Traits

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Traits preview.png

Traits personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters. Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on. Some are beneficial, some are harmful to the colonist or your colony as a whole. Some are constant, some only rarely triggered. Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.

Mechanics[edit]

Only humans have traits. Most humans have 1-3 traits, with the possibility of an "extra" sexuality trait. Adults cannot gain new traits, and there is no way to remove traits.

Content added by the Biotech DLC Children usually only have a number of traits no higher than the number of growth moments they have reached, and babies have none. Children can attain a new trait every time they reach a new growth moment (birthdays 7, 10, and 13).

Trait acquisition[edit]

When a human is generated, it acquires traits according to this process:

  • First, the pawn gains any traits that its "pawn kind" requires. For example, the titular mechanitorContent added by the Biotech DLC of The Mechanitor start scenario always has the Recluse trait.
  • Second, if the pawn is being generated for a quest, it gains any traits required by the quest. For example, the imperiled noble from the Noble WimpContent added by the Royalty DLC quest always has the Wimp trait.
  • Traits from the pawn's backstories are then acquired, unless they would conflict with the pawn's "pawn kind". For example, a pawn with a backstory composed of the Cave Child childhood and the Scout adulthood would have the Undergrounder and Jogger traits. However, a hypothetical backstory that grants the Brawler trait will not grant it if the pawn is a "tribal archer", as that pawn kind specifically prohibits the Brawler trait.
  • A trait count limit is chosen, based on the pawn's age. BabiesContent added by the Biotech DLC and children under seven years of age have a limit of 0 traits; children with 7-9 birthdays, 1 trait; children with 10-12 birthdays, 1-2 traits; and anyone older, 1-3 traits, with no bias towards any particular number. If the pawn's current number of traits is lower than the trait limit, each 'missing' trait is filled in by a random trait, weighed based on each trait's commonality. The randomly gained traits cannot be any of the following:
    • Any sexuality trait (Asexual, Bisexual, or Gay)
    • Wimp, but only if the pawn is from a faction hostile to the player's faction
    • Any that the pawn already has
    • Any that conflict with a trait the pawn already has
    • Any prohibited by the pawn's "pawn kind" or backstories
    • Any that would disable a work type required by the pawn's "pawn kind"
    • Any that requires a work type disabled for the pawn
    • Any that would cause the pawn's minor mental break threshold to rise above 50%
  • If the pawn is at least 13 years old, their sexuality is then determined. If the pawn has any romantic or ex-romantic relationship with someone of the same gender, they acquire the Gay trait. Otherwise, they may be Asexual, Bisexual, Gay, or straight (which is not a trait, merely an absence of the three sexuality traits). The random choice is weighted by each sexuality trait's commonality, or in the case of 'straight/no sexuality trait', weighted by the sum commonality of every non-sexuality trait that the pawn does not currently have. Note that since the Biotech DLC adds two traits with non-zero commonalities, sexuality traits are marginally rarer if Biotech is enabled.
  • Afterward, the pawn's xenotypeContent added by the Biotech DLC (if any) is determined. If certain genes are present, this can affect the pawn's trait set, either adding or suppressing traits.
  • Finally, if the pawn is a creepjoinerContent added by the Anomaly DLC, it gains any traits granted by its benefit and/or downside.

Starting possessions[edit]

Certain traits may influence the initial possessions of your colonists in the pawn selection menu (either for creating a new game or selecting new colonists after a game over). Unless you have chosen the Naked Brutality start scenario or used the Scenario Editor to add the "no possessions" scenario part, each such colonist may have up to two possessions in their inventory. A stack of items counts as 1 possession. Possessions for each colonist are generated in the following order, ending prematurely if the colonist has two possessions:

  • GhoulsContent added by the Anomaly DLC never have possessions.
  • BabiesContent added by the Biotech DLC have between 30-40 units of baby food.
  • If the colonist is addicted to a drug, they have enough of the drug to satiate the addiction for roughly 25-35 days.
  • If the colonist has a genetic drug dependencyContent added by the Biotech DLC, they have enough of the drug to satiate the dependency for roughly 25-35 days.
  • If the colonist has hemogenic geneContent added by the Biotech DLC, they have 8-12 hemogen packs.
  • If the colonist has an adulthood backstory that can grant possessions, there is a 25% chance for them to have those possessions. Note that, should a backstory be capable of granting multiple possessions, this process will still stop once the colonist has two possessions, and the backstory's possessions are always granted in the order they are defined in the backstory.
  • Traits are accounted for only after all the above steps have been performed. There is a 25% chance for a colonist to receive possessions based on their non-suppressed traits. As with backstories, it is possible for this step to stop midway through once the colonist has two possessions; possessions are always granted in the order the traits present themselves, and per-trait they are granted in the order they are defined in the trait. For example, a pawn with the Psychopath trait has a 25% chance to gain a skull and a heart, but a pawn who already has a prior stack of flake due to a flake addiction would have a 25% chance to only gain a skull.
  • If the colonist still has less than two possessions, there is a 6% chance for them to have a random possession. The list of possible possessions is lengthy, but does not include every possible item in the game.

Trait-affecting genes[edit]

Certain genes can modify a pawn's traits, either by forcing a trait to be added or suppressing a trait. Forced traits function as normal, though they are visible in the pawn's Bio tab in pale blue text. Suppressed traits do not have any effects, but are still visible in the pawn's Bio tab in dark grey text.

If a forced trait would ordinarily conflict with non-genetically forced trait(s) the pawn already has, the latter is/are suppressed. If it would ordinarily conflict with genetic trait(s) the pawn already has, the latter is/are removed. If a trait-granting gene is removed, the trait will also be removed (unless the pawn already has the trait independent of genes); this un-suppresses any traits it had suppressed which are not suppressed by another gene or trait, and restores any genetically-forced traits that were removed by that gene and which do not conflict with any other trait the pawn has (including suppressed traits). This almost always leads to intuitive results, with one exception: if a pawn has the psychically hyper/sensitive trait, also has the psychically dull gene in their germline (e.g. due to being a Yttakin), and then has the psychically deaf gene in their xenogenes... removal of the psychically deaf gene will remove the psychically deaf trait, but it will also not result in the restoration of the psychically dull trait and will not un-suppress the psychically hyper/sensitive trait.

  • Click to Collapse
    Name Tooltip Effect on traits
    Pyrophobia
    Gene FireTerror.png
    Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. Suppresses the Pyromaniac trait
    Kind instinct
    Gene KindInstinct.png
    Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance. Forces the Kind trait
    Inbred
    Gene Inbred.png
    This genetic condition affects a person's fertility, immunity, and mental capacity. Forces the Slow learner trait
    Psychically deaf
    Gene PsychicallyDeaf.png
    Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power. Forces the Psychically deaf trait
    Psychically dull
    Gene PsychicallyDull.png
    Carriers of this gene are less psychically-sensitive than others. Forces the Psychically dull trait
    Delicate
    Gene Delicate.png
    Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh. Forces the Delicate trait
    Extra pain
    Gene ExtraPain.png
    Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations. Forces the Wimp trait
  • General traits[edit]

    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[edit]

    One likes what one likes...

    Name Description Effect Conflicting Traits Commonality Possessions
    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. + : Negates the −5 Darkness mood penalty from being in the dark
    +16 Night owl at night mood if awake during night (23:00 - 06:00)
    −10 Night owl in daytime mood if awake during day (11:00 - 18:00)
    - 1.3 5-10 wake-up
    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. + : Negates the −5 Darkness mood penalty from being in the dark
    + : No Outdoors or Space need
    : Added Indoors need
    +3 Undergrounder indoors mood when indoors / +4 Underground mood when underground
    −3 Undergrounder outdoors mood when outdoors
    + : Gains the Morbid meditation focus type, replacing the Artistic meditation focus type if they had it Content added by the Royalty DLC
    - 0.2 30-60 raw fungus
    Nudist NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it. +20 Happily nude mood when naked
    −3 Constraining clothes mood 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/+10/+15/+20 Masochist in pain mood for being in a minor/serious/intense/mind-shattering pain, replacing default −5/−10/−15/−20 and +3+5+7+9 from Pain:IdealizedContent added by the Ideology DLC.
    +3 Masochist body strapped mood while wearing a slave body strapContent added by the Ideology DLC
    +2 Masochist collared mood while wearing a slave collarContent added by the Ideology DLC
    +/- : Negates all mood effects for both Skullspike:Desired and DisapprovedContent added by the Ideology DLC
    + : Negates the −5 Fed on by OTHER mood penalty and -20 opinion malus from being fed on by a BloodfeederContent added by the Biotech DLC
    + : Gains the Morbid meditation focus type, replacing the Artistic meditation focus type if they had it Content added by the Royalty DLC
    Wimp 0.5 -
    Body modder NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts. +4/+7/+9/+11/+12/+13 Body modder pleased mood for having artificial body parts and xenogenesContent added by the Biotech DLC. Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.
    −4 Body modder frustrated mood if lacking any artificial body parts or xenogenesContent added by the Biotech DLC
    +8 opinion of other pawns per artificial body part they have, capped at +40. Any number of xenogenesContent added by the Biotech DLC counts as one 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. −10/−15/−20/−25/−30/−35 Body purist squeamish mood for having artificial body parts and xenogenesContent added by the Biotech DLC. Each artificial body part grants 1 stage, and having any xenogenes also grants 1 stage.
    −8 opinion of other pawns per artificial body part they have, capped at −40. Any number of xenogenesContent added by the Biotech DLC counts as one artificial body part.
    −20 Forced to take luciferium mood for 6 days when administered luciferium and −30 opinion of the doctor who did the operation for 120 days. Despite the description of this thought, body purists can administer luciferium to themselves and do not lose mood for doing so.
    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. +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
    +50% hunger rate
    : Food binges randomly occur with an MTB of 50 days
    Ascetic 1 1-3 fine meals

    Living space[edit]

    How a colonist perceives the walls that they call "home"...

    Name Description Effect Conflicting Traits Commonality Possessions
    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. + : Negates the −3 Ate without table mood penalty
    +5/+4/+3 Ascetic has awful-mediocre bedroom mood for having an Awful/Dull/Mediocre bedroom
    −5 Ascetic has impressive bedroom mood for having a Somewhat Impressive or better bedroom
    +/- : Mood not affected by quality of meal, including raw food, nutrient paste meals, and baby foodContent added by the Biotech DLC
    +/- : Pawn beauty of others does not change pawn's social opinion on that pawn
    +/- : Mood unaffected by quality of crib (as a baby)Content added by the Biotech DLC
    +/- : Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title Content added by the Royalty DLC
    + : Gains the Minimal meditation focus type, replacing the Artistic meditation focus type if they had it Content added by the Royalty DLC
    ×50% Global Certainty Loss Factor Content added by the Ideology DLC
    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 Greedy for impressive bedroom mood for not having a bedroom
    −8/−8/−6/−4 Greedy for impressive bedroom mood for having an Awful/Dull/Mediocre bedroom
    : Conceited Content added by the Royalty DLC
    Ascetic
    Jealous
    1 10-20 gold
    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 Jealous of OTHER's bedroom mood for not having the most impressive bedroom.
    + : Gains the Morbid meditation focus type, replacing the Artistic meditation focus type if they had it Content added by the Royalty DLC
    : Conceited Content added by the Royalty DLC
    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 Pyromaniac has incendiary weapon mood while wielding a weapon from the following list: incendiary launcher, smoke launcher, EMP launcher, molotov cocktails, Content added by the Royalty DLCplasmasword, Content added by the Biotech DLCtoxbomb launcher, flamebow, Content added by the Anomaly DLChellcat rifle, or incinerator.
    +8 Used flame weapon mood for 0.33 days mood bonus for using a flame weapon either directly on a visible, non-downed enemy of the player faction who is not in a fogged region of the map, or attacking with it when such a pawn is in range of the attack anyways. This includes any weapon from the list above except for the Content added by the Anomaly DLChellcat rifle.
    +2 Beautiful fire mood: grants 1 stack per fire or lit building capable of having a 'fire overlay' (torch lamp, campfire; Content added by the Biotech DLCblood torch; Content added by the Ideology DLCdarktorch, fungus darktorch, effigy, pyre, sacrificial flag; Content added by the Royalty DLCbrazier; or Content added by the Ideology DLCContent added by the Royalty DLCdarklight 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% Market Value
    + : Gains the Flame meditation focus type, replacing the Artistic meditation focus type if they had it Content added by the Royalty DLC
    - 0.8 Molotov cocktails
    10-20 chemfuel

    Social views[edit]

    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 Possessions
    Bloodlust NAME gets a rush from hurting people, and never minds the sight of blood or death. + : Negates all mood penalties for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; Content added by the Ideology DLCBlinding ceremonies from Blindness:Horrible, or Scarification ceremonies from Scarification:Horrible
    + : No opinion loss of someone who Harvests an organ, Executes a prisoner, or Content added by the Biotech DLCKills a child
    +2/+4/+6/+8 Human leather APPAREL_NAME mood for wearing 1/2/3/4+ apparel items made out of human skin.
    +4 Bloodlust organ harvested mood for 4 days on harvesting an organ.
    +8 Witnessed death with bloodlust mood for 4 days on witnessing a human death. Witnessing means being awake, sighted, and either in the same caravan as the deceased or having line of sight within 12 cells of the deceased.
    +12 Killed someone mood for 4 days on killing a human.
    : Four times as likely to start a social fight
    + : Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners Content added by the Ideology DLC
    + : Gains the Morbid meditation focus type, replacing the Artistic meditation focus type if they had it Content added by the Royalty DLC
    Requires pawn to be capable of Violence 0.8 AxeContent added by the Royalty DLC
    Longsword
    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; Content added by the Biotech DLCIngesting hemogen packs; or Content added by the Ideology DLCEating meat from Abhorrent, Horrible, or Disapproved
    +2/+4/+6/+8 Human leather APPAREL_NAME mood for wearing 1/2/3/4+ apparel items made out of human skin.
    +15 Cooked cannibalism mood for 1 day on eating a meal made with human flesh
    +20 Raw cannibalism mood for 1 day on eating raw human meat (including human corpses, although this may still trigger the −12 Ate corpse mood for 1 day penalty)
    + : No opinion loss of someone who Eats meat (Abhorrent, Horrible, or Disapproved) Content added by the Ideology DLC
    + : Gains the Morbid meditation focus type, replacing the Artistic meditation focus type if they had it Content added by the Royalty DLC
    - 0.6 30-60 human meat
    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 leatherContent added by the Anomaly DLC; ChildContent added by the Biotech DLC 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); Content added by the Ideology DLCBlinding 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 Content added by the Biotech DLCKills a child or Content added by the Ideology DLCKills an innocent animal (Killing innocent animals:Abhorrent, Horrible, or Disapproved)
    : No mood bonuses from: Being nuzzled, Being a bonded animal's master; Content added by the Biotech DLCBeing 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); Content added by the Biotech DLCTeaching 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 Content added by the Ideology DLC
    + : Gains the Morbid meditation focus type, replacing the Artistic meditation focus type if they had it Content added by the Royalty DLC
    ×50% Global Certainty Loss Factor Content added by the Ideology DLC
    Kind 1 1 skull
    1 heart


    Combat[edit]

    When it's us or them...

    Name Description Effect Conflicting Traits Commonality Possessions
    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 Brawler has ranged weapon mood while wielding a ranged weapon
    : Disallows shooting passions
    +/- : Disallows Shoot Frenzy Inspiration
    Trigger-happy
    Careful Shooter


    Wimp

    1 1 knife
    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
    • Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.
    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
    ×200% Global Certainty Loss Factor Content added by the Ideology DLC
    : Negates Pain mood buffs from Pain:Idealized Content added by the Ideology DLC, reverting mood from pain to the default values.
    Brawler
    Masochist
    1 -
    Delicate Content added by the Biotech DLC NAME has fragile skin and bones. She/He takes more damage than other people from the same blows. ×115% Incoming Damage Multiplier
    • Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the Delicate gene that can add this trait is incompatible with the Robust gene.Content added by the Biotech DLC
    Tough 1 -
    1. With the exception of Genies (who have a gene which forces the Wimp trait), hostiles cannot spawn with the Wimp trait.

    Skills[edit]

    When your colonists are not fighting for their lives...

    Name Description Effect Conflicting Traits Commonality Possessions
    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 Content added by the Ideology DLC
    Nerves spectrum traits
    Requires pawn to be capable of Intellectual
    1 1 schematic
    Fast learner NAME has a knack for learning. S/He picks things up much faster than others. +75% Global Learning Factor Slow Learner 1 1 textbook
    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 Content added by the Ideology DLC
    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 -
    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. 50% chance of receiving the mental inspiration "Inspired Creativity" after a mood-caused mental break ends. Cannot be triggered by mental breaks caused by any reason other than mood e.g. psychic insanity lances, psycasts Content added by the Royalty DLC, genes Content added by the Biotech DLC, Void terrorContent added by the Anomaly DLC, or even randomly induced mental breaks from other traits.
    −8 Tortured artist mood (permanent)
    + : Gains the Morbid meditation focus type, replacing the Artistic meditation focus type if they had it Content added by the Royalty DLC
    - 0.6 10-20 dye

    Relationships[edit]

    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. + : Can use a unique 'Kind Words' social interaction, inflicting +5 Kind words mood for 2 days and gaining +15 opinion from the recipient for 20 days. The opinion boost can stack up to 10 times from the same Kind pawn with 0.9x stacked effect multiplier (for a potential opinion bonus of up to +97.7), and up to 300 stacks can be present overall. When choosing what social interaction to perform, Kind Words has a weighting of 0.01 (as opposed e.g. to chitchat's weighting of 1.00).+ : Will not Slight or Insult others
    + : Opinion of other pawns not changed by beauty, Annoying voice, Creepy breathing or disfigurement
    ×200% Global Certainty Loss Factor Content added by the Ideology DLC
    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. : 2.3x as likely to Slight or Insult others
    −15% Market Value
    ×50% Global Certainty Loss Factor Content added by the Ideology DLC
    : Conceited Content added by the Royalty DLC
    Kind
    Requires pawn to 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 non-Kind, non-deaf pawns
    −20% Market Value
    - 0.5
    Creepy breathing NAME breathes heavily all the time, and sweats constantly. People find it creepy. −25 opinion from non-Kind, non-deaf pawns
    −10% 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 Content added by the Biotech DLC The fewer people in NAME's faction, the happier she/he is. Being alone is best of all. + : Negates the −3 Denied joining mood for 6 days penalty from rejecting a pawn that wants to join the colony
    +/- : Mood based on the number of human pawns (including children, guests, and prisoners) in the colony. Humans on other maps, in caravans or inside a Cryptosleep casket/Transport pod/Biosculpter pod Content added by the Ideology DLC/Growth vat Content added by the Biotech DLC/Gene extractor Content added by the Biotech DLC/Subcore softscanner Content added by the Biotech DLC/Subcore ripscanner Content added by the Biotech DLC do not count. Ghouls Content added by the Anomaly DLC do not count.
    Starting colonists in the The Mechanitor start scenario will always have this trait.
    Human Count Mood Human Count Mood
    1 +12 11 −2
    2 +8 12 −3
    3 +6 13 −4
    4 +4 15 −6
    5-10 0 16+ −8
    - 0.5
    • The Gay/Bisexual/Asexual sexuality traits are unique in that they are the only ones that can generate after the 3 trait limit, resulting in rare pawns with 4 traits.
    • See also the Beauty category of traits, below.

    Spectrum traits[edit]

    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[edit]

    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: causes −4/−8/−12 Chemical hunger mood the longer it has gone unsatisfied, and up to +3/+6 Chemical satisfaction mood when satisfied

    For Beer, Smokeleaf Joints, and Ambrosia only: functions as if "Take for Recreation" and "Take for Addiction" are checked on the Drug Policies 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 Content added by the Ideology DLC

    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: causes −2/−4/−6 Chemical hunger mood the longer it has gone unsatisfied, and up to +1/+3 Chemical satisfaction mood when satisfied

    For Beer, Smokeleaf Joints, and Ambrosia only: functions as if "Take for Recreation" and "Take for Addiction" are checked on the Drug Policies 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

    Content added by the Ideology DLC 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 drug binges
    Cannot be directed to take non-medical drugs
    −20 Forced to take drugs mood for 6 days when administered a drug, and −30 opinion of the doctor who did the operation for 60 days.
    −25 opinion of any pawns with chemical interest or fascination

    Industriousness[edit]

    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 trait or Industrious

    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[edit]

    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[edit]

    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. +12 Sanguine mood (permanent)
    Optimist NAME is naturally optimistic about life. It's hard to get HER/HIM down. +6 Optimist mood (permanent)
    Pessimist NAME tends to look on the bad side of life. −6 Pessimist mood (permanent)
    Depressive NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine. −12 Depressive mood (permanent)

    Nerves[edit]

    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%

    Global Certainty Loss FactorContent added by the Ideology DLC ×25%

    Steadfast NAME is mentally tough and won't break down under stresses that would crack most people. Mental Break Threshold −9%

    Global Certainty Loss FactorContent added by the Ideology DLC ×50%

    Nervous NAME tends to crack under pressure. Mental Break Threshold +8%

    Global Certainty Loss FactorContent added by the Ideology DLC ×200%

    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%

    Global Certainty Loss FactorContent added by the Ideology DLC ×300%

    Neurotic[edit]

    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%

    Mental Break Threshold +8%

    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%

    Mental Break Threshold +14%

    Shooting accuracy[edit]

    These traits affect the colonist's accuracy in ranged combat, as well as aiming time. Mutually exclusive with brawler.

    Name Description Effect Possessions
    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 +5

    1 bolt-action rifle
    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 −5

    1 autopistol

    Beauty[edit]

    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[edit]

    These traits influence how much a colonist is affected by psychic phenomena.

    Name Description Effect Possessions
    Psychically hypersensitive NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena. +80% Psychic Sensitivity 1 psychic foil helmet
    Psychically sensitive NAME's mind is unusually sensitive to psychic phenomena. +40% Psychic Sensitivity 1 psychic foil helmet
    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[edit]

    These traits influence how often colonists are infected by a disease.

    Name Description Effect Possessions
    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 catches diseases independently from rest of the colony, with an MTB of 30 days. The caught disease is one that can be randomly acquired in the current biome, using the same weighting system as normal random disease incidents.
    2-5 medicine
    5-10 penoxycyline

    Creepjoiner traits[edit]

    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[edit]

    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
    Always and only spawns on creepjoiners with the "Perfect Human" benefit, which also comes with the Industrious trait and a starting level of 14-18 for each skill.
    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 perform an "occult teaching" random social interactions, giving +1 dark research. This has a cooldown of 1 day; when off cooldown, it will always be the next random social interaction chosen.
    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.
    Always and only spawns on creepjoiners with the "Joybringer" benefit, which precludes the "Disturbing" downside.
    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
    Eyes are white

    Negative traits[edit]

    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 him/her is often upsetting. : Only ever selects the "strange chat" type when doing random social interactions, giving −2 OTHER rambling mood for 1 day to any non-deaf, non-inhumanized pawns in 9.9 cells radius. Unlike most other interaction types, strange chats can be performed without an explicit recipient. Non-inhumanized recipients gain −3 opinion of the initiator for 1 day.
    + : Gains the Morbid meditation focus type, replacing the Artistic meditation focus type if they had it Content added by the Royalty DLC
    Always and only spawns on creepjoiners with the "Disturbing" downside, which is precluded by the "Joybringer" benefit.
    Void Fascination NAME is strangely intrigued by unnatural entities and is easily enthralled by them. + : Negates all mood penalties for: Imprisoned with entity, Monster by my bed
    +6 Captured entity mood while there is at least one captured entity in the colony
    Only possible extreme mental break is entity liberator
    : Entity liberation breaks randomly occur with an MTB of 60 days
    + : Gains the Void meditation focus type, replacing the Artistic meditation focus type if they had it Content added by the Royalty DLC

    Obsolete traits[edit]

    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[edit]

    • 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
    • 1.2.2719 - Fix: Psylink counts as an artificial part for a transhumanist.
    • 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. Fix: Administer drug doesn't display that teetotalers will be unhappy if there is a chemical dependency gene present.
    • 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.
    • 1.5.4062 - Rebalance brawler trait to offset skill more than mood - mood penalty for using ranged weapon decreased from −20 to −10, shooting accuracy penalty increased from −4 to −10. Added “pyro used fire weapon” thought. Ascetics ignore "Ate without table" thought. Fix: NRE related to pyromaniacs wielding fire weapons.