Inhumanized

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The inhumanized hediff removes both the upsides and downsides of comfort, social relationships, beauty, and outdoors, while also providing a permanent mood buff, decreasing pain, and decreasing skill in animals, art, and social.

Ways to become inhumanized

Pawns from the Horax cult can spawn already inhumanized but all other pawns must acquire it elsewhere.

Anomaly ending

When you finish the Anomaly ending, you can choose between two different endings. If you choose the embrace the void ending, a pawn of your choosing becomes inhumanized, among other things.

Inhumanization: Required

Pawns who are part of an ideoligion with the Inhumanizing: Required precept and who are not inhumanized have access to the humanity break mental break. The first mood-based mental break of non-inhumanized pawns is replaced with the humanity break, which instantly inhumanizes them. Inhumanized pawns can't use the humanity break, whether they became inhumanized before or after they joined your colony. With the Inhumanizing: Required precept, pawns who aren't inhumanized have the −8 Human shame mood moodlet. Pawns who are inhumanized have the +8 Void pleasure mood moodlet instead.
In a sense, this precept is a protection from mental breaks, as all pawns who aren't inhumanized can't use any mental breaks other than humanity break. Pawns who are already inhumanized have a +8 mood and don't care about a lot of things that normal pawns do, making them harder to break as well.

Effects

  • Pain: −50%. Note that this is an offset, not a multiplier.
  • Nullifies all opinions of others.
  • Disables most social interactions.
  • −16 °C (−28.8 °F) Minimum comfortable temperature
  • −12 Animals skill
  • −12 Artistic skill
  • −12 Social skill
  • Disables the need for beauty
  • Disables the need for outdoors
  • Nullifies a large number of thoughts
  • Permanent +8 Void pleasure mood
  • Enables void meditation focus.

It is possible to remove the hediff with the Brainwipe psychic ritual.

Analyis

Version history