More Traits (mod)
More Traits
RELEASED
- Author
- TheFlameTouched
- Version
- v1.2
- First Release
- 2016-05-16
- Compatibility
- Alpha 13
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters.
These are traits added by TheFlameTouched in his mod called More Traits
Change log: v.1 - Initial Release. v.1.1 - Typo fixes and slight rebalancing, fixed errors. v.1.2 - Added more traits, fixed issues
All traits(so far)
Name | Description | Effect | Conflicting Traits |
---|---|---|---|
Hardened | NAME has become accustomed to the harsh reality of death and the horrible things that sometimes need to be done. This has made HIM more mentally stable. | Mental break threshold -3
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside |
Psychopath |
Veteran | NAME is no stranger to battle and death, HE doesn't mind the sight of death or killing. | Melee skill +3, Shooting skill +3, Medicine skill -3, Growing skill -3, Crafting skill -3 Mood not affected by sight of death or unburied corpses |
Psychopath
Hardened |
Rookie | NAME has been training with weapons for a while now, and while HE is not anything special with them, HE is more proficient at killing than most individuals. | Melee skill +2, Shooting skill +2 Melee hit chance +10% |
Elite
Hardened |
Elite | NAME has been training to fight for a long time, and HE has grown into a formidable opponent. | Melee skill +6, Shooting skill +6 Melee hit chance +50% |
- |
Commando | NAME has been forged in the fires of battle and is a true threat on any battlefield. | Melee skill +8, Shooting skill +8 Melee hit chance +100% |
- |
Marksman | NAME has a natural affinity with any ranged weapon and has spent HIS time honing HIS natural abilities further. | Melee skill -6, Shooting skill +8 25% Higher accuracy |
- |
Reaver | NAME prefers to be where the blood flows most freely in battle. In accordance with this HE has focused on mastering melee weapons. | Melee skill +8, Shooting skill -6 Melee hit chance +75% |
- |
Combat Medic | NAME has been training to heal the men he serves with from a young age, HE is proficient in both healing and killing, creating a deadly combo for the unsuspecting foe. | Medicine skill +6, Shooting skill +4 5% Faster aiming, 5% Higher accuracy |
- |
Animal Lover | NAME has a passion for animals. HECAP has spent as much time with HIS pets as possible. | Animal skill +4, Social skill -2 | - |
Medical Savant | NAME understands the art of medicine like no one else can. However, they don't understand people half as well. | Medicine skill +6, Social skill -4, Artistic skill -4 | - |
Technical Savant | NAME has always been able to intuitively figure out how devices work and come together. Unfortunately HE doesn't have the same insight when it comes to people. | Crafting skill +6, Social skill -4, Artistic skill -4 | - |
Artistic Savant | NAME has always been able to reach people on an emotional level with HIS work. | Artistic skill +6, Social skill -4, Crafting skill -4 | - |
DIY Enthusiast | NAME enjoys working with HIS hands and building things. | Contruction skill +4, Growing skill +2, Medicine skill -4 | - |
Naive | NAME is a generally happy and likable person, but death bothers HIM more than others. | Social skill +2
Permanent +12 mood modifier |
Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Commando |
Numb | NAME is emotionally numb and as such is very non-expressive about most things. | Social skill -2
Mental break threshold -7% |
Psychopath |
Focused | NAME has an easy time staying focused, and gets things done faster than the average person. | Work speed +10% | - |
Forgetful | NAME is forgetful at the worst of times, reducing overall work speed. | Work speed -10% | - |
RimWorlder | For most people the Rimworlds are a dangerous, hostile place. Not for NAME, as no decision is too dark, no situation can not provide either profit or humour for HIM, often at the expense of others. Where others think HE's gone too far, HECAP doesnt think HE's gone far enough yet. This is HIS planet, it just doesn't know it yet. | Mental break threshold -7% Mood not affected by prisoners sold into slavery or butchering of people |
Hardened, Survivor, Veteran, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, Medic, Reaver, Marksman, Elite, Rookie, Killer |
Slaver | For NAME, people are money and as such HECAP hates seeing good merchandise damaged. | Mood not affected by prisoners sold into slavery | - |
Killer | NAME likes to fight but more importantly, HECAP likes to kill. HISCAP main focus in life is to take it away from as many opposing individuals as possible. To this end HECAP has honed his fighting skills, and is slightly more deadly both up close and at range. | Melee skill +4, Shooting skill +4 Melee hit chance +25% |
- |
Silver Tongue | NAME likes to talk and hates to fight, fortunately for HIM, HE's good at talking HIS way out of almost anything. | Social skill +6, Shooting skill -6, Melee skill -6 | Psychopath |
Hero | NAME is the hero of this story, or at least HE's trying to be, and has been all HIS life. | Social skill +3, Shooting skill +3, Melee skill +3 Growing skill -3, Crafting skill -3, Research skill -3, Cooking skill -3, Construction skill -3 |
Psychopath |
Born Leader | NAME has been a leader since the first time HECAP made a friend, people are drawn to HIM naturally. | Social skill +6 | Psychopath |
Strong | NAME is abnormally strong and has worked on being even stronger. | Melee skill +8 | - |
Tough | NAME is a lot tougher than most think HECAP is. | Melee skill +4
Mental break threshold -4% |
- |
Quick | NAME is abnormally quick. | Work speed +25%, Movement speed +25% | - |
Shy | NAME is exceptionally shy. | Social skill -4 | - |
Ignorant | NAME is not a fan of knowledge and is stubborn. A truly unfortunate situation. | Social skill -4, Research skill -4 | - |
Paranoid | NAME believes that everyone is out to get HIM and for the first time in HIS life, HE seems to be right. | Social skill -2
Mental break threshold +5% |
- |
Confident | NAME is fairly confident that everything is going to be alright. | Social skill +2
Mental break threshold -50% |
- |
Survivor | NAME can and will do anything to survive... | Animal skill -3, Medicine skill -3, Artistic skill -3, Cooking skill -3, Mining skill -3, Growing skill -3, Social skill -3, Research skill -3, Construction skill -3
Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, sleeping outside |
Hardened, Pragmatist, Doomsday Prepper, Psychopath, Cannibal, RimWorlder |
Pragmatist | NAME is practical, and will cross any line if it serves HIM best. HE isn't bothered by limiting moral choices, after all, HE is just looking out for number 1. | Social skill -2 Mood not affected by sight of death, unburied corpses, prisoners sold into slavery, butchering of people |
Hardened, Survivor, Veteran, Doomsday Prepper, Psychopath, Cannibal, RimWorlder |
Doomsday Prepper | NAME is prepared for death and destruction. HE has honed his prepping skills and neglected other area's. | Growing skill +1, Crafting skill +1, Shooting skill +1 Social skill -2, Animal skill -2, Artistic skill -2 |
Hardened, Survivor ,Veteran, Pragmatist, Psychopath, Cannibal, Rimworlder |
Slacker | NAME is set in HIS ways of doing as little as possible, as slow as possible. | Work speed -10%, Movement speed -10% | - |
Photophobia | NAME has an aversion to light, prefering the safety of the dark. | +3 mood when in darkness(instead of normal -3 mood) | - |
Agoraphobia | NAME has a fear of open spaces, while HE can manage relatively fine in them, HE is much more comfortable indoors. | Minor cabin fever gives +7 mood(instead of normal -7 mood)
Serious cabin fever gives +15 mood(instead of normal -15 mood) |
- |