Traits
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Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters.
General Traits
Name | Description | Effect | Conflicting Traits | Commonality |
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Nudist | NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it. | +20 mood bonus when naked
-3 mood penalty for wearing any clothing (except headgear and belts) |
- | 0.7 |
Bloodlust | NAME gets a rush from hurting people, and never minds the sight of blood or death. | +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin
+8 mood bonus for witnessing a stranger's death |
- | 0.8 |
Kind | NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance. | Sometimes tells others Kind Words
+5 mood bonus for anyone who has been told Kind Words by this colonist |
Abrasive | 2 |
Psychopath | NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing. | Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, organ harvesting, butchering of humans or friendly chats
Note: Rotting corpses will still cause a mood debuff. Global Certainty Loss Factor x50% |
- | 1 |
Cannibal | NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it. | +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin +15 mood bonus after eating meal made with human flesh |
- | 0.6 |
Abrasive | NAME always says exactly what's on their mind, especially if it's bugging S/He. That tends to rub people the wrong way. | Has a tendency to slight and insult people
-15% of the market value |
- | 1 |
Too smart | NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric. | Global Learning Factor +75%
Mental Break Threshold +12% |
Nerves spectrum traits | 1 |
Brawler | NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon. |
Melee skill +4
|
Trigger-happy | 1 |
Nimble | NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace. | Melee Dodge Chance +15.0
Trap Spring Chance x10% |
- | 1 |
Fast learner | NAME has a knack for learning. S/He picks things up much faster than others. | Global Learning Factor +75% | Slow Learner | 1 |
Slow learner | NAME is slow on the uptake. S/He picks things up much slower than others. | Global Learning Factor -75% | Fast Learner | 1 |
Masochist | For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently. | +5 mood bonus for being in a little pain
+10 mood bonus for being in medium pain
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- | 0.5 |
Body modder | NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts. | Mood bonus for having artificial body parts, from +4 up to +13
-4 mood penalty for not having an artificial body part |
Body purist | 0.9 |
Body purist | NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.. | Heavy mood penalty for having artificial body parts, starting at -10, going down to -35
-8 opinion of other colonists for each part installed on them, down to -40 |
Body modder | 0.7 |
Night owl | NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark. | -10 mood penalty 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 |
Greedy | NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want. | -8/-8/-8/-6/-4 mood penalty for not having an impressive bedroom. | Ascetic | 1 |
Jealous | For NAME, it's degrading to have a less impressive bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom. | -8 mood penalty for not having the best bedroom. | Ascetic | 1 |
Ascetic | NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance. | +5 mood bonus for having an awful bedroom
-5 mood penalty for having a slightly impressive or better bedroom. |
Greedy | 0.7 |
Asexual | NAME has no sexual attraction to anyone at all. | May not have romantic relationships with people. | Gay | 0.2 |
Gay | NAME is romantically attracted to people of their own gender. | Will only have romantic relationships with people of the same gender. | Asexual | 0.3 |
Bisexual | NAME is romantically attracted to both men and women. | Will have romantic relationships with people from either gender. | Asexual | 0.2 |
Misandrist | NAME really dislikes and distrusts men. | -25 opinion of men. | Psychopath | 0.3 for men
1.7 for women |
Misogynist | NAME really dislikes and distrusts women. | -25 opinion of women. | Psychopath | 1.7 for men
0.3 for women |
Great memory | NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people. | Skill loss rate x50% | - | 1.1 |
Tough | NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill. | Take 50% damage | - | 1.1 |
Gourmand | NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating. | +50 % hunger rate +4 Cooking skill Only possible minor mental break is food binge as long as there is food in storage; can randomly change to such |
Ascetic | 1 |
Quick sleeper | NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time. | +50% Rest Rate Multiplier | - | 1.1 |
Annoying voice | NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them. | -25 opinion from other colonists
-20% of the market value |
- | 0.5 |
Creepy breathing | NAME breathes heavily all the time, and sweats constantly. People find it creepy. | -25 opinion from other colonists
-10% of the market value |
- | 0.5 |
Pyromaniac | NAME loves fire. They will occasionally start fires and will never extinguish them. | +5 mood bonus for having an incendiary weapon equipped
Incapable of firefighting
|
- | 0.8 |
Wimp[1] | NAME is weak and cowardly. Even a little pain will immobilize her/him. | Pain Shock Threshold -60%, to 20% base.
-15% of the market value |
Brawler | 1 |
Undergrounder | NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness. | Mood not affected by Darkness.
No Outdoors or Space need. +3 mood when indoors, +4 when underground; -3 mood when outdoors |
- | 0.2 |
Tortured artist | NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break. | Permanent -8 mood
50% of receiving the mental inspiration Inspired Creativity after a mental break ends |
- | 0.6 |
- ↑ Hostiles cannot spawn with the Wimp trait.
Spectrum Traits
All traits in a given spectrum are mutually exclusive
Drug Desire
These traits affect a colonist's likelihood to consume drugs.
Note that they can only go on a drug binge when drugs are present in the map.
Name | Description | Effect |
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Chemical fascination | NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person. | Has Chemical need, mood buff (up to +6) when satisfied and mood debuff (up to -12) when not
Will ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need. NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need |
Chemical interest | NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person. | Has Chemical need, mood buff (up to +3) when satisfied and mood debuff (up to -6) when not
Will ignore drug policies for recreational drugs (i.e. all drugs except for penoxycyline and luciferium) regardless of chemical need. NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need |
Teetotaler | NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs. | Will not go on binges
Cannot be directed to take non-medical drugs; force administering the drug will cause a -20 mood penalty |
Industriousness
These traits affect the colonist's Global Work Speed.
Name | Description | Effect |
---|---|---|
Industrious | NAME has an easy time staying on-task and focused, and gets things done much faster than the average person. | Global Work Speed +35%
-5 opinion of all colonists without the same trait |
Hard worker | NAME is a natural hard worker and will finish tasks faster than most. | Global Work Speed +20%
-5 opinion of all colonists without the same or industrious trait |
Lazy | NAME is a little bit lazy. | Global Work Speed -20% |
Slothful | NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task. | Global Work Speed -35% |
Speed Traits
These traits affect a colonist's walk speed.
Name | Description | Effect |
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Jogger | NAME always moves with a sense of urgency - so much so that others often fail to keep up. | Move speed +0.4 c/s |
Fast walker | NAME likes to be where s/he's going. S/He walks quicker than most people. | Move speed +0.2 c/s |
Slowpoke | NAME is always falling behind the group whenever s/he goes anywhere. | Move speed -0.2 c/s
Disallows Go Frenzy inspiration. |
Natural Mood
These traits affect the colonist's base mood.
Name | Description | Effect |
---|---|---|
Sanguine | NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is. | Permanent +12 mood bonus[1] |
Optimist | NAME is naturally optimistic about life. It's hard to get 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%
Shooting Accuracy +25% |
Trigger-happy | Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately. | Aiming Time -50%
Shooting Accuracy -25% |
Beauty
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.
Name | Description | Effect |
---|---|---|
Beautiful | NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth. | +2 pawn beauty |
Pretty | NAME has a pretty face, which predisposes people to like HER/HIM. | +1 pawn beauty |
Ugly | NAME is somewhat ugly. This subtly repels others during social interactions. | -1 pawn beauty |
Staggeringly ugly | NAME is staggeringly ugly. HER/HIS face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at HIM while conversing. | -2 pawn beauty |
Psychic Sensitivity
These traits influence how much a colonist is affected by psychic phenomena.
Name | Description | Effect |
---|---|---|
Psychically hypersensitive | NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena. | Psychic Sensitivity +80% |
Psychically sensitive | NAME's mind is unusually sensitive to psychic phenomena. | Psychic Sensitivity +40% |
Psychically dull | NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena. | Psychic Sensitivity -50% |
Psychically deaf | NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena. | Psychic Sensitivity -100% |
Immunity
These traits influence how often colonists are infected by a disease.
Name | Description | Effect |
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Super-immune | NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others. | Immunity Gain Speed +30% |
Sickly | NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by. | Medicine skill +4 Randomly catch diseases independently from rest of the colony, on average once every 30 days |
Obsolete Traits
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 |
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Prosthophile | NAME feels limited in their feeble human body. NAME often dreams of going bionic. | +14 mood bouns for having a bionic body part -4 mood penalty for not having a bionic body part |
Body purist | Replaced by Transhumanist |
Prosthophobe | NAME believes the human body is limited for a reason. To them, bionic body parts are unethical. | -10 mood penalty for having a bionic body part | Transhumanist | Replaced by Body purist |
Green thumb | NAME has a passion for gardening. They get a mood bonus for every plant they sow. | +1 mood bonus from sowing a plant. Stackable up to 20 times. | - | Removed in Beta 19 |
Tunneler | NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors. | No Outdoors need | - | Replaced by Undergrounder |
Transhumanist | NAME feels limited in their feeble human body. NAME often dreams of going bionic. | Mood bonus for having artificial body parts, from +4 up to +13
-4 mood penalty for not having an artificial body part |
Body purist | Replaced by Body modder |
Version history
- 0.0.245 - Traits hidden as they did nothing.
- 0.7.581 - Brawler, prosthophile, and more added.
- 0.9.722 - Teetotaller and Chemical Fascination traits added
- 0.12.906 - Greedy, Jealous, Ascetic, Night Owl traits added.
- 0.17.1546 - Wimp trait added.
- 0.19.2009 - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added
- 1.1.0 - Asexual trait added
- 1.3.3066 - Transhumanist trait renamed to Body Modder. Kind description changed "NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others." -> "NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance."