
NAME likes to fight up close and personal. S/He seems to dance around danger with preternatural grace. NAME has remarkable kinesthetic intelligence. Note: Rotting corpses will still cause a mood debuff. + : Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, organ harvesting, butchering of humans or friendly chats. NAME also feels no mood boost from socializing. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. The suffering of others doesn't bother them at all. +20 mood bonus after eating raw human flesh +15 mood bonus after eating meal made with human flesh NAME was taught that eating human meat is wrong and horrible.

− : Four times as likely to start a social fight + : No mood penalty for wearing tainted clothes or organ harvesting +8 mood bonus for witnessing a stranger's death
RIMWORLD ART SKIN
+3/ +5/ +7/ +8 mood bonus for wearing clothing made out of human skin NAME gets a rush from hurting people, and never minds the sight of blood or death. 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. + : Gains the Flame meditation focus type − : Will randomly have fire starting sprees with a MTB of 50 days, regardless of mood +/- : Only possible extreme mental break is fire starting spree +5 mood bonus for having an incendiary weapon equipped They will occasionally start fires and will never extinguish them. −8 mood penalty for not having the best bedroom. NAME gets a mood loss if any colonist has a more impressive bedroom. −8/ −8/ −8/ −6/ −4 mood penalty for not having a bedroom of Slightly Impressive or betterįor NAME, it's degrading to have a less impressive bedroom than someone else. S/He gets a mood loss if they don't get what they want. − : Loses the Artistic meditation focus type, if they had it + : Gains the Minimal meditation focus type +/- : Pawn beauty of others does not change pawn's social opinion on that pawn + : Mood not affected by food quality, including nutrient paste meals, prefers raw food −5 mood penalty for having a slightly impressive or better bedroom +5 mood bonus for having an awful bedroom

S/He never judges others by their appearance. S/He also dislikes fancy food and prefers to eat raw. S/He will become unhappy if s/he has a bedroom that's too impressive. NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. How a colonist perceives the walls that they call "home". +/- : Only possible minor mental break is food binge as long as there is food in storage can randomly change to such S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating. −8 to −40 opinion of other colonists for each part installed on them −10 to −35 mood for having artificial body parts To her/him, artificial body parts are unethical and disgusting. NAME believes the human body is limited for a reason. +8 to +40 opinion of other colonists for each part installed on them −4 mood penalty for not having an artificial body part +4 to +13 mood for having artificial body parts

NAME often dreams of being enhanced by artificial body parts. NAME feels limited in POSSESSIVE feeble human body. S/He doesn't know why, S/He's just wired differently. −3 mood penalty for wearing any apparel, except headgear and utility itemsįor NAME, there's something exciting about getting hurt. They can handle clothing, but will be happier without it. NAME enjoys the feeling of freedom that comes from being nude. + : Gains the Morbid meditation focus type +3 mood when indoors / +4 when underground 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. NAME has no need to experience the outdoors or light. + : No mood penalty from being in the dark +16 mood bonus if awake during night (23:00 - 06:00) −10 mood penalty if awake during day (11:00 - 18:00) S/He doesn't get a mood penalty for being in the dark. S/He gets a mood bonus if awake at night and mood loss if awake during the day. a colonist cannot be both "ascetic", wanting a minimal bedroom, and "jealous" of those with better bedrooms). There are no relations or prohibitions between traits grouped together here unless noted (e.g. These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game.
