Characters
<translate> RimWorld is a game based on the story of its characters, either player-managed colonists or AI-controlled wanderers and raiders.
Each character has two sets of attributes, a basic set of skills and a two-part backstory (childhood and adulthood) that affect the starting skills and (in)abilities of the characters.
See also Colonist
Skills
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Every pawn in RimWorld has a set of skills which govern their speed and success in the various types of work.
Performing certain jobs will award experience points (XP) towards improving a pawn's skill, reflected by their skill level. A pawn's skill levels can be viewed by selecting the pawn with the cursor, then navigating to the Bio tab in the pawn inspect pane. Pawns may have a Passion for a skill which increases the rate of XP gain and mood, represented by an adjacent fire symbol in the pawn's Bio menu. Conversely, a skill may be entirely prevented by a pawn's backstory or traits, which is represented by " -- " dashes in place of the level number.
A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor quality crafting products.
Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.
Summary
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience. Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work. Skills are leveled up individually, and there is no single "character level" as in many role playing games.
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development. See the main article on skill training for more information.
Skills vs work types
Skills and work types (or "tasks") are two different, but related, concepts. In some cases, like "mine" (work type) and "mining" (skill), there is an almost perfect correspondence, but in many other cases there is not: the work types "tailor" and "smith", for example, are associated with the crafting skill. Some tasks listed on the work tab do not even have an associated skill (eg. "haul", "clean" and "firefight").
The Work tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box). It also shows you if the colonist has a passion for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border). Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work.
In general, you want colonists to perform tasks they are good at (it is productive for your colony), as well as tasks they are passionate for (improves the associated skill faster and also keep them happy while working).
Improving skills
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Skill leveling in RimWorld is very similar to many role playing games: experience points are constantly earned, and the skill is leveled up when certain thresholds are reached. Importantly, the effect of a skill improves by level, but it costs more and more XP to gain another level in a skill. This means that skill training is more effective the lower the skill level is.
When a player pawn gains a new level in a skill, a text mote will be displayed.
Experience points are generally gained at consistent rate per unit time - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it. As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.
Regardless of how XP is gained, it is multiplied by Passion and Global Learning Factor in the following way:
Real XP gained = Global Learning Factor x Passion Multiplier x Base XP gained
Additionally, there is a soft cap of 4000 net XP gained per day per skill. Any XP gains past this point are multiplied by 20%.[Clarify] This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from Skilltrainers does not apply to this cap, nor is it affected by the 20% multiplier.
Passion
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's Bio tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a mood boost when performing activities related to the skill. Skill gains from using a skilltrainer are influenced by passion, making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however children may gain passions at growth moments and the addition or removal of Skill Aptitude xenogenes can also affect passions.[Incapable of?]
The three levels of passion are:
None: | No flames. 35% multiplier on experience gain. This is the most common passion level. | |
Interested: | One flame. 100% multiplier on experience gain and +8 mood ("Minor passion for my work") while performing related tasks. | |
Burning: | Two flames. 150% multiplier on experience gain and +14 mood ("Burning passion for my work") while performing related tasks. |
Global Learning Factor
A pawn has a default Global Learning Factor of 100%. Some traits, implants, Genes, and Hediffs can effect Global Learning Factor as an Offset, or a factor. Offsets are added to the base value of 100%. Then, the sum is multiplied by any applicable factors. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.
Offsets
- Too Smart trait: +75%, while also inflicting a penalty to mental break threshold.
- Fast Learner trait: +75%
- Slow Learner trait: −75%
- Learning assistant implant : +20%
- Neural supercharger building : +25%
- Quick study gene : +50%
Factors
- Slow study gene : ×50%
Experience multiplier table
Decay
Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.
XP decays at an accelerated rate with higher skill levels. This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. In most cases, XP is gained by time spent on a skill, and not by effective work performed: Working faster does not make it easier or faster to gain XP, or compensate the decay loss. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession.
The Great Memory trait halves the skill decay rate for a pawn.
Skill point acquisition strategy
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The above implies that on average it is better to spread out the skill training over several colonists instead of having only one "expert", except for the artisan professions where it is usually good to have true experts in the colony.
For example, you need to acquire about 150,000 XP to make one colonist a "region-known master" (level 16); the same amount of XP would be enough to have three colonists at level 9 ("solid professional"). This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything quality is a notable exception to this.
Experience table
Level 20 is the highest skill level achievable for a pawn.
Level | Name | Total experience required | Experience till next level | Experience decay rate (exp/day) |
---|---|---|---|---|
- | Incapable | - | - | - |
0 | Barely heard of it | 0 | 1000 | 0 |
1 | Utter Beginner | 1000 | 2000 | 0 |
2 | Beginner | 3000 | 3000 | 0 |
3 | Basic Familiarity | 6000 | 4000 | 0 |
4 | Some Familiarity | 10000 | 5000 | 0 |
5 | Significant Familiarity | 15000 | 6000 | 0 |
6 | Capable Amateur | 21000 | 7000 | 0 |
7 | Weak Professional | 28000 | 8000 | 0 |
8 | Employable Professional | 36000 | 9000 | 0 |
9 | Solid Professional | 45000 | 10000 | 0 |
10 | Skilled Professional | 55000 | 12000 | 30 |
11 | Very skilled Professional | 67000 | 14000 | 60 |
12 | Expert | 81000 | 16000 | 120 |
13 | Strong Expert | 97000 | 18000 | 180 |
14 | Master | 115000 | 20000 | 300 |
15 | Strong Master | 135000 | 22000 | 540 |
16 | Region-Known Master | 157000 | 24000 | 840 |
17 | Region-Leading Master | 181000 | 26000 | 1200 |
18 | Planet-Known Master | 207000 | 28000 | 1800 |
19 | Planet-Leading Master | 235000 | 30000 | 2400 |
20 | Legendary Master | 265000 | 32000 | 3600 |
Note that these values are considered before gene levels (exp) if a pawn with good (skill) wants to go from level 4 to 5, they need 1000 skill exp points
List of skills
Using or applying skills will give experience in the skill, and improve the character's proficiency. How much experience is gained depends on the passion for the skill. See passion below.
On this page, where experience gains are listed, an "Interested" passion with 100% skill gain is assumed. Note that this is not the "default" passion; "no passion" at 35% gain is far more common.
Animals
The animals skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while hunting wild animals.
Higher animals skill has the following benefits:
- Chance to tame a wild animal increases. Some animals can not even be attempted to be tamed if the animals skill is too low.
- Chance to successfully train a domesticated animal increases.
- Animal handling, such as milking and shearing certain livestock, becomes more efficient, with a lower chance of wasting products.
- Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races. The more wild a race is, the higher the animals skill required to be assigned its master.
- It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating. It still requires shooting skill for the colonist to be able to kill the animal.
Description | Base Factor | Bonus Factor | |
---|---|---|---|
Animal Gather Speed | The speed at which this person milks, shears, and otherwise gathers resources from animals. | 0.04 | 0.12 |
Animal Gather Yield | The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. Higher percentages reduce the chance of wasting the product. | ||
Hunting Stealth | This stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack. | 0 | 0.05 |
Tame Animal Chance | The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals. | 0.04 | 0.03 |
Train Animal Chance | The base chance this person will make progress training an animal on a given attempt. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on. | 0.1 | 0.05 |
Artistic
The artistic skill is the proficiency to create beautiful works of art at an art bench.
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.
The beauty and market value of sculptures increases tremendously at the highest quality levels. Combined with the fact that trade partners pay more for works of art compared to other items, this makes artistic a useful skill outside of decorating the home base.
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.
Construction
The construction skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony:
- Making all kinds of structures, like furniture, walls, power lines and spaceship parts. If a structure can be placed on the ground in form of a blueprint, its construction is usually facilitated by this skill. Many structures require a minimum skill to make.
- Deconstructing existing structures back into raw materials.
- Building and tearing down roofs.
- Laying and removing flooring, like carpet, concrete and stone tiles.
- Smoothing rock walls and stone floors.
Higher construction skill will
- allow the construction of more difficult to build structures.
- increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.
- reduce the chance of a construction effort to be "botched", which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted). The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.
- increase the chance to make higher quality items, for items that have a quality rating, such as furniture.
Construction outcomes are influenced by the manipulation and sight capacities of the colonist.
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required.
Description | Base Factor | Bonus Factor | |
---|---|---|---|
Construct Success Chance | The chance that this person will succeed in constructing something. Failing means wasting time and resources. | ||
Construction Speed | Speed at which this person constructs and repairs buildings. | 0.3 | 0.0875 |
Repair Success Chance | The chance that this person will successfully repair a broken down building using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage. | ||
Smoothing Speed | A multiplier on the speed at which this person smooths rough stone floors and walls. | 0.3 | 0.0875 |
Cooking
The cooking skill affects how long it takes to cook meals and butcher dead creatures, as well as the Food Poison Chance for the person who eats the meal. It also affects Butchery Speed and Butchery Efficiency, how much meat is produced when butchering.
Cooking and butchering increase cooking skill. It is also trained by making smokeleaf joints at a drug lab.
A Cooking skill of 8 is required to be able to cook every item, a skill of 9 achieves the minimum Food Poison Chance, and a skill of 10 gives maximum Butchery Efficiency - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks.
Project | Experience Given Per Task |
---|---|
Simple Meal | 60 |
Fine Meal | 110 |
Lavish meal | 160 |
Pemmican | 80 |
Description | Base Factor | Bonus Factor | |
---|---|---|---|
Butchery Efficiency | The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size. | 0.75 | 0.025 |
Butchery Speed | Speed at which this person butchers flesh creatures. | 0.4 | 0.06 |
Cooking Speed | The speed at which this person cooks meals. | ||
Drug Cooking Speed | The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints. | 0.4 | 0.06 |
Food Poison Chance | The probability that this character will inadvertently poison a meal they cook. Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting |
Name | Level |
---|---|
Psychite tea | 2 |
Carnivore fine meal | 6 |
Fine meal | 6 |
Vegetarian fine meal | 6 |
Carnivore lavish meal | 8 |
Lavish meal | 8 |
Packaged survival meal | 8 |
Vegetarian lavish meal | 8 |
Crafting
The crafting skill affects the creation of many of the items under the smith, tailor and craft work types. It does so in two ways; crafting quality and minimum crafting levels.
A pawn's Crafting skill is a driving factor in the Quality of produced Clothing, Armor, and Weapons. The quality of things such as Sculptures and Buildings are instead controlled by the Artistic and Construction skills respectively.
The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's General Labor Speed and the amount of labor required in the bill.
Many work bills of the Smith, Tailor and Craft work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.
The Crafting skill also determines the time required to shred mechanoids, and the amount of resources produced from doing so.
Description | Base Factor | Bonus Factor | |
---|---|---|---|
Mech Gestation Speed | A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator. | 0.75 | 0.025 |
Mech Repair Speed | A multiplier on how fast a mechanitor can repair mechanoids. | 0.8 | 0.1 |
Mechanoid Shredding Efficiency | The amount of materials yielded when this person shreds a dead mechanoid for resources. The actual amount is also related to the mechanoid's size. | 0.75 | 0.025 |
Mechanoid Shredding Speed | The speed at which this person can shred a mechanoid for resources. | 0.4 | 0.06 |
Subcore Encoding Speed | A multiplier on how fast a mechanitor can create subcores. | 0.75 | 0.1 |
Medical
The Medical skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance.
Low quality treatment will increase the chance of infection, and the likelihood of permanent health conditions such as scars, in turn leading to chronic pain. Certain scars cause more than 10% pain, permanently weakening the consciousness of the patient, which reduces their work performance.
Medical surgery, if not successful, can fail in minor or major ways, even causing the death of the patient. The success rate is not only determined by the medical skill, but also other character stats like manipulation, eye sight and consciousness. It is not advisable to let an incapacitated doctor perform surgery.
Higher grade medicine and medical equipment like hospital beds and a sterile environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor.
Medical skill can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens. This costs 1 medicine per procedure, but only requires herbal medicine. The procedure can be scheduled in the respective animal's health tab, and an animal sleeping spot must be available to perform the euthanasia.
Performing surgery trains the medical skill. The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and medical operation speed of the surgeon).
Description | Base Factor | Bonus Factor | |
---|---|---|---|
Medical Operation Speed | The speed at which the character performs medical operations. | 0.4 | 0.06 |
Medical Surgery Success Chance | The likelihood that a colonist will succeed when attempting to perform a surgery. The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations. No matter how high this stat is, there is always a small chance of failure on any operation. | ||
Medical Tend Quality | The base quality of tending given when tending wounds and illnesses.
Final Tend Quality: ( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used. Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset. Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance. Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance. Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.
| 0.2 | 0.1 |
Medical Tend Speed | Speed at which the character tends to wounds and illnesses. | 0.4 | 0.06 |
Melee
The melee skill determines a characters' effectiveness with melee weapons namely, their chance to:
- Land a hit in melee (see Melee Hit Chance)
- Dodge a melee attack, when not aiming or firing a ranged weapon (see Melee Dodge Chance)
The tables below are post-processed chances for a healthy pawn.
Chance to hit
|
Chance to dodge
|
Description | Base Factor | Bonus Factor | |
---|---|---|---|
Melee Dodge Chance | Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon. | ||
Melee Hit Chance | Chance to hit a target in melee. The target can still dodge even if we would've hit. |
Mining
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined.
Description | Base Factor | Bonus Factor | |
---|---|---|---|
Deep Drilling Speed | A speed at which this person uses a deep drill to extract underground resources. | 0.04 | 0.12 |
Mining Speed | A speed at which this person mines away walls. | 0.04 | 0.12 |
Mining Yield | The percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills. |
Intellectual
This skill affects the speed at which research is completed.
Description | Base Factor | Bonus Factor | |
---|---|---|---|
Activity Suppression Speed | The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity. | ||
Drug Synthesis Speed | How fast this character synthesizes complex chemical drugs. | 0.3 | 0.0875 |
Entity Study Rate | The rate at which this person generates knowledge from studying unnatural entities. | 0.08 | 0.115 |
Hacking Speed | How fast this person can hack into computer terminals. | 0.75 | 0.025 |
Reading Speed | A multiplier on how fast this person can read. | 1 | 0.02 |
Research Speed | How fast this person performs research and how quickly they can find things using scanning equipment. | 0.08 | 0.115 |
Plants
The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. It also influences how much a colonist forages while in a caravan. Some plants require a minimum plants skill in order to plant them.
Description | Base Factor | Bonus Factor | |
---|---|---|---|
Foraged Food Amount | The amount of nutrition this person will automatically forage per day while traveling by caravan. | 0 | 0.09 |
Plant Harvest Yield | The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest. | 0.6 | |
Plant Work Speed | Speed at which this person sows and harvests plants. | 0.08 | 0.115 |
Pruning Speed | A multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it. Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here. | 0.92 | 0.01 |
Name | Level |
---|---|
Hop plant | 3 |
Smokeleaf plant | 4 |
Strawberry plant | 5 |
Bamboo tree | 6 |
Birch tree | 6 |
Cecropia tree | 6 |
Cypress tree | 6 |
Drago tree | 6 |
Maple tree | 6 |
Oak tree | 6 |
Palm tree | 6 |
Pine tree | 6 |
Poplar tree | 6 |
Psychoid plant | 6 |
Saguaro cactus | 6 |
Teak tree | 6 |
Willow tree | 6 |
Cocoa tree | 8 |
Healroot | 8 |
Devilstrand | 10 |
Gray pine tree | 6 |
Pebble cactus | 6 |
Rat palm tree | 6 |
Witchwood tree | 6 |
Bonsai tree | 6 |
Timbershroom | 6 |
Shooting
The shooting skill affects a character's accuracy with ranged weapons.
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:
Skill Level | Standard | Careful Shooter | Trigger-Happy | Skill Level | Standard | Careful Shooter | Trigger-Happy |
---|---|---|---|---|---|---|---|
0 | 89% | 94.5% | 84% | - | - | - | - |
1 | 91% | 95% | 85% | 11 | 97.25% | 98.333% | 95% |
2 | 93% | 95.5% | 86% | 12 | 97.5% | 98.5% | 95.5% |
3 | 93.5% | 96% | 87% | 13 | 97.75% | 98.666% | 96% |
4 | 94% | 96.5% | 88% | 14 | 98% | 98.833% | 96.5% |
5 | 94.5% | 97% | 89% | 15 | 98.167% | 99% | 97% |
6 | 95% | 97.25% | 91% | 16 | 98.333% | 99.125% | 97.25% |
7 | 95.5% | 97.5% | 93% | 17 | 98.5% | 99.25% | 97.5% |
8 | 96% | 97.75% | 93.5% | 18 | 98.666% | 99.313% | 97.75% |
9 | 96.5% | 98% | 94% | 19 | 98.833% | 99.375% | 98% |
10 | 97% | 98.167% | 94.5% | 20 | 99% | 99.438% | 98.167% |
Note that shooting accuracy for the pawn is calculated per tile, meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.
For example:
- A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.
- With 98% accuracy, the base accuracy against the same target becomes only 52.4%.
The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges.
Description | Base Factor | Bonus Factor | |
---|---|---|---|
Hunting Stealth | This stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack. | 0 | 0.05 |
Mortar Miss Radius Multiplier | A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. | 0.2 | -0.025 |
Shooting Accuracy | Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target. |
Social
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices. A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a talking stat that somehow interacts with this skill
Description | Base Factor | Bonus Factor | |
---|---|---|---|
Activity Suppression Speed | The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity. | ||
Arrest Success Chance | How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance. | 0.6 | 0.075 |
Conversion Power | How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses. | 0.3 | 0.0875 |
Negotiation Ability | How effective this person is as a negotiator. This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks. | 0.4 | 0.075 |
Social Impact | A multiplier on how much other people are affected by this person's social interactions. | 0.82 | 0.0275 |
Suppression Power | A multiplier on a warden's ability to suppress slaves. | 0.05 | 0.0225 |
Trade Price Improvement | When this person acts as a trade negotiator, buy and sell prices are improved by this percentage. | 0 | 0.015 |
Version history
- 0.0.245 - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into into misses due to equipment and misses due to skill.
- 0.2.363 - High level skills now decay. Passions system added.
- 0.9.722 - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.
- 0.10.785 - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
- 0.12.906 - Animals skill added.
- B19/1.0 - Doing passionate work now affects mood instead of recreation.
- 1.2.2753 - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold. We now display a text mote when a player pawn gains a new level in a skill.
- 1.4.3527 - Fix: Can train shooting and melee on colony mechanoids.
Backstories
Backstories define the skills and restrictions of the colonist in question and may either enhance or impair the colonist's competence regarding specific skills.
Summary
This section is suggested to be rewritten. Reason: What pages are up to date, what should be obsoleted, is there a point in keeping the player-created backstories in that format vs just having the characters etc.. You can help the RimWorld Wiki by improving it. |
All colonists will have a childhood backstory, but only colonists generated at age 20 or older will have an adulthood backstory. Teenage colonists that age naturally to 20 years old will not gain an adulthood backstory. Currently there are 36 childhood backstories and about 85 adult backstories. Several adult backstories are not available in the character creation phase, but can randomly appear on raiders and wanderers.
It was possible to buy an addon that allowed the addition of a backstory or character into the game. As a result, some backstories are always together, in a colonist that always has the same name. This can have the unintended situation of the same person returning to life multiple times.
These characters can be found at List of Player-created Pawns.
There are 301 such backstories, and they can be found here
- List of player created childhood backstories A through M
- List of player created childhood backstories N through Z
- List of player created adulthood backstories A through M
- List of player created adulthood backstories N through Z
The wiki cannot display them all on a single page due to technical reasons.
All of the generic backstories are displayed below, however individual sets of backstories can be found here, ordered by their file structure:
- Backstories/ImperialCommon Adult
- Backstories/ImperialCommon Child
- Backstories/ImperialFighter Adult
- Backstories/ImperialFighter Child
- Backstories/ImperialRoyal Adult
- Backstories/ImperialRoyal Child
- Backstories/InsectsRelated Child
- Backstories/Offworld Glitterworld Adult
- Backstories/Offworld Medieval Adult
- Backstories/Offworld Medieval Child
- Backstories/Offworld Nonspecific Adult
- Backstories/Offworld Nonspecific Child
- Backstories/Offworld Specific Adult
- Backstories/Offworld Specific Child
- Backstories/Outsider Adult
- Backstories/Pirate Adult
- Backstories/Solid
- Backstories/Special
- Backstories/Tribal Adult
- Backstories/Tribal Child
Random vs player-generated
The mechanism for selecting whether a given generated pawn will use a randomly selected set of backstories (a "shuffledBio") or use one of the player generated characters (a "solidBio") is complex.
First it checks what type of pawn it is. If its a regular pawn, there is a 25% chance it will attempt to give it a solidBio. If its a faction leader, it will always attempt to give it a solidBio.
Then there's a 50/50 roll performed and it either:
- Randomly shuffles the list of ALL pawnbios; or
- Picks 20 pawn bios at random.
Once it has either list it then goes looking for one that (in this order):
- Is the right gender (if one is specifically set as required)
- It has the right last name (if required),
- If the pawn to be created is a faction leader - that the bio has the pirateKing tag. Only pirateKings can be faction leaders.
- That it has the correct backstoryCategories for the pawn its attempting to generate (i.e. Pirate, Offworld, ImperialRoyal etc.)
- That the bio hasn't been used already (to prevent duplicate Humps running around)
- That the backstories don't disable any workTags tagged as required (if any are so tagged)
If this fails for all the pawnBios in whichever list it chose, then it defaults back to the shuffledBios.
If it succeeds and it picks Tynan's solidBio, then it attempts to pick a different bio 50% of the time, and if it rolls that 50% but fails to pick a new one, it just defaults a shuffledBio.
Backstory List
This page has been suggested for recoding. Reason: 1) Posessions 2) Lots of missing spawn categories: for example Scientist, Researcher, Farmer, Cult, Hunter, Miner, Madman, Logger, Vatgrown, TribalHunter, TribalFarmer, TribalMiner 3) Add Solid_Rare.xml and InsectRelated_Child.xml. You can help RimWorld Wiki by improving it. |
Generic adult backstories
Title (Short Title) |
Description | Skill Modifications | Work types | Traits | Tribal | Outlander | Pirate | Offworld | Outsider | Imperial Common |
Imperial Fighter |
Imperial Royal |
Bodytype |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
House Servant (Servant) |
[PAWN_nameDef] was a low-level servant in a royal house. [PAWN_pronoun] cleaned rooms and moved items as directed by the senior staff, while attempting to remain invisible to the lords and ladies of the house. |
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|
- | |||||||||
Head Butler (Butler) |
[PAWN_nameDef] was the head servant in a royal house. [PAWN_pronoun] managed the other servants to ensure the lord's will was done, even before the lord knew what it was. |
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|
- | |||||||||
Royal Masseuse (Masseuse) |
[PAWN_nameDef] was a massage artist for an extended royal house. [PAWN_pronoun] serviced many members of the royal family, and their guests. [PAWN_nameDef] occasionally offered something extra, if the lord or lady was in the mood. Advancing in this line of work meant having refined social skills. |
|
- | Beautiful | |||||||||
Menagerie Keeper (Zookeeper) |
[PAWN_nameDef] managed the royal menagerie of a powerful family at their estate. [PAWN_nameDef]'s job saw [PAWN_pronoun] feeding elephants, tranquilizing lions, and training birds to display their plumage to titled visitors. |
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|
Beautiful | |||||||||
Ballet Dancer (Dancer/Ballerina) |
[PAWN_nameDef] was a dancer in a traditional ballet troupe. [PAWN_pronoun] mastered the ancient motions and entertained thousands. |
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Nimble | |||||||||
Ornament Maker (Ornamenter) |
[PAWN_nameDef] crafted watches, medals, machined jewelry and other complex curios for royal patrons. |
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- | |||||||||
Royal Cook (Cook) |
[PAWN_nameDef] made meals for [PAWN_possessive] aristocratic patrons. Only the finest food was acceptable, so [PAWN_nameDef] tended a small garden on the mansion grounds to get the freshest herbs and vegetables. [PAWN_pronoun] fell in love with the food [PAWN_objective]self. |
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|
Gourmand | |||||||||
Imperial Priest (Priest/Priestess) |
[PAWN_nameDef] was a priest in the imperial church. [PAWN_pronoun] spent half [PAWN_possessive] time studying books to understand the relationship between God's aspects and the facets of [PAWN_possessive] society. The other half was spent preaching the evils of sloth and drink. |
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|
Teetotaler | |||||||||
Imperial Inquisitor (Inquisitor/Inquisitress) |
[PAWN_nameDef] was an inquisitor in the imperial church's anti-heresy school. [PAWN_nameDef] hunted unorthodox thoughts wherever they could be found - art, music, code, even private conversations. Upon finding deviance, [PAWN_pronoun] exposed it to bring on the punishment of the collective. And [PAWN_pronoun] could always find the deviance if [PAWN_pronoun] looked hard enough. |
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|
Abrasive | |||||||||
Church Psychic (Psychic) |
[PAWN_nameDef] was a psychic in the imperial church's psychic school. [PAWN_nameDef] trained [PAWN_possessive] mind to sense the collective emotions and impressions of the people. It was a way to touch the spirit of the empire. It was also a way to root out heretical trends in thought. |
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|
Psychically Hypersensitive | |||||||||
Corporate Drone (Drone) |
[PAWN_nameDef] worked in a very large office complex along with thousands of other suited drones. The work itself consisted of endless organizational drudgery and pointless meetings, punctuated by the occasional performance review. |
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- | |||||||||
Corporate Manager (Manager) |
[PAWN_nameDef] worked in a massive open-plan office, ensuring that [PAWN_possessive] assigned team of workers stayed mostly on-task. The job was intensely political. In order to advance, [PAWN_nameDef] learned how to arrange things so [PAWN_pronoun] could take credit for work done by almost anyone. |
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- | |||||||||
Corporate Fixer (Fixer) |
[PAWN_nameDef] was a fixer for an energy corporation. [PAWN_pronoun] work required knowing when to push, when to pull, when to back down and when to strike. The job fit [PAWN_possessive] natural lack of empathy. While violence was unusual, [PAWN_nameDef] stayed prepared for anything. |
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|
Psychopath | |||||||||
Planetary Miner (Miner) |
[PAWN_nameDef] was a mining engineer for a major planetary mining corporation. [PAWN_pronoun] work kept [PAWN_objective] underground for weeks at a time, and [PAWN_pronoun] grew to appreciate the darkness. |
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|
Undergrounder | |||||||||
Mailman/Mail Carrier (Mailman/Mailwoman) |
[PAWN_nameDef] carried mail on [PAWN_possessive] assigned routes. Sometimes [PAWN_pronoun] was even sent to deliver special packages to stylish corporate offices or mansions. [PAWN_nameDef] got pretty good at avoiding and fighting off angry dogs. |
|
- | Nimble | |||||||||
Assembler (Assembler) |
[PAWN_nameDef] worked on factory assembly lines, putting together products with the help of robots. |
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- | |||||||||
Builder (Builder) |
[PAWN_nameDef] worked on construction sites, building everyday structures according to [PAWN_possessive] boss' instructions. |
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- | |||||||||
Crop Farmer (Farmer) |
[PAWN_nameDef] ran a crop farm. [PAWN_pronoun] analyzed soil, agricultural equipment, weather patterns, and price trends to optimize the planting and harvesting of massive crop fields. |
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|
- | |||||||||
Livestock Farmer (Farmer) |
[PAWN_nameDef] ran a livestock farm. [PAWN_pronoun] analyzed animal genetics, feed types, birth and slaughter methods, and price trends to optimize the raising of huge animal herds. |
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|
- | |||||||||
Line Infanteer (Infanteer) |
[PAWN_nameDef] was an ordinary infanteer in an imperial battalion. Conscripted at a young age to add bodies the army, [PAWN_nameDef] learned the methods of fighting well enough to satisfy [PAWN_possessive] officers. However, [PAWN_pronoun] never quite understood what was going on around [PAWN_objective] enough to really believe in it. |
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|
- | |||||||||
Pious Soldier (Pious Soldier) |
When not training or combat, [PAWN_nameDef] was often at the chaplain's side. [PAWN_pronoun] dedicated [PAWN_possessive] life to serving both [PAWN_possessive] lord and [PAWN_possessive] religion. |
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- | |||||||||
Infantry Engineer (Engineer) |
Despite being in an infantry battalion, [PAWN_nameDef] rarely fired a gun. [PAWN_possessive] specialty was the rapid construction of defenses, traps, defensive installations, and sapping tunnels. |
|
- | - | |||||||||
Infantry Medic (Medic) |
[PAWN_nameDef] treated the combat wounds of [PAWN_possessive] fallen comrades. |
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- | - | |||||||||
Military Cook (Army Cook) |
They say an army marches on its stomach. [PAWN_nameDef]'s job was to prepared chow to keep [PAWN_possessive] unit marching, no matter the conditions. The job required [PAWN_objective] to pay attention to both the nutritional and psychological needs of the troops. |
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|
- | |||||||||
Loyal Janissary (Janissary) |
[PAWN_nameDef] was a janissary in a great lord's army. Even more than the other troops, [PAWN_pronoun] felt a sense of duty, and [PAWN_pronoun] drew [PAWN_possessive] life's meaning from the effort [PAWN_pronoun] put to fulfilling [PAWN_possessive] duty. |
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|
Industrious | |||||||||
Recon Sniper (Sniper) |
[PAWN_nameDef] was a professional military sniper. [PAWN_pronoun] was trained to rapidly reach into unexpected firing positions, snipe key targets, and escape before enemies could pinpoint [PAWN_possessive] location. |
|
|
Jogger | |||||||||
Shipcracker (Shipcracker) |
[PAWN_nameDef]'s role was to launch through the vacuum of space, land on the enemy ship's hull, punch holes to the interior, and conquer it in room-to-room combat. [PAWN_pronoun] became very good at wielding heavy cataphract weapons to cut both steel and flesh. [PAWN_pronoun] also developed a taste for the drugs [PAWN_pronoun] used to cope with the overwhelming stress. |
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|
Chemical Interest | |||||||||
Broken Soldier (Soldier) |
[PAWN_pronoun] was a strong soldier in a long war of succession. In [PAWN_possessive] final battle, [PAWN_possessive] unit was sacrified to cover a retreat. [PAWN_nameDef] watched [PAWN_possessive] comrades die and was the only survivor. The experience broke [PAWN_objective] inside, leaving [PAWN_objective] without the coping strategies to moderate [PAWN_possessive] emotions. [PAWN_nameDef] learned to draw in the hospital. |
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|
Volatile | |||||||||
Intelligence Agent (Intel) |
[PAWN_nameDef] was a high-ranking counterintelligence agent tasked with thwarting enemy spies. |
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|
- | |||||||||
Deserter (Deserter) |
After countless battles for a cause [PAWN_pronoun] did not believe in, [PAWN_nameDef] threw down [PAWN_possessive] arms and deserted. [PAWN_nameDef] lived in isolation, hunted by those [PAWN_pronoun] had deserted. |
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|
- | |||||||||
Warmonger (Warmonger) |
[PAWN_nameDef] revelled in bloodshed. Soldiers who served with [PAWN_objective] were terrified of [PAWN_possessive] ferocity. They rarely socialized with [PAWN_nameDef], and [PAWN_pronoun] did not mind the isolation. |
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|
Bloodlust | |||||||||
Infantry Officer (Officer) |
[PAWN_nameDef] was an officer in an imperial battalion. [PAWN_pronoun] developed the social and combat skills to do [PAWN_possessive] job well and was respected by the men. |
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|
- | |||||||||
Disgraced Officer (Officer) |
[PAWN_nameDef] was an officer in an imperial battalion. [PAWN_pronoun] developed the social and combat skills to do [PAWN_possessive] job well and was respected by the men. When [PAWN_possessive] unit came under direct fire for the first time, [PAWN_nameDef] fled to a bunker and hid. [PAWN_pronoun] was demoted and never escaped the disgrace. |
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|
Wimp | |||||||||
Military Commissar (Commissar) |
[PAWN_nameDef] was an internal spymaster in an imperial army battalion. [PAWN_pronoun] made sure that the men were loyal, and did not fall back unless ordered. This made [PAWN_objective] unpopular, but [PAWN_pronoun] gained great skill at detecting the slightest dishonesty. |
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|
- | |||||||||
Artilleryman/Artillerywoman (Artilleer) |
[PAWN_nameDef] loaded shells and aimed artillery to pound [PAWN_possessive] army's enemies from afar. |
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|
- | |||||||||
Demolitionist (Demolitionist) |
[PAWN_nameDef] manufactured and planted explosives used to breach enemy defenses. Dealing with explosives every day taught [PAWN_objective] to keep a level head and steady hand. |
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|
Steadfast | |||||||||
Firebomber (Firebomber) |
[PAWN_nameDef] piloted a small fighter-bomber design specialized in spreading incendiary gel on flammable targets. Conditioned to love the sight of a target lighting up, [PAWN_pronoun] grew to love fire in all its forms - war, cooking, and even for cauterizing wounds in the hospital. |
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|
Pyromaniac | |||||||||
Military Chaplain (Chaplain) |
[PAWN_nameDef] stayed with the troops in training and in combat, administering to the dying and reinforcing the faith of the living. Like all imperial chaplains, [PAWN_pronoun] vowed never to fight [PAWN_objective]self. However, [PAWN_pronoun] acted as a medic and treated the wounded. |
|
|
- | |||||||||
Royal Guard (Guard) |
[PAWN_nameDef] guarded the personal palace of a powerful lord. While violence was rare, palace intrigue was constant. [PAWN_nameDef]'s work taught [PAWN_pronoun] to handle both words and guns. |
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|
- | |||||||||
Propagandist (Propagandist) |
[PAWN_nameDef] was a skilled artist and military propagandist. [PAWN_pronoun] created works of art depicting [PAWN_possessive] lords and armies fovourably. |
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|
- | |||||||||
Warmaster (Warmaster) |
[PAWN_nameDef] was warmaster to a mid-level royal house. [PAWN_pronoun] oversaw military aspects of the family's strategy. On the rare occasion a battle occurred, [PAWN_nameDef] directed the military commanders. |
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|
- | |||||||||
Regent (Regent) |
When [PAWN_nameDef]'s family's ally was killed, and his young son inherited his throne, [PAWN_nameDef] was appointed as regent to rule in the child's stead. [PAWN_pronoun] oversaw diverse matters of house and title, from finances to war to greedy relatives intent on usurping the throne. [PAWN_nameDef] himself never abused [PAWN_possessive] position. |
|
Work types | - | |||||||||
Beastmaster (Beastmaster) |
[PAWN_nameDef]'s family had more children than they had proper titles to inherit. Being of low rank in the birth order, [PAWN_nameDef] was given the honorary title of beastmaster. [PAWN_nameDef] managed the family's extensive menagerie. While [PAWN_pronoun] never worked hands-on with the beasts, [PAWN_pronoun] connected with them. Few others appreciated [PAWN_objective] the way they did. |
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- | |||||||||
Arts Patron (Patron) |
[PAWN_nameDef] managed [PAWN_possessive] family's investments in the arts. [PAWN_pronoun] chose artists to patronize and worked with them to produce the expressions that most glorify [PAWN_possessive] family, the Imperial church, and the Empire itself. |
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|
Nimble | |||||||||
Spymaster (Spymaster) |
As soon as [PAWN_pronoun] was old enough, [PAWN_nameDef] was given the post of spymaster for [PAWN_possessive] house. [PAWN_possessive] cold, calculating nature made [PAWN_objective] a natural at the arts of blade, poison, and betrayal. |
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Psychopath | |||||||||
Landworker (Landworker) |
[PAWN_nameDef] held the position of landworker in [PAWN_possessive] royal house. [PAWN_pronoun] managed the family's lands and all the resources on them - both agricultural and mineral. Though [PAWN_pronoun] would never work the machines [PAWN_objective]self, managing these enterprises required learning the methods of farming and mining in detail. |
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|
- | |||||||||
Navy Scientist (Scientist) |
Interstellar warfare is won by technology, so glitterworld navies are always at the peak of modern research. Even better, they occasionally find archotechnological artifacts floating in space. [PAWN_nameDef] worked in a navy lab. |
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|
- | |||||||||
Glitterworld Empath (Empath) |
[PAWN_nameDef] found it easy to relate to others and mediate conflict. [PAWN_pronoun] was selected to train as an empath. The training intensified [PAWN_possessive] natural abilities, but [PAWN_pronoun] became unable to cause others pain. |
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−Psychopath | |||||||||
Glitterworld Surgeon (Surgeon) |
[PAWN_nameDef] worked as a surgeon on a world mostly free of disease and human suffering, so [PAWN_possessive] job focused on elaborate and creative cosmetic surgeries. [PAWN_pronoun] understands human biology, deeply, but has never had to remove a tumour — or a bullet. |
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- | |||||||||
Novelist (Novelist) |
[PAWN_nameDef] lived on a glitterworld, penning wildly successful novels. [PAWN_pronoun] lived a carefree lifestyle, spending [PAWN_possessive] days writing and [PAWN_possessive] nights partying - and has never done a day's manual labour in [PAWN_possessive] life. |
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- | |||||||||
Charity Worker (Altruist) |
Glitterworlds are havens of comfort for those lucky enough to live there, but [PAWN_nameDef] could not ignore the nearby trashworlds where the people suffered and starved. [PAWN_pronoun] spent [PAWN_possessive] life appealing for donations and supporting those in need. |
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−Psychopath | |||||||||
Glitterworld Officer (Officer) |
Though glitterworlds are peaceful places, they often remain prepared for war. [PAWN_nameDef]'s unit rarely saw any real action. Though [PAWN_pronoun] pursued [PAWN_possessive] artistic hobbies, [PAWN_possessive] subordinates preferred to entertain themselves by brawling, so [PAWN_nameDef] got good at breaking up fights. |
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- | |||||||||
Biosphere Manager (Botanist) |
[PAWN_nameDef] lived on a peaceful glitterworld where all menial work was done by robots, while the people mostly devoted themselves to leisure. [PAWN_pronoun] managed the plant and animal life of a sprawling park, where citizens came to admire nature's beauty. |
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- | |||||||||
VR Designer (Game Dev) |
[PAWN_nameDef] designed virtual reality simulations for glitterworld citizens. [PAWN_pronoun] put great effort into the details of [PAWN_possessive] virtual worlds, learning all [PAWN_pronoun] could about plant life to make [PAWN_possessive] landscapes as realistic as possible. |
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- | |||||||||
Architect (Architect) |
[PAWN_nameDef] designed the construction of buildings. On [PAWN_possessive] glitterworld home, the technical aspect of architecture was handled by an AI, whilst the labour was done by robots. This freed [PAWN_objective] up to push the artistic limits of his craft, but also meant [PAWN_pronoun] never had to get [PAWN_possessive] hands dirty. |
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- | |||||||||
Sculptor (Sculptor) |
[PAWN_nameDef] started off sculpting person-sized artworks, but [PAWN_pronoun] soon began to think bigger. With the help of mining robots, [PAWN_pronoun] learned how to carve huge monuments out of cliffsides. Soon the parks of the glitterworld where [PAWN_pronoun] lived were full of giant stone figures. |
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- | |||||||||
Medieval Farm Oaf (Oaf) |
Tilling, hoeing, guiding ox carts, pushing wheelbarrows. Digging ditches, planting seeds, predicting the harvest.\n\nMedieval-level farmers aren't educated in the usual sense, but they know a lot about growing plants without technology. That said, such a life leaves one essentially incapable of participating in intellectual, technology-driven activities. |
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- | |||||||||
Medieval Lord (Noble) |
[PAWN_nameDef] was a lord on a preindustrial planet. [PAWN_pronoun] went to parties, managed the underlings, and even learned some swordplay.\n\n[PAWN_possessive] soft hands did not hold a work tool during that entire time. [PAWN_pronoun] considers manual labor to be beneath [PAWN_objective]. |
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- | |||||||||
Medieval Minstrel (Minstrel) |
[PAWN_nameDef] was a traveling entertainer on a medieval world.\n\n[PAWN_pronoun] could always be found telling stories or singing songs, and is capable of protecting [PAWN_objective]self from the dangers of the road. However, [PAWN_pronoun] was always conspicuously absent whenever there was hard labour to be done. |
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- | |||||||||
Taster (Taster) |
As the taster for a medieval king, any dish served at the royal table had to be sampled first by [PAWN_nameDef]. [PAWN_pronoun] lived a decadent lifestyle at court, getting fat and doing very little work. |
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- | |||||||||
Blacksmith (Blacksmith) |
As a smith on a medieval world, [PAWN_nameDef] gained a reputation for the high quality of [PAWN_possessive] work. [PAWN_pronoun] wasn't bad at using the swords [PAWN_pronoun] forged either. |
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- | |||||||||
Message Carrier (Messenger) |
On a medieval world, the fastest way to send a message is to give it to somebody on a horse and hope they survive the journey. [PAWN_nameDef] was that somebody. |
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- | |||||||||
Medieval Doctor (Quack) |
[PAWN_nameDef] worked as a doctor on a medieval planet. [PAWN_pronoun] firmly believes that most ailments can be cured with a little bloodletting.\n\n[PAWN_pronoun] was also a master anaesthetist, developing a specialty technique that involved a heavy blow to the head. |
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- | |||||||||
Herbalist (Herbalist) |
[PAWN_nameDef] lived in the forest near a village. Though many of the villagers feared [PAWN_objective], sick villagers would come to [PAWN_objective] to purchase salves and poultices made from the herbs [PAWN_pronoun] grew in [PAWN_possessive] garden. [PAWN_pronoun] was happy to help them — for a price. |
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- | |||||||||
Medieval Sailor (Sailor) |
[PAWN_nameDef] explored the oceans on a wooden ship, seeking out plant and animal specimens from exotic places, and occasionally fending off pirates. [PAWN_pronoun] loved the sea so much [PAWN_pronoun] refused to do all but the barest minimum of work on land, except to sell the treasures [PAWN_pronoun] collected. |
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- | |||||||||
Policeman/Policewoman (Policeman/Policewoman) |
[PAWN_nameDef] kept the peace as a line officer in a municipal police force. [PAWN_pronoun] was trained in de-escalation, physical control, shooting, and other police skills. |
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- | - | ||||||||
Chef (Chef) |
[PAWN_nameDef] ran a high-class restaurant. [PAWN_pronoun] was famous among patrons for [PAWN_possessive] creative culinary specialties, and infamous among kitchen workers for [PAWN_possessive] casual disdain for grunt work. |
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- | |||||||||
Housemate/Housewife (Housemate/Housewife) |
As an adult, [PAWN_nameDef] kept house and cared for children while [PAWN_possessive] spouse worked. |
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- | |||||||||
Inventor (Inventor) |
On [PAWN_possessive] homeworld, [PAWN_nameDef] worked as a moderately successful inventor. [PAWN_pronoun] developed several minor technologies. |
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- | |||||||||
Teacher (Teacher) |
[PAWN_nameDef] was educated in the liberal arts and taught at a public school. [PAWN_pronoun] was widely knowledgeable and well-liked by [PAWN_possessive] students. |
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- | |||||||||
Civil Servant (Bureaucrat) |
[PAWN_nameDef] worked as a low-ranking administrator for a moribund government bureaucracy. [PAWN_pronoun] is most at home filling out complicated paperwork and playing office politics. |
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- |
- | |||||||||
Bartender (Barkeep) |
[PAWN_nameDef] worked as a bartender in a seedy establishment. The job was one part drink-mixing, one part diplomacy, and one part head-bashing. |
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- | |||||||||
Conceptual Artist (Artist) |
[PAWN_nameDef] was well-known in art circles on [PAWN_possessive] home world for [PAWN_possessive] unique and creative conceptual artworks. Nobody was sure exactly what [PAWN_pronoun] was trying to communicate, but [PAWN_possessive] pieces were highly valued by collectors. |
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- | |||||||||
Evangelist (Evangelist) |
As a youth, [PAWN_nameDef] experienced a religious awakening. [PAWN_pronoun] decided to spend the rest of [PAWN_possessive] life spreading the word of [PAWN_possessive] deity, the beauty of its culture, and its unusual medical tradition. |
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- | |||||||||
Ascetic Priest (Priest) |
After taking a vow of silence, [PAWN_nameDef] joined a monastery to spend [PAWN_possessive] days in quiet contemplation. [PAWN_pronoun] found happiness growing vegetables in the garden and making cheese in the monastery cellars. |
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Ascetic | |||||||||
Escaped Convict (Escapee) |
[PAWN_nameDef] denies involvement in the crimes that brought about [PAWN_possessive] incarceration in a brutal penal colony. [PAWN_pronoun] escaped by tunneling beneath the perimeter using modified cutlery. |
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- | |||||||||
Nurse (Nurse) |
[PAWN_nameDef] worked in a hospital, doing routine work such as changing bandages and taking temperatures. It was a busy job, but [PAWN_pronoun] could always find time for a chat with a patient. |
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- | |||||||||
House Servant (Servant) |
[PAWN_nameDef] was a domestic servant to wealthy homeowners. [PAWN_pronoun] got to know the kitchens and basements of [PAWN_possessive] master's mansion well, but never did any work outside. |
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- | |||||||||
Bodyguard (Bodyguard) |
[PAWN_nameDef] protected whoever paid [PAWN_objective]. [PAWN_pronoun] gained proficiency in many different combat forms, and was known for [PAWN_possessive] ruthlessness against those who crossed [PAWN_objective]. |
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- | |||||||||
Mathematician (Math Prof) |
[PAWN_nameDef] did mathematical research at a university. [PAWN_pronoun] spent much of [PAWN_possessive] spare time immersed in shooting simulations, though [PAWN_pronoun] was frequently ridiculed by other players for [PAWN_possessive] terrible aim. |
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- | |||||||||
Paramedic (Paramedic) |
[PAWN_nameDef]'s job was to respond rapidly to medical emergencies. [PAWN_pronoun] is used to dealing with severe injuries with only limited medical supplies. [PAWN_pronoun] treated so many gunshot wounds over the years that even seeing a gun made [PAWN_objective] uncomfortable. |
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- | |||||||||
Gardener (Gardener) |
[PAWN_nameDef] worked at the mansion of a powerful family, tending the lavish gardens as part of a team of servants. |
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Torturer (Torturer) |
Working for a tyrannical dictator, [PAWN_nameDef] earned a reputation as an expert in 'persuasion.' Any prisoner who went down into the dungeons left with no secrets - and with [PAWN_nameDef]'s smile scarred permanently into their nightmares. |
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Psychopath | |||||||||
Defector (Defector) |
Early in [PAWN_possessive] adulthood, [PAWN_nameDef] decided to leave the oppressive dictatorship where [PAWN_pronoun] lived. [PAWN_possessive] defection was not well-received, and agents were sent out after [PAWN_objective]. [PAWN_pronoun] spent years on the run, treating [PAWN_possessive] own wounds so no doctor could betray [PAWN_objective]. The ordeal made [PAWN_objective] bitter and untrusting |
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Construction Engineer (Builder) |
[PAWN_nameDef] was a construction worker. [PAWN_pronoun] lead a team which built everything from office blocks to cathedrals. [PAWN_possessive] busy job and numerous nearby fast-food outlets meant [PAWN_pronoun] never cooked for [PAWN_objective]self. |
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Rancher (Rancher) |
[PAWN_nameDef] owned and operated a successful ranch where [PAWN_pronoun] raised animals for meat and wool. [PAWN_pronoun] refused to do any dumb labour [PAWN_pronoun] could pay someone else to do for [PAWN_objective]. |
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Low-Wage Worker (Grunt) |
[PAWN_nameDef] worked a variety of casual jobs to support [PAWN_possessive] family, gaining a set of basic hands-on skills. |
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Model (Model) |
[PAWN_nameDef] modelled clothes and jewellery for advertisers, and was also used as a physical blueprint for characters in virtual reality simulations. |
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Beautiful | |||||||||
Geologist (Geologist) |
[PAWN_nameDef] worked with miners and cave-diggers, identifying rock types and natural formations. During [PAWN_possessive] years underground [PAWN_pronoun] also gained experience repairing drilling machines and other technical equipment. |
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Jailbird (Jailbird) |
[PAWN_nameDef] spent most of [PAWN_possessive] life in prisons, where [PAWN_pronoun] was put to work in the kitchens. [PAWN_pronoun] had a habit of getting into fights, and developed an aggressive way of speaking. |
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Actor (Actor) |
[PAWN_nameDef] travelled with a company of actors, playing to packed theatres and loving audiences everywhere. [PAWN_pronoun] was a perfectionist, and made [PAWN_possessive] own props and costumes rather than use the ones [PAWN_pronoun] was given. |
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Veterinarian (Vet) |
[PAWN_nameDef] treated sick and injured animals for a living. Seeing their suffering affected [PAWN_possessive] stance on the practice of eating meat, and for many years [PAWN_pronoun] lived as a vegetarian. |
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Explosives Expert (Blaster) |
[PAWN_nameDef] was an explosive engineer employed in mines. [PAWN_pronoun] took [PAWN_possessive] job very seriously and was well-versed in the technicalities - so much so that [PAWN_pronoun] refused to demean [PAWN_objective]self by helping with the clean-up once [PAWN_possessive] carefully-calculated explosion was complete. |
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- | |||||||||
Counselor (Counselor) |
A terrifying trauma when [PAWN_nameDef] was a young adult caused [PAWN_objective] to develop a serious eating disorder. With counseling [PAWN_pronoun] learned to have a healthier relationship with food, and decided to put [PAWN_possessive] new skills to use helping others overcome their emotional problems. |
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Recruiter (Recruiter) |
[PAWN_nameDef] was part of a revered order of martial artists, infamous both for their skill in combat and for their practice of refusing to treat their wounded. [PAWN_pronoun] travelled [PAWN_possessive] homeworld, judging the young people [PAWN_pronoun] met to determine if they might be suitable for training. |
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Drifter (Drifter) |
[PAWN_nameDef] never figured out what to do with [PAWN_possessive] life. [PAWN_pronoun] travelled often, taking up casual work wherever [PAWN_pronoun] found it. [PAWN_pronoun] also occasionally worked on a novel that [PAWN_pronoun] knew would be a bestseller - just as soon as [PAWN_pronoun] could find a publisher who was interested |
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Machine Collector (Collector) |
[PAWN_nameDef] was obsessed with old machines and arcane pieces of technology. [PAWN_pronoun] obtained them wherever [PAWN_pronoun] could, and loved taking them apart to see how they worked. [PAWN_pronoun] had a habit of talking about [PAWN_possessive] collection long after people around [PAWN_objective] had stopped listening. |
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- | |||||||||
Con Artist (Con Artist) |
[PAWN_nameDef] never created anything in [PAWN_possessive] life. [PAWN_pronoun] did, however, prove to be a natural at getting others to give [PAWN_objective] what they had created. |
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Factory Worker (Worker) |
[PAWN_nameDef] did menial, unskilled work in an industrial factory. [PAWN_possessive] job also included caring for the mules and horses which transported the goods. |
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Psychiatric Patient (Patient) |
[PAWN_nameDef] spent most of [PAWN_possessive] adult life in an insane asylum. [PAWN_possessive] industrial homeworld had a poor understanding of mental illness, and [PAWN_pronoun] was treated more like an animal than a person. Though [PAWN_pronoun] eventually recovered and was released, [PAWN_possessive] experience dampened many of [PAWN_possessive] basic life skills. |
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- | |||||||||
Human Computer (Computer) |
[PAWN_nameDef] turned out to have an excellent memory and a gift for performing complex calculations in [PAWN_possessive] head. An industrial-world dictator decided to employ [PAWN_nameDef] to keep track of [PAWN_possessive] state's finances and expenditure. |
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- | |||||||||
Sheriff (Sheriff) |
[PAWN_nameDef] was the law enforcer in an isolated industrial town. [PAWN_pronoun] dealt with petty crime, dispute resolution, and the occasional drunken saloon shootout. |
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Urbworld Entrepreneur (Entrepreneur) |
In the urbworlds, most suffer. But someone has to run the corporations. [PAWN_nameDef] learned the skills of the trade - greasing palms and technical analysis. [PAWN_pronoun] is a sociointellectual machine. |
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Joywire Artist (Joywirer) |
[PAWN_nameDef] worked in an urbworld lab developing cutting-edge joywire software to maximize user pleasure. When the local government imposed harsh restrictions on joywire manufacturing, [PAWN_pronoun] began selling [PAWN_possessive] products on the black market. |
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Mafia Boss (Boss) |
[PAWN_nameDef] was a high-ranking member of an urbworld crime syndicate. [PAWN_pronoun] bribed officials, maintained the loyalty of [PAWN_possessive] subordinates, and extracted overdue payments - by any means necessary. |
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Urbworld Drone (Drone) |
[PAWN_nameDef] worked as a mindless construction drone on a massive urbworld. Though [PAWN_pronoun] is now freed from the brutal social experiments to which [PAWN_pronoun] was subjected, [PAWN_pronoun] remains incapable of creative thought and leadership. |
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Urbworld Rebel (Rebel) |
Most of the people on [PAWN_nameDef]'s world gave up their individuality to join together in an online hivemind. [PAWN_nameDef] joined a rebel faction that rejected technology entirely. |
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Caveworld Illuminator (Illuminator) |
Among tunnel-dwellers, those with vision as strong as [PAWN_nameDef]’s are revered as sages. [PAWN_pronoun] would lead the way, marking spots to dig with bioluminescent fungus and warning others of impending danger. |
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Undergrounder | |||||||||
Colony Settler (Settler) |
[PAWN_nameDef] was a settler on a new colony world. Such a life requires a jack-of-all trades at basic hands-on tasks. |
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Deep Space Miner (Miner) |
[PAWN_nameDef] did the sweaty, grimy work of pulling metal out of asteroids on a deep space rig. [PAWN_pronoun] used [PAWN_possessive] hands-on industrial skills daily - and wasn't bad in a bar fight either. |
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Starship Janitor (Janitor) |
While other passengers pass the years between star systems in cryptosleep sarcophagi, [PAWN_nameDef] had to wake up at periodic intervals to perform inspections, check the navigation systems, and to oil the mechanoids. |
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Castaway (Castaway) |
[PAWN_nameDef] was the only survivor of a ship crash on an unhabited animal world. For many years until [PAWN_possessive] rescue [PAWN_pronoun] scrounged an existence out of whatever [PAWN_pronoun] could find. [PAWN_possessive] survival skills became razor-sharp, but spending so long alone severely dampened [PAWN_possessive] conversatial[sic] abilities. |
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Taxonomist (Taxonomist) |
[PAWN_nameDef] travelled between star systems, studying and classifying the plant and animal life [PAWN_pronoun] found in the hopes of creating a complete catalogue. |
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Space Tactician (Tactician) |
[PAWN_nameDef] joined the space navy in an unstable system, fraught with large-scale interplanetary wars. [PAWN_pronoun] turned out to have a sharp mind for battle, and became adept at commanding combat units to great effect. |
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Hermit (Hermit) |
Worn out by the pressures of social interaction, [PAWN_nameDef] left [PAWN_possessive] crowded city to live a simple life in the wilderness. There, [PAWN_pronoun] spent [PAWN_possessive] days alone, tending [PAWN_possessive] garden and crafting the simple tools [PAWN_pronoun] needed to survive. |
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Ascetic | |||||||||
Space Pirate (Pirate) |
Piracy appears everywhere that governments are weak and society spread thin. [PAWN_nameDef] was part of this age-old part of human existence, extorting and smashing peaceful trade ships for profit. |
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Pit Brawler (Brawler) |
[PAWN_nameDef] was nine years old when [PAWN_pronoun] got in [PAWN_possessive] first fight. [PAWN_pronoun] won, but more important was the enjoyment of [PAWN_possessive] audience. Pit fighting turned out to be a lucrative career for those who could survive it. And it was even mostly legal. |
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Brawler | |||||||||
Illegal Shipwright (Shipwright) |
There is a law that says that you're not allowed to put terawatt-range grasers on a cargo scow. Especially if you hide them under what looks like a communications dish for better ambush potential. [PAWN_nameDef] discovered that there is great profit to be made, however, from those who are uninterested in these laws. |
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- | |||||||||
Gigolo/Courtesean[sic] (Gigolo/Courtesean[sic]) |
[PAWN_nameDef] was used for [PAWN_possessive] body by hundreds of customers in brothels on several planets. [PAWN_pronoun] gained some mental marks and a special kind of street smarts. |
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Beautiful | |||||||||
Space Marine (Marine) |
[PAWN_nameDef] was a warrior in an Imperial navy. [PAWN_possessive] job was to punch into enemy starships, gun down the crew, and capture the ship intact. And [PAWN_pronoun] was good at it. |
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Assassin (Assassin) |
[PAWN_nameDef] was a professional assassin. [PAWN_pronoun] was cold, calculating, and made a good profit. In this business, an utter lack of empathy was an asset. |
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Psychopath | |||||||||
Hunter (Hunter) |
[PAWN_nameDef] tracked, trapped and killed animals for their meat and leather. [PAWN_nameDef] used both ranged and melee weapons. Sometimes, [PAWN_pronoun] hunted alongside animals. |
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Logger (Logger) |
[PAWN_nameDef] chopped trees and hauled their lumber back to the tribe. [PAWN_pronoun] wielded [PAWN_possessive] axe with the finesse of an artist and the force of a charging muffalo. |
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Gatherer (Gatherer) |
Using [PAWN_possessive] knowledge of plants, roots, and berries, [PAWN_nameDef] could find food in even the most barren landscapes. [PAWN_pronoun] stayed away from animals. |
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Digger (Digger) |
[PAWN_nameDef] carved living spaces and mined minerals from the sides of hills and mountains. [PAWN_pronoun] learned to feel at home picking through rock and shoring up cave walls. |
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Undergrounder | |||||||||
Weaver (Weaver) |
[PAWN_nameDef] was an expert at working wool, plant fibers and natural dyes into beautiful clothing for [PAWN_possessive] kin. [PAWN_possessive] handicrafts were traded frequently with other settlements. |
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Framer (Framer) |
[PAWN_nameDef] was responsible for erecting structures for [PAWN_possessive] fellow tribespeople to live in. This included both temporary structures for nomadic travel, and permanent settlements. Gathering building materials from local plant life was part of the job. |
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Stew Keeper (Stewkeeper) |
[PAWN_nameDef] prepared meals from the plants and animals brought in by gatherers, farmers, and hunters of [PAWN_possessive] tribe. [PAWN_pronoun] had to make sure it was calorie-efficient, long-lasting, and healthy. [PAWN_pronoun] often processed and sometime[sic] gathered plants [PAWN_objective]self. |
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Tamer (Tamer) |
[PAWN_nameDef]'s role in [PAWN_possessive] tribe was to connect with the natural world around - especially the world of animals. In addition to fulfilling a spiritual role, [PAWN_pronoun] also tamed wild beasts and cared for them as they served the tribe. |
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Carver (Carver) |
[PAWN_nameDef] carved artworks for [PAWN_possessive] tribe from wood, stone, and occasionally, more exotic materials. The work was sometimes sold, and sometimes kept to beautify settlements and provide a focus for rituals. |
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Healer (Healer) |
After [PAWN_possessive] tribe’s elder healer was killed in a raid, [PAWN_nameDef] took on the role. [PAWN_pronoun] spent [PAWN_possessive] days scrounging up herbs and mineral compounds from the nearby area to use in surprisingly effective remedies. |
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Hearth Tender (Tender) |
While the others were out hunting and foraging, [PAWN_nameDef] would stay at home to cook and take care of the young and sick. |
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Undergrounder | |||||||||
Warrior (Warrior) |
[PAWN_nameDef] was a fearsome warrior, proficient with many weapons. [PAWN_pronoun] participated in many battles. |
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Archer (Archer) |
[PAWN_nameDef] fought for [PAWN_possessive] tribe. [PAWN_pronoun] and specialized in the use of bows, pila, and other ranged weapons. |
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Brave (Brave) |
[PAWN_nameDef] wielded ikwa, axes, clubs, and other close-ranged weapons in battles for [PAWN_possessive] tribe. |
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Scout (Scout) |
Since [PAWN_possessive] tribe made contact with local outlanders, [PAWN_nameDef] contracted [PAWN_possessive] services out as a guide. Frequent contact with ancient technology made [PAWN_objective] comfortable with the lost machines. |
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Jogger | |||||||||
Vengeful Hunter (Vengeful) |
Following the death of a close friend by animal attack, [PAWN_nameDef] hunted the beast responsible. [PAWN_pronoun] tracked it to a nearby village, only to find one of the villagers wearing its pelt. |
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Muffalo Shaman (Shaman) |
Because of [PAWN_possessive] quiet wisdom and great strength, [PAWN_nameDef] became the spiritual guide for [PAWN_possessive] tribe. [PAWN_pronoun] had a special connection with the great spirit of the muffalo. |
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- | |||||||||
Lore Keeper (Keeper) |
[PAWN_nameDef] was one of a long line of lore keepers in [PAWN_possessive] tribe. Every night around the fire, [PAWN_pronoun] would pass on ancient knowledge and helpful wisdom through stories. |
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Loner (Loner) |
[PAWN_nameDef] never much liked the tribal council or the yearly festivals. [PAWN_pronoun] preferred the open plain and the whistle of wind through the rocks. [PAWN_pronoun] visited [PAWN_possessive] tribe from time to time, but mostly took care of [PAWN_objective]self using [PAWN_possessive] own survival skills. |
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Banished (Banished) |
[PAWN_nameDef]'s tribe banished [PAWN_objective] following a bloody dispute. [PAWN_pronoun] survived in the wilds alone for a long time. |
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Malingerer (Malingerer) |
[PAWN_nameDef] often feigned sickness in order to avoid [PAWN_possessive] responsibilities. While resting in the sick hut, [PAWN_pronoun] told stories to the children. |
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Generic childhood backstories
Title (Short Title) |
Description | Skill Modifications | Work types | Traits | Tribal | Outlander | Pirate | Offworld | Outsider | Imperial Common |
Imperial Fighter |
Imperial Royal |
Bodytype |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tribe Child (Tribal) |
[PAWN_nameDef] grew up in a tribe, running around the village, moving with the muffalo herds, learning essential skills from [PAWN_possessive] parents.\n\n[PAWN_pronoun] never learned to read and never saw a machine that wasn't an ancient ruin. |
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- | - | ||||||||
Abandoned Child (Abandoned) |
[PAWN_nameDef] was born sickly. Thinking that [PAWN_pronoun] would only burden the tribe, [PAWN_possessive] parents exposed [PAWN_objective] to the elements. Somehow, [PAWN_pronoun] survived. |
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- |
- | |||||||||
Reclusive Child (Reclusive) |
[PAWN_nameDef] didn't learn to speak until [PAWN_pronoun] was nearly five years old. Even then [PAWN_pronoun] preferred to keep to [PAWN_objective]self. To the chagrin of [PAWN_possessive] caretakers, [PAWN_pronoun] made a habit of wandering off to live in the wilderness for weeks at a time. |
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- | - | ||||||||
Herder (Herder) |
[PAWN_nameDef] tended the muffalo herds, keeping them safe from predators and treating sick animals. It was quiet work, but [PAWN_pronoun] enjoyed being away from people. |
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- |
- | - | ||||||||
Scavenger (Scavenger) |
[PAWN_nameDef] spent [PAWN_possessive] childhood escaping grunt work to go digging through wrecks and ruins for treasures. [PAWN_possessive] natural curiosity got [PAWN_objective] into a lot of trouble, but it also yielded many interesting finds. |
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- | - | ||||||||
Cave Child (Cave Child) |
[PAWN_nameDef] grew up in a large and intricate cave complex that extended deep into a mountainside. [PAWN_pronoun] helped the adults maintain and improve the deep caves. |
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Undergrounder | - | ||||||||
Sole Survivor (Survivor) |
[PAWN_nameDef]'s entire tribe was wiped out in a raid. Though [PAWN_pronoun] was adopted by another group, [PAWN_pronoun] was emotionally scarred, and preferred to stay near home, cooking and tending crops. |
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- | - | ||||||||
Vengeful Child (Vengeful) |
As a child, [PAWN_nameDef] returned to [PAWN_possessive] village to find that it had been wiped out by bandits. [PAWN_pronoun] swore revenge on the attackers and began a violent rampage across the wilderness. |
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- | - | ||||||||
Fire Keeper (Firekeep) |
[PAWN_nameDef] was responsible for keeping the tribe's fire going. [PAWN_pronoun] took this responsibility very seriously. |
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- |
- | - | ||||||||
Hideaway (Hideaway) |
[PAWN_nameDef]'s overprotective parents encouraged [PAWN_objective] to stay at home nearly every day. Though [PAWN_pronoun] had a lot of time to read and pursue crafting hobbies, [PAWN_pronoun] never developed normal social skills. |
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- |
- | - | ||||||||
Crash Baby (Crashbaby) |
As a baby, [PAWN_nameDef] was the only survivor of a deadly spacecraft crash. A passing tribe discovered [PAWN_objective] in the wreckage and adopted [PAWN_objective]. |
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- | - | ||||||||
Budding Artist (Artist) |
[PAWN_nameDef] had a knack for art. Traders and collectors from many different societies sought to buy [PAWN_possessive] creations. |
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- |
- | - | ||||||||
Bully (Bully) |
[PAWN_nameDef] tormented other children for fun. To keep [PAWN_objective] busy, an elder assigned [PAWN_objective] to a hunting party at an early age. |
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- | - | ||||||||
Bookworm (Bookworm) |
Rather than socialize with the other children, [PAWN_nameDef] preferred to get lost in literature. [PAWN_pronoun] taught [PAWN_objective]self to read at an early age with books bought from passing traders. |
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- | - | ||||||||
Industrial Orphan (Orphan) |
[PAWN_nameDef] never knew [PAWN_possessive] parents. [PAWN_possessive] earliest memories were of drudgery in the mines and workhouses of [PAWN_possessive] industrial world. Because of this, [PAWN_pronoun] never received a proper education. |
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- |
- | - | ||||||||
Urbworld Urchin (Urchin) |
The urbworlds - ancient and deep industrial cityscapes bursting with humanity and poison. [PAWN_nameDef] grew up in the dark, unwanted reaches of such a place. [PAWN_pronoun] had to fight for every scrap of food. |
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- |
- | - | ||||||||
Test Subject (Testee) |
On the most corrupt urbworlds, scientists without a moral compass commit unspeakable atrocities in the name of research. [PAWN_nameDef] was kept alone in a sealed facility from birth and subjected to a variety of behavioural experiments in an attempt to turn [PAWN_objective] into a perfect super-soldier. |
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- | - | ||||||||
Wreckage Explorer (Explorer) |
[PAWN_nameDef] was tasked with watching [PAWN_possessive] family's herds, but often shirked [PAWN_possessive] duties to go exploring the crashed warships scattered around the planet. |
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- |
- | - | ||||||||
Apocalypse Survivor (Survivor) |
[PAWN_nameDef] was born during a time of unrest on [PAWN_possessive] homeworld, as climate change threatened mass starvation and flooding. As [PAWN_pronoun] grew up the situation worsened - billions died and peaceful states descended into anarchy. [PAWN_nameDef] and [PAWN_possessive] parents did whatever they had to to survive. |
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- | - | ||||||||
Caveworld Tender (Cave Kid) |
[PAWN_nameDef] grew up in cave complex deep beneath the surface of an inhospitable world. [PAWN_pronoun] worked with the other children tending the tribe’s fungus crops. |
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- |
Undergrounder | - | ||||||||
Caveworld Tunneler (Tunneler) |
[PAWN_nameDef] worked as a digger in the massive underground cave complex. [PAWN_pronoun] knows rock so well that [PAWN_pronoun] can almost navigate caves by smell. |
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Undergrounder | |||||||||
Scout (Scout) |
Born to the administrators of a rimworld colony, [PAWN_nameDef] was enrolled in a youth program that taught military scouting skills. [PAWN_pronoun] learned to survive in the wilderness, to obey, and not to ask questions. |
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- | - | ||||||||
Shelter Child (Shelterkid) |
[PAWN_nameDef] grew up in a shelter deep beneath a toxic world. [PAWN_pronoun] received a comprehensive education, but had no opportunity to do physical labour. |
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- |
- | - | ||||||||
Vatgrown Soldier (Vatgrown) |
[PAWN_nameDef] wasn't made as a person, but as an instrument of destruction. Grown in a bioweapons facility and taught combat during [PAWN_possessive] accelerated growth, [PAWN_nameDef] still has a proclivity for combat of all kinds and an aversion to human contact. |
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- | - | ||||||||
Sickly Child (Patient) |
As a child, [PAWN_nameDef] suffered from a rare disease. Quarantined in a hospital, [PAWN_pronoun] had minimal human contact and got little physical exercise. In the sterile hospital environment, however, [PAWN_pronoun] became very familiar with science and medicine. |
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- |
- | - | ||||||||
Frightened Child (Scared) |
[PAWN_nameDef] grew up with a laundry list of phobias and neuroses. [PAWN_pronoun] feared, among other things, doctors and foodborne pathogens. As a result, [PAWN_pronoun] learned to cook and care for [PAWN_objective]self, but many of [PAWN_possessive] fears dog [PAWN_objective] in adulthood. |
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- | - | ||||||||
Coma Child (Coma Child) |
A childhood accident put [PAWN_nameDef] into a coma. [PAWN_pronoun] didn’t wake up until [PAWN_pronoun] was in [PAWN_possessive] late teens. [PAWN_possessive] body never recovered from the years of inactivity, but people tend to take pity on [PAWN_objective] when they hear [PAWN_possessive] story. |
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- |
- | |||||||||
Pyromaniac (Pyro) |
From an early age, [PAWN_nameDef] had an unhealthy fascination with fire. [PAWN_pronoun] would set refuse heaps ablaze and become so entranced by the flames [PAWN_pronoun] would absent-mindedly burn [PAWN_objective]self. One day while playing with matches, [PAWN_pronoun] carelessly burned down [PAWN_possessive] home. |
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Pyromaniac | - | ||||||||
Mute (Mute) |
[PAWN_nameDef] was greatly affected by a traumatic event early in [PAWN_possessive] life. For many years [PAWN_pronoun] refused to speak to people, preferring instead to play with [PAWN_possessive] household's numerous pets. |
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- | - | ||||||||
War Refugee (Refugee) |
War broke out in [PAWN_nameDef]'s home when [PAWN_pronoun] was a baby. [PAWN_possessive] parents fled with [PAWN_objective], seeking safety wherever they could find it. [PAWN_nameDef]'s earliest memories are of being taught how to defend [PAWN_objective]self. The violence and destruction [PAWN_pronoun] witnessed left [PAWN_objective] scarred for life. |
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- | - | ||||||||
Musical Kid (Musician) |
As a child, [PAWN_nameDef] had a talent for playing musical instruments and singing. [PAWN_pronoun] was given expert training and loved to perform in recitals and concerts, though the lavish praise [PAWN_pronoun] received made [PAWN_objective] a little self-obsessed. |
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- |
- | - | ||||||||
Child Star (Star) |
[PAWN_nameDef] was well-known throughout [PAWN_possessive] homeworld as a child actor in films and TV shows. [PAWN_possessive] fame put [PAWN_objective] in contact with many different kinds of people, but also tended to get in the way of [PAWN_possessive] education. |
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- | - | ||||||||
Child Spy (Spy) |
Children are presumed innocent, which makes them excellent spies. [PAWN_nameDef] was trained in the art of infiltration when [PAWN_pronoun] was just a small child. [PAWN_possessive] years undercover gave [PAWN_objective] experience with social manipulation and lying, but [PAWN_pronoun] never had a normal education. |
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- |
- | - | ||||||||
Shop Kid (Shopkid) |
[PAWN_nameDef]'s mother was often ill, and it fell to [PAWN_objective] to run the store which was their only source of income. [PAWN_pronoun] learned a little about the exotic artifacts which [PAWN_pronoun] sold, and a lot about the art of the deal. |
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- |
- | - | ||||||||
Organ Farm (Organ Farm) |
[PAWN_nameDef] was raised in an illegal underground organ farm. [PAWN_possessive] body was used to grow organic implants for wounded mercenaries. Though [PAWN_possessive] upbringing has left [PAWN_objective] haunted, it has also given [PAWN_objective] a unique understanding of human biology. |
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|
- | |||||||||
Medical Assistant (Medic) |
[PAWN_nameDef] was born during a catastrophic war in which both sides used incendiary weapons. [PAWN_pronoun] grew up helping [PAWN_possessive] parents in an infirmary, treating the cascade of horrific burns from the battlefields. [PAWN_pronoun] was left with a lifelong fear of fire. |
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|
−Pyromaniac | - | ||||||||
Cult Child (Cult Kid) |
[PAWN_nameDef] was born into a powerful cult which shunned advanced technology and believed that all illness could be cured by cleansing the soul through sacred art. After [PAWN_possessive] first glimpse of the outside world, [PAWN_pronoun] decided to run away. |
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- | - | ||||||||
Story Writer (Writer) |
As a child, [PAWN_nameDef] was addicted to reading. [PAWN_pronoun] would spend all day in [PAWN_possessive] local library with [PAWN_possessive] nose in a book. When budget cuts forced the library to close, [PAWN_nameDef] was distraught. [PAWN_pronoun] decided to fill the gap by writing [PAWN_possessive] own stories instead. |
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- |
- | - | ||||||||
Medieval Slave (Slave) |
[PAWN_nameDef] grew up pulling carts and digging holes on a medieval world. Simple manual labor is [PAWN_possessive] oldest companion - along with the master's lash. [PAWN_pronoun] didn't learn to read until age nine. |
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- | - | - | ||||||||
Medieval Lordling/Lady (Lordling/Lady) |
[PAWN_nameDef] was a minor noble in an old kingdom on a medieval world. [PAWN_pronoun] grew up in a manor made of stone, served by bowing lowerclassmen. Such a life teaches no technical skills and instils a lifelong aversion to manual labor - but [PAWN_nameDef] learned early the ways of social manipulation. |
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|
- | - | ||||||||
Convent Child (Illicit) |
The child of an illicit affair, [PAWN_nameDef] was bought up by nuns in a medieval convent. [PAWN_pronoun] learned the value of hard work and submission, but was taught that technology is heretical. |
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|
- | - | ||||||||
Country Lordling/Lady (Field Lord/Lady) |
[PAWN_nameDef] grew up in a noble family's manor in the outer country. [PAWN_possessive] early years were full of lessons in horseback riding, politics, and religion. [PAWN_nameDef] and [PAWN_possessive] friends found many ways to break the rules and have fun in the fields and forests. |
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- | - | - | ||||||||
Urban Lordling/Lady (City Lord/Lady) |
[PAWN_nameDef] was born to a royal house with a grand manor in a great city. [PAWN_pronoun] spent [PAWN_possessive] youth in lessons on politics. Whenever [PAWN_pronoun] could, [PAWN_pronoun] would escape with [PAWN_possessive] friends to explore the half-built substructure of the metropolis. |
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- | - | - | ||||||||
Shipbound Lordling/Lady (Ship Lord/Lady) |
[PAWN_nameDef]'s family held their power base on a grand, ancient starship. Born and raised on the ship, [PAWN_nameDef] learned all about the rigors of shipboard life, and the politics and methods of interstellar battle and orbital invasion. [PAWN_pronoun] learned to feel most at home with strong walls close on all sides and the gentle hiss of atmosphere regulators. |
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- | Undergrounder | - | ||||||||
Pampered Lordling/Princess (Pampered) |
[PAWN_nameDef]'s parents did not want another heir. Fearing a succession fight, they decided to neutralize [PAWN_objective] early. They pampered [PAWN_nameDef] from birth, preventing [PAWN_objective] from developing the grit or knowledge necessary to be a threat to their favored son. [PAWN_nameDef] learned little more than how to manipulate the royal staff to get more food |
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- | - | ||||||||
Unwanted Survivor (Survivor) |
[PAWN_nameDef]'s noble family did not want [PAWN_objective], but could not afford to be seen directly assassinating [PAWN_objective] either. They attempted to get [PAWN_objective] killed by assigning [PAWN_objective] dangerous training without proper protection at too young an age. Against all odds, [PAWN_nameDef] survived the jousting contests, horsewar matches, riverrun competitions and warzones. In the end, it only made [PAWN_objective] stronger. |
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|
Tough, Iron-Willed | - | ||||||||
Ship Boy/Girl (Ship Boy/Girl) |
[PAWN_nameDef] was born to low-ranked servants on an ancient starship. The ship's machine persona was like a third parent to [PAWN_objective], and the parts crafting crew [PAWN_pronoun] worked for was like a second family. [PAWN_nameDef] rarely saw plants or animals, and still finds them unnerving to touch. |
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- | - | ||||||||
Military Cadet (Cadet) |
[PAWN_nameDef] was levied from [PAWN_possessive] family at a young age to become a soldier. [PAWN_pronoun] lived in barracks with other military kids, learning about duty, weapons, pain, and victory. The trainers sometimes let the kids escape the base to enjoy the wider world. They wanted soldiers who can think independently. |
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- | - | ||||||||
Political Captive (Captive) |
[PAWN_nameDef] was kidnapped by a rival family and held for ransom. To pass the time in captivity, [PAWN_pronoun] read books and practiced martial arts. [PAWN_nameDef] had few opportunities to develop [PAWN_possessive] social skills. |
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- | - | ||||||||
Delinquent (Delinquent) |
[PAWN_nameDef] spent most of [PAWN_possessive] childhood behind bars. Following an unsuccessful escape attempt, [PAWN_pronoun] was pressed into the military. |
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- | - | ||||||||
Rich Kid (Rich Kid) |
[PAWN_nameDef] came from a wealthy and influential bloodline. [PAWN_possessive] expensive education included lessons on dueling, leadership, and military strategy. |
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- |
- | - | ||||||||
Street Rat (Street Rat) |
[PAWN_nameDef] belonged to a gang of street thieves. [PAWN_possessive] days were spent picking pockets, settling disputes over territory, or high on whatever drugs [PAWN_pronoun] could get [PAWN_possessive] hands on. |
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Chemical Interest | - | ||||||||
Soldier's Kid (Soldier Kid) |
[PAWN_nameDef] was raised on the ancient starship where [PAWN_possessive] parents were stationed. [PAWN_pronoun] learned the basics of firearm operations and maintenance from the soldiers on board. [PAWN_nameDef] became accustomed to a strict routine and frequent discipline. |
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Neurotic | - | ||||||||
Machinist (Machinist) |
[PAWN_nameDef] had a knack for machinery. [PAWN_pronoun] supplemented [PAWN_possessive] family's income by repairing and modifying black market weapons. |
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- |
- | - | ||||||||
Serving Boy/Girl (House Boy/Girl) |
[PAWN_nameDef] was the child of house servants, and was trained to carry on the family duty. [PAWN_pronoun] carried things and polished silverware, but was never allowed into the lords' part of the house. |
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- |
- | - | ||||||||
Royal Bastard (Bastard) |
[PAWN_nameDef] the child of a lord and a prostitute. [PAWN_possessive] father's line was secure and his holdings strong. Nobody ever came to [PAWN_nameDef] to endorse a bid for the title. [PAWN_pronoun] earned [PAWN_possessive] bread cleaning the brothel, but always felt [PAWN_pronoun] deserved much more. |
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- |
Greedy | - | ||||||||
War Bastard (Bastard) |
[PAWN_nameDef] was born nine months after [PAWN_possessive] mother's town was conquered by enemy soldiers. The child of violence with no acknowledged father, [PAWN_nameDef] grew up at the bottom of the social pyramid. [PAWN_possessive] mother instilled her bitterness towards men and war into [PAWN_nameDef]. [PAWN_possessive] pet rabbit offered more warmth than any human in [PAWN_possessive] life. |
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Misandrist | - |
Version history
- 0.3.410 - Pawns now spawn with backstories from appropriate spawn category for their faction.
- Alpha 16 - Backstories became translatable, although translated backstories appeared first in Alpha 17.
- 1.1.0 - Added a bunch of new backstories across multiple categories, including a variety of new tribal backstories.
- 1.3.3066 - Fix: Typos in backstories.
- 1.4.3523 - Converted backstories to use the def system for better moddability and expandability.
- 1.4.3555 - Fix: Teenagers getting random backstories on save/load.
Traits
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Mechanics
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: How traits work, when and how they're selected, how they work with genes, limits, etc.. |
General traits
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both "ascetic", wanting a minimal bedroom, and "jealous" of those with better bedrooms).
Lifestyle
One likes what one likes...
Name | Description | Effect | Conflicting Traits | Commonality |
---|---|---|---|---|
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 if awake during day (11:00 - 18:00) +16 mood bonus if awake during night (23:00 - 06:00) + : No mood penalty from being in the dark |
- | 1.3 |
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 − : Added Indoors need +3 mood when indoors / +4 when underground −3 mood when outdoors + : Gains the Morbid meditation focus type |
- | 0.2 |
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 apparel, except headgear and utility items |
- | 0.7 |
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, replacing default −5 and +3 from Pain:Idealized. +10 mood bonus for being in medium pain, replacing default −10 and +5 from Pain:Idealized. +15 mood bonus for being in severe pain, replacing default −15 and +7 from Pain:Idealized. +20 mood bonus for being in mind-shattering pain, replacing default −20 and +9 from Pain:Idealized. Note: Mind-shattering pain causes pain shock at the default pain shock threshold +3 mood bonus for wearing a slave body strap +2 mood bonus for wearing a slave collar Negates all mood effects for both Skullspike:Desired and Disapproved Negates the −5 mood penalty and -20 opinion malus for being fed on by a Bloodfeeder + : Gains the Morbid meditation focus type |
Wimp | 0.5 |
Body modder | NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts. | +4 to +13 mood for having artificial body parts and xenogenes −4 mood penalty for not having an artificial body part +8 to +40 opinion of other colonists for each part installed on them |
Body purist | 0.9 |
Body purist | NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting. | −10 to −35 mood for having artificial body parts and xenogenes −8 to −40 opinion of other colonists for each part installed on them −20 Mood when administered Luciferium and −30 opinion to the doctor who did the operation. |
Body modder | 0.7 |
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 +/- : So long as there is >10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge − : Food binges randomly occur with an MTB of 50 days |
Ascetic | 1 |
Living space
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Pyromaniac "beautiful fire" mechanical details. Once found and collated, templatize a summary of the effect and add it fire, torch lamps, campfire and any other sources of the buff (potentially: Brazier, Darklight brazier, Blood torch, Darktorch, Fungus darktorch). |
How a colonist perceives the walls that they call "home"...
Name | Description | Effect | Conflicting Traits | Commonality |
---|---|---|---|---|
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 somewhat impressive or better bedroom +: No mood penalty for ate without table |
Greedy Gourmand Jealous |
0.7 |
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 a bedroom of Slightly Impressive or better | Ascetic Jealous |
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. + : Gains the Morbid meditation focus type |
Ascetic Greedy |
1 |
Pyromaniac | NAME loves fire. S/He will never extinguish fires, and will occasionally go on random fire starting sprees. S/He will be happy around flames, and happier when wielding an incendiary weapon. | +2 mood bonus for having an incendiary weapon equipped +8 mood bonus for using an incendiary weapon on an enemy.[Detail]+2 Beautiful fire mood Grants +2 mood per fire or lit buildings capable of having a 'fire overlay' (torch lamp, campfire; blood torch; darktorch, fungus darktorch, effigy, pyre, sacrificial flag; brazier; or darklight brazier) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total. Incapable of firefighting Only possible extreme mental break is fire starting spree − : Fire starting sprees randomly occur with an MTB of 50 days −20%' reduction in market value Gains the Flame meditation focus type |
- | 0.8 |
Social views
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See Human resources for comparative analysis.
Name | Description | Effect | Conflicting Traits | Commonality |
---|---|---|---|---|
Bloodlust | NAME gets a rush from hurting people, and never minds the sight of blood or death. | + : No mood penalty for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; Blinding ceremonies from Blindness:Horrible, or Scarification ceremonies from Scarification:Horrible +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin +8 mood bonus for witnessing a stranger's death +13 mood bonus for killing strangers − : Four times as likely to start a social fight + : No opinion loss of someone who Harvests an organ, Executes a prisoner, or Kills a child + : Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners + : Gains the Morbid meditation focus type |
Requires pawn to be capable of Violence | 0.8 |
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. | + : No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; Ingesting hemogen packs; or Eating meat from Abhorrent, Horrible, or Disapproved +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 meat (but eating a corpse will cause −12 Ate corpse moodlet and 5% chance of food poisoning) All mood buffs stack + : No opinion loss of someone who Eats meat (Abhorrent, Horrible, or Disapproved) + : Gains the Morbid meditation focus type |
- | 0.6 |
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. | + : No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing human leather or dread leather; Child killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); Blinding ceremonies from Blindness:Horrible, Scarification ceremonies from Scarification:Horrible, or Killing innocent animals from Killing innocent animals:Abhorrent, Horrible, or Disapproved + : No opinion loss of someone who Kills a child or Kills an innocent animal (Killing innocent animals:Abhorrent, Horrible, or Disapproved) − : No mood bonuses from: Being nuzzled, Being a bonded animal's master; Being in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby) − : No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); Teaching a child, or Taking a lesson (as a child) + : Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals + : Gains the Morbid meditation focus type x50% Global Certainty Loss Factor |
Kind | 1 |
Combat
When it's us or them...
Name | Description | Effect | Conflicting Traits | Commonality |
---|---|---|---|---|
Nimble | NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace. | +15 Melee Dodge Chance ×10% Trap Spring Chance |
- | 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. | +4 Melee skill −10 Shooting skill +4 Melee Hit Chance −10 mood penalty for wielding a ranged weapon − : Disallows shooting passions +/- : Disallows Shoot Frenzy Inspiration |
Trigger-happy Careful Shooter |
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. | ×50% Incoming Damage Multiplier
|
Delicate | 1.1 |
Wimp[1] | NAME is weak and cowardly. Even a little pain will immobilize her/him. | −50% Pain Shock Threshold. −15% market value x200% Global Certainty Loss Factor − : Negates Pain mood buffs from Pain:Idealized, reverting them to the default values. |
Brawler Masochist |
1 |
Delicate | NAME has fragile skin and bones. She/He takes more damage than other people from the same blows. | ×115% Incoming Damage Multiplier | Tough | 1 |
- and see also Trigger-happy and Careful shooter, below.
Skills
When your colonists are not fighting for their lives...
Name | Description | Effect | Conflicting Traits | Commonality |
---|---|---|---|---|
Too smart | NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric. | +75% Global Learning Factor +12% Mental Break Threshold ×50% Global Certainty Loss Factor |
Nerves spectrum traits Requires pawn be capable of Intellectual |
1 |
Fast learner | NAME has a knack for learning. S/He picks things up much faster than others. | +75% Global Learning Factor | Slow Learner | 1 |
Slow learner | NAME is slow on the uptake. S/He picks things up much slower than others. | −75% Global Learning Factor ×50% Global Certainty Loss Factor |
Fast Learner | 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 |
Great memory | NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people. | ×50% Skill loss rate | - | 1.1 |
Perfect Memory | NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay. | ×0% Skill loss rate | - | 0 |
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. | −8 Permanent mood 50% chance of receiving the mental inspiration "Inspired Creativity" after a mental break ends. Note that this does not include breaks from psychic insanity lances, the berserk psycast, pyrophobia, or Void terror + : Gains the Morbid meditation focus type. |
- | 0.6 |
Relationships
So... are you new on this rimworld?...
Name | Description | Effect | Conflicting Traits | Commonality |
---|---|---|---|---|
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 her/him. S/He 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 + : Will not Slight or Insult others + : Opinion of other pawns not changed by beauty, Annoying voice, Creepy breathing or disfigurement x200% Global Certainty Loss Factor |
Abrasive Psychopath |
2 |
Abrasive | NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way. | − : Has a tendency to slight and insult people −15% of the market value x50% Global Certainty Loss Factor |
Kind Requires pawn be capable of Social. |
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. No opinion loss from kind or deaf pawns. -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. No opinion loss from kind or deaf pawns. -10% of the market value |
- | 0.5 |
Misandrist | NAME really dislikes and distrusts men. | −25 opinion of men. | 0.3 for men 1.7 for women | |
Misogynist | NAME really dislikes and distrusts women. | −25 opinion of women. | 1.7 for men 0.3 for women | |
Asexual | NAME has no sexual attraction to anyone at all. | +/- : Will not have romantic relationships with people. | Gay Bisexual |
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 Bisexual |
0.3 |
Bisexual | NAME is romantically attracted to both men and women. | +/- : Will have romantic relationships with people from either gender. | Asexual Gay |
0.2 |
Recluse | The fewer people in NAME's faction, the happier she/he is. Being alone is best of all. | Mood buff or debuff from the number of human pawns, children, guests, or prisoners in the colony. Mechanoids, ghouls and pets do not count. 100% chance for starting colonist in solo mechanitor scenario. Additionally, they will not get a mood debuff when pawns are rejected from joining the colony. | - | 0.5 |
- Uniquely to them, Gay/Bisexual/Asexual sexuality traits are the only ones that can generate after 3 traits limit, resulting in rare pawns with 4 traits.
- And see also the Beauty category of traits, below.
Recluse Mood
Count | Mood | Count | Mood |
---|---|---|---|
1 | +12 | 11 | −2 |
2 | +8 | 12 | −3 |
3 | +6 | 13 | −4 |
4 | +4 | 15 | −6 |
5-10 | 0 | 16+ | −8 |
Spectrum traits
Theses are groups of related traits, that are inter-related and grouped by degree, creating a "spectrum" of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.
Drug desire
These traits affect a colonist's likelihood to consume drugs.
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on drug binges independent of mood.
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
For Beer, Smokeleaf Joints, and Ambrosia only: functions as if "Take for Recreation" and "Take for Addiction" are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled. NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs |
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
For Beer, Smokeleaf Joints, and Ambrosia only: functions as if "Take for Recreation" and "Take for Addiction" are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled. NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs |
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. |
Base mood
These traits affect the colonist's natural, constant 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 HER/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% |
Trigger-happy | Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately. | Aiming Time −50% |
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 her/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. | +80% Psychic Sensitivity |
Psychically sensitive | NAME's mind is unusually sensitive to psychic phenomena. | +40% Psychic Sensitivity |
Psychically dull | NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena. | -50% Psychic Sensitivity |
Psychically deaf | NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena. | -100% Psychic Sensitivity |
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 |
Creepjoiner traits
This section relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
These traits are never randomly assigned to pawns. They are normally found on creepjoiners, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.
Positive traits
These traits are considered benefits, to compensate whatever mysterious downside haunts the creepjoiner.
Name | Description | Effect |
---|---|---|
Perfect Memory | NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay. | Skills cannot decay |
Occultist | NAME has deep knowledge of the twisted patterns of dark psychic energy. S/He can study unnatural entities faster than others. S/He will also periodically teach this inhuman knowledge to others when S/He gets the chance. | Study Efficiency +100% Entity Study Rate +50% Can share occult teachings during normal social interactions, giving +1 dark research per day |
Joyous | NAME has the ability to make everyone feel better and inspire them to be the best version of themselves. | +20 opinion from other pawns While not imprisoned or enslaved, +3 mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to. |
Body Mastery | NAME doesn't have basic needs like eating, sleeping, or comfort. His/Her body is driven by some unknown mechanism, which has turned His/Her eyes completely white. | Food, Sleep, and Comfort needs disabled |
Negative traits
These traits are downsides, meant to counterblance the creepjoiner's powerful benefits. Note that, unlike most other creepjoiner drawbacks, these traits are never hidden; as such, you be assured there are no other nasty surprises waiting for you.
Name | Description | Effect |
---|---|---|
Disturbing | NAME is a peculiar person who seems fixated on horrendous ideas. Talking to {PAWN_objective} is often upsetting. | When randomly interacting with other pawns, will perform a disturbing chat instead of any other interaction type, giving the recipient −4 mood and −3 opinion of the disturbing pawn for 24 hours (stacks up to 10 times) Unlocks Morbid meditation |
Void Fascination | NAME is strangely intrigued by unnatural entities and is easily enthralled by them. | Unlocks Void meditation Disables Artistic meditation The only allowed extreme mental break is Entity Liberator Will attempt to release captured entities (regardless of mood) once per year, on average |
Obsolete traits
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.
Name | Description | Effect | Conflicting Traits | Fate |
---|---|---|---|---|
Prosthophile | NAME feels limited in their feeble human body. NAME often dreams of going bionic. | +14 mood bonus 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 | body modder | 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. | +4 to +13 mood bonus for having artificial body parts −4 mood penalty for not having an artificial body part +8 to +40 opinion of other colonists for each part installed on them |
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 her/him. {PAWN_pronoun} also never judges people by their appearance.". Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.
- 1.4.3523 - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. Ascetics no longer get a negative mood debuff when eating nutrient paste meals. Plasmaswords and persona plasmaswords now provide the mood bonus to pyromaniacs like other incendiary weapons.
- After 1.4.3542 but pre 1.5.4062 - Chemical Fascination and Interest now only randomly take beer, ambrosia and smokeleaf joints, instead of any drug
- 1.4.3555 - Xenogenes count as artificial enhancements for body modders and body purists.
- 1.4.3557 - Fix typo: "yielding" -> "wielding" in pyromaniac trait description.
- 1.5 or prior - Pyromaniac thought mood effect reduced from +5 to +2 and description changed from "It makes me think of flame and fire. I'm so happy" to "It makes me think of flame and fire. I can't wait to use it." New thought added for using a flame weapon.
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