE. {PAWN_pronoun} also never judges people by their appearance. | Sometimes tells others Kind Words
+5 mood bonus for anyone who has been told Kind Words by this colonist |
Abrasive | 2 |
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, organ harvesting, butchering of humans or friendly chats
Note: Rotting corpses will still cause a mood debuff. Global Certainty Loss Factor x50% |
- | 1 |
Cannibal | NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He 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 |
- | 0.6 |
Abrasive | NAME always says exactly what's on their mind, especially if it's bugging S/He. That tends to rub people the wrong way. | Has a tendency to slight and insult people
-15% of the market value |
- | 1 |
Too smart | NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric. | Global Learning Factor +75%
Mental Break Threshold +12% |
Nerves spectrum traits | 1 |
Brawler | NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon. |
Melee skill +4
|
Trigger-happy | 1 |
Nimble | NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace. | Melee Dodge Chance +15.0
Trap Spring Chance x10% |
- | 1 |
Fast learner | NAME has a knack for learning. S/He picks things up much faster than others. | Global Learning Factor +75% | Slow Learner | 1 |
Slow learner | NAME is slow on the uptake. S/He picks things up much slower than others. | Global Learning Factor -75% | Fast Learner | 1 |
Masochist | For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently. | +5 mood bonus for being in a little pain
+10 mood bonus for being in medium pain
|
- | 0.5 |
Body modder | NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts. | Mood bonus for having artificial body parts, from +4 up to +13
-4 mood penalty for not having an artificial body part |
Body purist | 0.9 |
Body purist | NAME believes the human body is limited for a reason. To OBJECTIVE, artificial body parts are unethical and disgusting.. | 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 |
Body modder | 0.7 |
Night owl | NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He 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) No mood penalty from being in the dark |
- | 1.3 |
Greedy | NAME needs a really impressive bedroom. S/He gets 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 | 1 |
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 | 1 |
Ascetic | NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance. | +5 mood bonus for having an awful bedroom
-5 mood penalty for having a slightly impressive or better bedroom. |
Greedy | 0.7 |
Asexual | NAME has no sexual attraction to anyone at all. | May not have romantic relationships with people. | Gay | 0.2 |
Gay | NAME is romantically attracted to people of their own gender. | Will only have romantic relationships with people of the same gender. | Asexual | 0.3 |
Bisexual | NAME is romantically attracted to both men and women. | Will have romantic relationships with people from either gender. | Asexual | 0.2 |
Misandrist | NAME really dislikes and distrusts men. | -25 opinion of men. | Psychopath | 0.3 for men
1.7 for women |
Misogynist | NAME really dislikes and distrusts women. | -25 opinion of women. | Psychopath | 1.7 for men
0.3 for women |
Great memory | NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people. | Skill loss rate x50% | - | 1.1 |
Tough | NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill. | Take 50% damage | - | 1.1 |
Gourmand | NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating. | +50 % hunger rate +4 Cooking skill Only possible minor mental break is food binge as long as there is food in storage; can randomly change to such |
Ascetic | 1 |
Quick sleeper | NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time. | +50% Rest Rate Multiplier | - | 1.1 |
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 |
- | 0.5 |
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 |
- | 0.5 |
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
|
- | 0.8 |
Wimp[1] | NAME is weak and cowardly. Even a little pain will immobilize her/him. | Pain Shock Threshold -60%, to 20% base.
-15% of the market value |
Brawler | 1 |
Undergrounder | NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness. | Mood not affected by Darkness
No Outdoors or Space need +3 mood when indoors, +4 when underground -3 mood when outdoors |
- | 0.2 |
Tortured artist | NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break. | Permanent -8 mood
50% of receiving the mental inspiration Inspired Creativity after a mental break ends |
- | 0.6 |
- ↑ Hostiles cannot spawn with the Wimp trait.
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 is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person. | Has Chemical need, mood buff (up to +6) when satisfied and mood debuff (up to -12) when not
Will ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need. NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need |
Chemical interest | NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person. | Has Chemical need, mood buff (up to +3) when satisfied and mood debuff (up to -6) when not
Will ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need. NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need |
Teetotaler | NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational 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. | Global Work Speed +35%
-5 opinion of all colonists without the same trait |
Hard worker | NAME is a natural hard worker and will finish tasks faster than most. | Global Work Speed +20%
-5 opinion of all colonists without the same or industrious trait |
Lazy | NAME is a little bit lazy. | Global Work Speed -20% |
Slothful | NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task. | Global 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. | Move speed +0.4 c/s |
Fast walker | NAME likes to be where s/he's going. S/He walks quicker than most people. | Move speed +0.2 c/s |
Slowpoke | NAME is always falling behind the group whenever s/he goes anywhere. | Move speed -0.2 c/s
Disallows Go Frenzy inspiration. |
Natural Mood
These traits affect the colonist's base mood.
Name | Description | Effect |
---|---|---|
Sanguine | NAME is just naturally upbeat about HER/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. S/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. S/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. S/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. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM. | Global Work Speed +20% |
Very neurotic | NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM. | Global Work Speed +40% |
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. S/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. S/He shoots faster than others, but less accurately. | Aiming Time -50%
Shooting Accuracy -25% |
Beauty
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.
Name | Description | Effect |
---|---|---|
Beautiful | NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth. | +2 pawn beauty |
Pretty | NAME has a pretty face, which predisposes people to like HER/HIM. | +1 pawn beauty |
Ugly | NAME is somewhat ugly. This subtly repels others during social interactions. | -1 pawn beauty |
Staggeringly ugly | NAME is staggeringly ugly. HER/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. | -2 pawn beauty |
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. S/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. S/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. S/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. S/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. S/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, on average once every 30 days |
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. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors. | No Outdoors need | - | Replaced by Undergrounder |
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 | Replaced by Body modder |
Version history
- 0.0.245 - Traits hidden as they did nothing.
- 0.7.581 - Brawler, prosthophile, and more added.
- 0.9.722 - Teetotaller and Chemical Fascination traits added
- 0.12.906 - Greedy, Jealous, Ascetic, Night Owl traits added.
- 0.17.1546 - Wimp trait added.
- 0.19.2009 - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added
- 1.1.0 - Asexual trait added
- 1.3.3066 - Transhumanist trait renamed to Body Modder. Kind description changed "NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others." -> "NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around OBJECTIVE. {PAWN_pronoun} also never judges people by their appearance."