User:JuliaCat/test
Singular 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 | Commonality | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Night owl | 1.3 | {PAWN_nameDef} likes to be up during the night, and sleep during the day. {PAWN_pronoun} gets a mood bonus if awake at night (23h-6h) and mood loss if awake during the day (11h-18h). {PAWN_pronoun} 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 |
5~10x Wake-up | None |
Undergrounder | 0.2 | {PAWN_nameDef} has no need to experience the outdoors or light. {PAWN_pronoun} will never feel cooped up or get cabin fever and is not bothered by darkness. However, {PAWN_nameDef} will be unhappy while outdoors. | Allowed Meditation Focus Types: Morbid + : 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 |
30~60x Raw fungus | None |
Nudist | 0.7 | {PAWN_nameDef} enjoys the feeling of freedom that comes from being nude. {PAWN_pronoun} 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 |
- | None |
Masochist | 0.5 | For {PAWN_nameDef}, there's something exciting about getting hurt. {PAWN_pronoun} doesn't know why, {PAWN_pronoun}'s just wired differently. | Allowed Meditation Focus Types: Morbid +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 |
Body modder | 0.9 | {PAWN_nameDef} feels limited in {PAWN_possessive} feeble human body. {PAWN_pronoun} often dreams of being enhanced with artificial body parts or xenogenetics. | +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 |
Body purist | 0.7 | {PAWN_nameDef} believes the human body is limited for a reason. To {PAWN_objective}, artificial body parts and xenogenes 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 |
- | Body modder |
Gourmand | 1.0 | {PAWN_nameDef}'s life revolves around food. {PAWN_pronoun} gets hungry quickly, and will occasionally be overcome with the urge to eat ravenously, even when not hungry. | The Only Allowed Mental Breaks: Food binge Random Mental State: Food binge Random Mental State MTB Days Mood Curve: (0, 50) Cooking Skill: +4 Hunger Rate Factor: 150% +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 |
1~3x Fine meals | Ascetic |
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 | Commonality | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Ascetic | 0.7 | {PAWN_nameDef} has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. {PAWN_pronoun} will become unhappy if {PAWN_pronoun} has a bedroom that's too impressive. {PAWN_pronoun} also dislikes fancy food and prefers to eat raw. {PAWN_pronoun} never judges others by their appearance. | Certainty Loss Factor: 50% Allowed Meditation Focus Types: Minimal Disallowed Meditation Focus Types: Artistic +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, Jealous, Gourmand |
Greedy | - | {PAWN_nameDef} needs a really impressive bedroom. {PAWN_pronoun} gets a mood loss if {PAWN_pronoun} doesn't get what {PAWN_pronoun} wants. | −8/−8/−8/−6/−4 mood penalty for not having a bedroom of Slightly Impressive or better | 10~20x Gold | Ascetic, Jealous |
Jealous | - | For {PAWN_nameDef}, it's degrading to have a less impressive bedroom than someone else. {PAWN_pronoun} 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 |
- | None |
Pyromaniac | 0.8 | {PAWN_nameDef} loves fire. {PAWN_pronoun} will never extinguish fires, and will occasionally go on random fire starting sprees. {PAWN_pronoun} will be happy around flames, and happier when wielding an incendiary weapon. | Market Value Factor Offset: −20% The Only Allowed Mental Breaks: FireStartingSpree Random Mental State: FireStartingSpree Disabled Work Tags: Firefighting Random Mental State MTB Days Mood Curve: (0, 50) Allowed Meditation Focus Types: Flame +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 |
Molotov cocktail 10~20x Chemfuel |
None |
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 | Commonality | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Bloodlust | 0.8 | {PAWN_nameDef} gets a rush from hurting people, and never minds the sight of blood or death. {PAWN_pronoun} is four times as likely to start a social fight as others. | Social Fight Chance Factor: 400% Allowed Meditation Focus Types: Morbid Required Work Tags: Violent + : 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 |
Axe Longsword |
None |
Psychopath | - | {PAWN_nameDef} has no empathy. The suffering of others doesn't bother {PAWN_objective} at all. {PAWN_pronoun} doesn't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects {PAWN_objective}. {PAWN_pronoun} also feels no mood boost from socializing. | Certainty Loss Factor: 50% Allowed Meditation Focus Types: Morbid + : 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 |
Skull Heart |
None |
Cannibal | 0.6 | {PAWN_nameDef} was taught that eating human meat is wrong and horrible. But one time, long ago, {PAWN_pronoun} tried it... and {PAWN_pronoun} liked it. | Allowed Meditation Focus Types: Morbid Disallowed Thoughts From Ingestion: Humanlike: AteRawFood, AteHumanlikeMeatDirect, AteHumanlikeMeatAsIngredient Extra Thoughts From Ingestion: Humanlike: AteHumanlikeMeatDirectCannibal, AteHumanlikeMeatAsIngredientCannibal + : 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 |
30~60x Human meat | None |
Combat
When it's us or them...
Name | Commonality | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Brawler | - | {PAWN_nameDef} likes to fight up close and personal. {PAWN_possessive} accuracy is greatly increased in melee combat, but {PAWN_pronoun}'ll be very unhappy if asked to carry a ranged weapon. | Melee Hit Chance: +4 Melee Skill: +4 Shooting Skill: −10 Social Fight Chance Factor: 400% Allowed Meditation Focus Types: Morbid Disallowed Inspirations: Shooting frenzy Required Work Tags: Violent Conflicting Passions: Shooting +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 |
Knife | Shooting accuracy, Wimp |
Nimble | - | {PAWN_nameDef} has remarkable kinesthetic intelligence. {PAWN_pronoun} seems to dance around danger with preternatural grace. | Melee Dodge Chance: +15 Pawn Trap Spring Chance: 10% +15 Melee Dodge Chance ×10% Trap Spring Chance |
- | None |
Tough | 1.1 | {PAWN_nameDef} has thick skin, dense flesh, and durable bones. {PAWN_pronoun} takes much less damage than other people from the same blows. {PAWN_pronoun} is extremely hard to kill. | Incoming Damage Factor: 50% ×50% Incoming Damage Multiplier
|
- | None |
Wimp[1] | - | {PAWN_nameDef} is weak and cowardly. Even a little pain will immobilize {PAWN_objective}. | Allow On Hostile Spawn: false Pain Shock Threshold: −50% Certainty Loss Factor: 200% Market Value Factor Offset: −15% −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 |
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 | Commonality | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Too smart | - | {PAWN_nameDef} is too smart for {PAWN_possessive} own good. {PAWN_pronoun} learns everything much faster than everyone, but can be quite eccentric. | Global Learning Factor: +75% Mental Break Threshold: +0.12 Certainty Loss Factor: 50% Required Work Tags: Intellectual +75% Global Learning Factor +12% Mental Break Threshold x50% Global Certainty Loss Factor |
Schematic | Nerves, Slow learner |
Fast learner | - | {PAWN_nameDef} has a knack for learning. {PAWN_pronoun} picks things up much faster than others. | Global Learning Factor: +75% +75% Global Learning Factor |
Textbook | Exclusion Tags: Slow Fast Learner |
Slow learner | - | {PAWN_nameDef} is slow on the uptake. {PAWN_pronoun} learns much slower than others. | Global Learning Factor: −75% Certainty Loss Factor: 50% −75% Global Learning Factor x50% Global Certainty Loss Factor |
- | Too smart Exclusion Tags: Slow Fast Learner |
Great memory | 1.1 | {PAWN_nameDef} has a fantastic memory for detail. {PAWN_pronoun} will lose unused skills at half the rate of other people. | ×50% Skill loss rate | - | None |
Quick sleeper | - | {PAWN_nameDef} doesn't need as much sleep as the average person. Whether {PAWN_pronoun}'s sleeping on a bed or on the ground, {PAWN_pronoun} will be fully rested in about two thirds the usual time. | Rest Rate Multiplier: +50% +50% Rest Rate Multiplier |
- | - |
Tortured artist | 0.6 | {PAWN_nameDef} feels alienated and misunderstood by other human beings. {PAWN_pronoun} will have a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break. | Mental Break Inspiration Gain Set: Inspired creativity Mental Break Inspiration Gain Reason Text: As a suffering tortured artist, [PAWN_nameIndef] has experienced an inspiration. Mental Break Inspiration Gain Chance: 50% Allowed Meditation Focus Types: Morbid Forced Passions: Artistic −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. |
10~20x Dye | None |
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 |
Relationships
So... are you new on this rimworld?...
Name | Commonality (Female Commonality) | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Kind | 2 | {PAWN_nameDef} is an exceptionally agreeable and giving person. {PAWN_pronoun} rarely insults others or starts fights, and will sometimes offer kind words to brighten the moods of those around {PAWN_objective}. {PAWN_pronoun} also never judges people by their appearance. | Certainty Loss Factor: 200% + : 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 |
Abrasive | - | {PAWN_nameDef} always says exactly what's on {PAWN_possessive} mind, especially if it's bugging {PAWN_objective}. That tends to rub people the wrong way. | Market Value Factor Offset: −15% Certainty Loss Factor: 50% Required Work Tags: Social − : Has a tendency to slight and insult people −15% of the market value x50% Global Certainty Loss Factor |
- | None |
Annoying voice | 0.5 | {PAWN_nameDef}'s voice has a particularly grating, nasal quality to it, and {PAWN_pronoun} tends to talk in barked, garbled phrases. This predisposes others to dislike {PAWN_objective}. | Market Value Factor Offset: −20% −25 opinion from other colonists. No opinion loss from kind or deaf pawns. -20% of the market value |
- | None |
Creepy breathing | 0.5 | {PAWN_nameDef} breathes heavily all the time, and sweats constantly. People find it creepy. | Market Value Factor Offset: −10% −25 opinion from other colonists. No opinion loss from kind or deaf pawns. -10% of the market value |
- | None |
Misandrist | 0.3 (1.7) | {PAWN_nameDef} really dislikes and distrusts men. | −25 opinion of men. | - | None |
Misogynist | 1.7 (0.3) | {PAWN_nameDef} really dislikes and distrusts women. | −25 opinion of women. | - | None |
Gay | 0.3 | {PAWN_nameDef} is romantically attracted to people of {PAWN_possessive} own gender. | +/- : Will only have romantic relationships with people of the same gender. | - | Exclusion Tags: Sexual Orientation |
Bisexual | 0.2 | {PAWN_nameDef} is romantically attracted to both men and women. | +/- : Will have romantic relationships with people from either gender. | - | Exclusion Tags: Sexual Orientation |
Asexual | 0.2 | {PAWN_nameDef} has no sexual attraction to anyone at all. | +/- : Will not have romantic relationships with people. | - | Exclusion Tags: Sexual Orientation |
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.
Spectrum Traits
Name | Commonality |
---|---|
Speed offset | 2 |
Drug desire | 3 |
Natural mood | 2 |
Nerves | 2 |
Neurotic | 1 |
Industriousness | 2 |
Psychic sensitivity | 2 |
Shooting accuracy | 2 |
Beauty | 2 |
Immunity | - |
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 | Degree | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Chemical fascination | 2 | [PAWN_nameDef] 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. [PAWN_pronoun] will ignore directives to not use recreational drugs, and will consume more than a normal person. | Market Value Factor Offset: −15% 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 |
- | None |
Chemical interest | 1 | [PAWN_nameDef] 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. [PAWN_pronoun] will ignore directives to not use recreational drugs, and will consume more than a normal person. | Market Value Factor Offset: −10% 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 |
- | None |
Teetotaler | -1 | [PAWN_nameDef] abhors the idea of gaining pleasure from chemicals. [PAWN_pronoun] strictly avoids alcohol and recreational drugs. | Disallowed Mental States: Hard drug binge, Social drug binge Will not go on binges Cannot be directed to take non-medical drugs; force administering the drug will cause a −20 mood penalty |
- | None |
Industriousness
These traits affect the colonist's Global Work Speed.
Name | Degree | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Industrious | 2 | [PAWN_nameDef] has an easy time staying on-task and focused, and gets things done much faster than the average person. | Global Work Speed: +35% Global Work Speed +35% -5 opinion of all colonists without the same trait |
- | None |
Hard worker | 1 | [PAWN_nameDef] is a natural hard worker and will finish tasks faster than most. | Global Work Speed: +20% Global Work Speed +20% -5 opinion of all colonists without the same or industrious trait |
- | None |
Lazy | -1 | [PAWN_nameDef] is a little bit lazy. | Global Work Speed: −20% Global Work Speed −20% |
- | None |
Slothful | -2 | [PAWN_nameDef] loves idleness and hates anything productive. [PAWN_pronoun] moves slowly and rarely stays focused on a task. | Global Work Speed: −35% Global Work Speed −35% |
- | None |
Speed Offsets
These traits affect a colonist's walk speed.
Name | Degree | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Slowpoke | -1 | [PAWN_nameDef] is always falling behind the group whenever [PAWN_pronoun] goes anywhere. | Move Speed: −0.2 Disallowed Inspirations: Go frenzy Move speed −0.2 c/s Disallows Go Frenzy inspiration. |
- | None |
Fast walker | 1 | [PAWN_nameDef] likes to be where [PAWN_pronoun]'s going. [PAWN_pronoun] walks quicker than most people. | Move Speed: +0.2 Move speed +0.2 c/s |
- | None |
Jogger | 2 | [PAWN_nameDef] always moves with a sense of urgency - so much so that others often fail to keep up. | Move Speed: +0.4 Move speed +0.4 c/s |
- | None |
Natural Mood
These traits affect the colonist's natural, constant mood.
Name | Degree | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Sanguine | 2 | [PAWN_nameDef] is just naturally upbeat about [PAWN_possessive] situation, pretty much all the time, no matter what it is. | Permanent +12 mood bonus[1] | - | None |
Optimist | 1 | [PAWN_nameDef] is naturally optimistic about life. It's hard to get [PAWN_objective] down. | Permanent +6 mood bonus[1] | - | None |
Pessimist | -1 | [PAWN_nameDef] tends to look on the bad side of life. | Permanent −6 mood penalty[1] | - | None |
Depressive | -2 | [PAWN_nameDef] is perenially unhappy. [PAWN_pronoun] has trouble sustaining a good mood even when everything is fine. | Permanent −12 mood penalty[1] | - | None |
Nerves
These traits affect the colonist's mental break threshold.
Name | Degree | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Iron-willed | 2 | [PAWN_nameDef]'s will is an iron shield. [PAWN_pronoun] keeps going through thick and thin, when others broke down long before. | Mental Break Threshold: −18% Certainty Loss Factor: 25% Mental Break Threshold −18% |
- | None |
Steadfast | 1 | [PAWN_nameDef] is mentally tough and won't break down under stresses that would crack most people. | Mental Break Threshold: −9% Certainty Loss Factor: 50% Mental Break Threshold −9% |
- | None |
Nervous | -1 | [PAWN_nameDef] tends to crack under pressure. | Mental Break Threshold: +8% Certainty Loss Factor: 200% Mental Break Threshold +8% |
- | None |
Volatile | -2 | [PAWN_nameDef] is on a hair-trigger all the time. [PAWN_pronoun] is the first to break in any tough situation. | Mental Break Threshold: −15% Certainty Loss Factor: 300% Mental Break Threshold +15% |
- | None |
Neurotic
These traits affect the colonist's mental break threshold and their global work speed.
Name | Degree | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Neurotic | 1 | [PAWN_nameDef] likes to have things squared away. [PAWN_pronoun] will work harder than most to attain this state of affairs, but [PAWN_possessive] nerves can get the better of [PAWN_objective]. | Global Work Speed: +20% Mental Break Threshold: −8% Global Work Speed +20% |
- | None |
Very neurotic | 2 | [PAWN_nameDef] feels constantly nervous about everything that has to get done. [PAWN_pronoun] will work extremely hard to attain this state of affairs, but [PAWN_possessive] nerves can easily get the better of [PAWN_objective]. | Global Work Speed: +40% Mental Break Threshold: −14% Global Work Speed +40% |
- | None |
Shooting Accuracy
These traits affect the colonist's accuracy in ranged combat, as well as aiming time. Mutually exclusive with brawler.
Name | Degree | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Careful shooter | 1 | [PAWN_nameDef] takes more time to aim when shooting. [PAWN_pronoun] shoots less often than others, but with more accuracy. | Aiming Delay Factor: +25% Pawn Shooting Accuracy: +5 Required Work Tags: Violent Aiming Time +25% |
Bolt action rifle | Brawler |
Trigger-happy | -1 | Pew! Pew! Pew! [PAWN_nameDef] just likes pulling the trigger. [PAWN_pronoun] shoots faster than others, but less accurately. | Aiming Delay Factor: −50% Pawn Shooting Accuracy: −5 Required Work Tags: Violent Aiming Time −50% |
Autopistol | Brawler |
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 | Degree | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Beautiful | 2 | [PAWN_nameDef] is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to [PAWN_objective] before [PAWN_pronoun] even opens [PAWN_possessive] mouth. | Pawn Beauty: +2 +2 pawn beauty |
- | None |
Pretty | 1 | [PAWN_nameDef] has a pretty face, which predisposes people to like [PAWN_objective]. | Pawn Beauty: +1 +1 pawn beauty |
- | None |
Ugly | -1 | [PAWN_nameDef] is somewhat ugly. This subtly repels others during social interactions. | Pawn Beauty: −1 −1 pawn beauty |
- | None |
Staggeringly ugly | -2 | [PAWN_nameDef] is staggeringly ugly. [PAWN_possessive] 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 [PAWN_objective] while conversing. | Pawn Beauty: −2 −2 pawn beauty |
- | None |
Psychic Sensitivity
These traits influence how much a colonist is affected by psychic phenomena.
Name | Degree | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Psychically hypersensitive | 2 | [PAWN_nameDef]'s mind is like a psychic tuning fork. [PAWN_pronoun] is extremely sensitive to psychic phenomena. | Psychic Sensitivity: +80% +80% Psychic Sensitivity |
Psychic foil helmet | None |
Psychically sensitive | 1 | [PAWN_nameDef]'s mind is unusually sensitive to psychic phenomena. | Psychic Sensitivity: +40% +40% Psychic Sensitivity |
Psychic foil helmet | None |
Psychically dull | -1 | [PAWN_nameDef]'s mind is psychically out of tune with others. [PAWN_pronoun] isn't as affected by psychic phenomena. | Psychic Sensitivity: −50% -50% Psychic Sensitivity |
- | None |
Psychically deaf | -2 | [PAWN_nameDef]'s mind works on a psychic frequency different from everyone else. [PAWN_pronoun] just isn't affected by psychic phenomena. | Psychic Sensitivity: −100% -100% Psychic Sensitivity |
- | None |
Immunity
These traits influence how often colonists are infected by a disease.
Name | Degree | Description | Effect | Possessions | Conflicting Traits |
---|---|---|---|---|---|
Super-immune | 1 | [PAWN_nameDef] has a naturally powerful immune system. [PAWN_pronoun] will gain immunity much faster than a normal person would, and can survive illnesses that would kill others. | Immunity Gain Speed: +30% Immunity Gain Speed +30% |
- | None |
Sickly | -1 | [PAWN_nameDef] has an awful immune system. [PAWN_pronoun] gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by. | Random Disease MTB Days: 30 Medicine Skill: +4 Medicine skill +4 Randomly catch diseases independently from rest of the colony, on average once every 30 days |
2~5x Medicine 5~10x Penoxycyline |
None |