Suggest A Personality Trait!

Started by MajorFordson, August 23, 2014, 12:58:21 AM

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MajorFordson

Just a thread for people to dump ideas for personality traits to give colonists an even broader diversity!

A few to start off -

Bloodthirsty - Enjoys killing or causing pain to other creatures or colonists

Caveworld origin colonists don't get negative emotions from dark or cramped environments, and in fact favour being indoors or underground.

Vegetarian colonists who either don't want to eat meat or are biologically incapable.

Shinzy

Coward!
Runs away in panic like as if on fire when gunshot lands near or when hostile pawn is within five squares or something like this!

Hyper
Really fast worker but switches his task priorities randomly
*Scrubbing toilets* "Ohooo!! let's go perform a brain surgery!"

Shy or Unsocial
Tries to avoid other colonists by all means, or just gets really awkward mood debuff
from socializing but gains something from seclusion

Messy
Generates loads more dirt and doesn't really care about ugly environment

Lazy - Dreamy
randomly puts tasks on hold for awhile and gets happy thoughts from being idle

Bruvvy

Can't feel physical pain: Doesn't feel pain from injury's.

Damien Hart

Inferiority complex:
always afraid of being inferior to others, [Name] works harder than most - sometimes too hard.

20% increased work speed, but has a 5% chance to fail a job.

It could also consume the resources used for failed crafting/construction jobs, but that might be a bit much.

Quasarrgames

hyperintelligent:

learns all skills twice as fast

has +10 mental break threshold
On the right path, but the wrong medication.

I like how there's a thing that displays how long you've logged in to the forums. It shows just how many hours you've spent here, never to get back...

Ykara

Tough guy: Is still able to work if he's in extreme pain, gets no mood drops from injuries

Tynan

This is awesome; I was going to put up this thread myself and you beat me to it!
Tynan Sylvester - @TynanSylvester - Tynan's Blog

MajorFordson

Hooray :D

Early Bird - Colonist goes to be early but gets up early. Night Owl is the opposite.

Mentor - When idle, colonist will go and chat to others who are working which will assist them

Clayton

Insomniac: Cant sleep even under the best circumstances
Hypersomniac: Sleeps more than needed


Fruit loops

quick reflexes adds a +10 cover to the character where ever he is
The guy who suggested the mood debuff for harvesting prisoner organs.

ithiliel

Ooo, this is awesome. :D


Pacifist: This character will fight if s/he has to, but prefers not to have a gun at his/her hip to remind him/her.
(Similar to Nudist, but gets a happiness bonus from not having a weapon equipped instead of not having clothing.)

Prudish: This character can't stand nudity... for him/herself, or anyone else.
(Gets a negative to happiness when around nude colonists or stripped corpses, and a stronger negative if nude themselves. Won't strip prisoners or corpses on principle.)

Techno-Fear: Bionic appendages just creep him/her out.
(Gets a negative to happiness if equipped with a prosthetic; forces the player to decide whether equipping this colonist with a bionic appendage is worth the happiness hit. And yes, the name is an Eddie Izzard reference.)

Techno-Joy: This character dreams of being part robot someday.
(Gets a bonus to happiness if equipped with a prosthetic. It might be worth letting this colonist take a bullet or two so that they can get the robo-legs of their dreams.)

Charismatic: This character is so much fun to talk to!
(The "had social chat" bonus is increased for both this colonist, and the one s/he is talking to. May not apply to Psychopaths.)

Boring: This character will chat with others, but it seems like no one cares...
(The "had social chat" bonus doesn't appear for the one s/he is talking to. Can still get a bonus if others are talking to them, including Charismatics.)

Hot-Natured: This character overheats easily, and prefers cooler temperatures.
(Gets a negative to happiness in warm climates while outdoors in the sun. Bonus in cool climates while outdoors at night or in snow/rain.)

Cold-Natured: This character chills easily, and prefers warmer temperatures.
(Gets a negative to happiness in cool climates while outdoors at night or in snow/rain. Bonus in warm climates while outdoors in the sun.)

Allergic to X: This character is allergic to x... better keep him/her away.
(Gets negatives if eating/wearing what they're allergic to. Might be a temporary hit to health if it's a food allergy, or a permanent hit to health as long as the colonist is wearing the allergen.)

Cultured: Decor matters... and to this character, it matters that much more.
(Gets a stronger effect from environment beauty/ugliness.)

Oblivious: Is that blood on the floor? Or a soft red carpet? This character didn't notice, and doesn't care.
(Gets no effect from environment beauty/ugliness.)

Col_Jessep

#11
Squeamish: This dorf can't stand the sight of blood. Can't do rescuing tasks, carry or burn bodies, will get negative thoughts from seeing wounded dorfs (friendly or enemy).

Moody: Happiness will get random buffs or debuffs.

Ascetic: Only eats tiny morsels of raw, uncooked veggies; gets a happiness bonus from it.

Glutton: Overeats every meal (eats 2 meals). Gets unhappy thoughts from anything lower than fine meals.

Narcissist: Hoards apparel in his/her room and randomly switches cloths and cancels work tasks to do so. Will get a large happiness buff for a short while though.

Talkative: Bonus on social, will use the com console to talk to friendly factions instead of working for 2 or 3 hours per day. (Friendly factions will very slowly increase their relation to your colony.)

Monk: Will get unhappy thoughts from violence but will never go berserk. Instead he/she will withdraw to her/his room to meditate. Bonus on medical skills and social.

Battle monk: Bonus un unarmed combat and medical skill. No debuff from violence but will meditate and train for 2 hours after waking up in his room. Cannot go berserk.

Helper syndrome: Will treat patients even if he is badly wounded. Only severe blood loss will make him search treatment himself.

Ludeonist: Creates very happy thoughts but people stop working for 3 days every month. Food consumption is lowered to 50% during that time.


Cat nut: Will be constantly depressed because there are no cats in RimWorld yet!   ,,,^..^,,,~

Planetary Annihilation Imminent

muffins

Stalker - occasionally abandons all work to follow another colonist around, causing negative thoughts for the victim.

Creepy - causes negative thoughts to anyone who has a social chat with this person.

Conspiracy theorist - Will only wear tin-foil hats, even if better helmets are available.

Neat freak - will always do a little bit of cleaning before going to bed. Gets extra negative thoughts from dirty environments.

Magpie - Loves shiny things and receives positive thoughts from seeing metal walls, or from hauling metal ore. Will tend to 'borrow' metal items with which to decorate his/her room with.

Coenmcj

Cultist - Ritualises and worships the Psychic drone, attempts to force the 'gift' on others.

After reading UrbanBourban's story about the ancient ship and the cult he built around it, I did some thinking about it and would love to see some sort of ritualist or cultist trait which makes sort of worship the things that kill those incapable of handling the "gift"
Moderator on discord.gg/rimworld come join us! We don't bite

Shinzy

#14
Quote from: Coenmcj on August 24, 2014, 09:13:05 PM
Cultist - Ritualises and worships the Psychic drone, attempts to force the 'gift' on others.

After reading UrbanBourban's story about the ancient ship and the cult he built around it, I did some thinking about it and would love to see some sort of ritualist or cultist trait which makes sort of worship the things that kill those incapable of handling the "gift"

Some sort of fanatic would be nice! though I'd prefer the subject of their fanatisicm would be somewhat more randomly linked to something over time

Like cult of worship of that one colonist who has cooking skill above 14
or cult of holy squirrels or the said ancient ship part

and if the specific object/animal/person is destroyed/eaten/killed
the one with the trait would flip out

ooh and maybe the fanatic could try to convert others into the religion =P
people with lower social skill could be susceptible to his/her charms
Edit: these 'followers' wouldn't obviously lose their minds over their 'god' being destroyed, though. Just minor mood debuff

"Lo and hold as the cult of battery was driven to insanity when the circuits overloaded that fateful day"

AND god forbid if *anyone* dare harvest the holy potatoes