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− | RimWorld is a game centered around the story of its | + | RimWorld is a game centered around the story of its characters, from player-managed colonists to AI-controlled wanderers and raiders. |
Each character possesses a set of skills, traits, and a personal backstory. | Each character possesses a set of skills, traits, and a personal backstory. | ||
==Character== | ==Character== | ||
+ | Humanoids have a Character tab that displays the pawn's first name, nickname (display name), and last name, followed by their sex, race, character type, and age. The player may change a colonist's nickname by clicking the edit button, at the top right, to change a X. Some characters have spent decades or centuries in cryptosleep. They have their biological age followed by their chronological age in parenthesis. Their biological age indicates how much they've aged, not counting time spent in cryptosleep. Their chronological age is their age since their date of birth, including time spent in cryptosleep. Biologically older characters will tend to have higher skills, developed by experience. They may also have gray hair and age-related health difficulties, such as cataracts, bad back, dementia, and frailty. | ||
− | + | ===Skills=== | |
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− | + | Main Article: [[Skills]] | |
− | + | A character's skills denote how effective they are at the relevant tasks. Depending on their backstory, a character may have one or more skills permanently disabled, or none at all. | |
− | === | + | ===Backstories=== |
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− | + | Main Article:[[Backstories]] | |
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− | Each character has | + | Each character has two backstory elements: a childhood and an adulthood. These elements affect the colonist's starting skills, and may prevent the use of some skills entirely. |
− | + | It is possible for characters to generate with contradictory backstories (i.e. childhood backstory elements disabling skills that adulthood elements are themed around). | |
===Traits=== | ===Traits=== | ||
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− | + | Main Article: [[Traits]] | |
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− | + | A characters' traits are permanent modifiers that affect your colonists' stats, from walk speed to work speed, from base mood to mental break threshold. | |
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==Needs== | ==Needs== | ||
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All humanoid characters have Thoughts and at least three needs, Food, Rest, and Mood. Colonists have additional needs. | All humanoid characters have Thoughts and at least three needs, Food, Rest, and Mood. Colonists have additional needs. | ||
===Mood=== | ===Mood=== | ||
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+ | Main Article: [[Mood]] | ||
A characters' mood is the total value of the effects of their thoughts and traits. If a colonist's mood drops below their mental break threshold, they will suffer a [[mood|mental break]]. | A characters' mood is the total value of the effects of their thoughts and traits. If a colonist's mood drops below their mental break threshold, they will suffer a [[mood|mental break]]. | ||
===Thoughts=== | ===Thoughts=== | ||
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+ | Main Article: [[Thoughts]] | ||
Thoughts are a summary of a character's experiences over the last day or so. Thoughts are either positive or negative, and can be generated in myriad ways, including things like observing their immediate surroundings, being hungry, and sleeping on the floor. | Thoughts are a summary of a character's experiences over the last day or so. Thoughts are either positive or negative, and can be generated in myriad ways, including things like observing their immediate surroundings, being hungry, and sleeping on the floor. | ||
==Health== | ==Health== | ||
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+ | Main Article: [[Health]] | ||
In RimWorld, each living creature has a detailed anatomy, each part of which is subject to injury. Injuries can be temporary or permanent, and range from bruises and scratches, to dismemberment and fatality. | In RimWorld, each living creature has a detailed anatomy, each part of which is subject to injury. Injuries can be temporary or permanent, and range from bruises and scratches, to dismemberment and fatality. | ||
− | Depending on where the injury occurs, it may simply hamper the colonist's effectiveness, cause them to be completely incapacitated | + | Depending on where the injury occurs, it may simply hamper the colonist's effectiveness, cause them to be completely incapacitated or even killed. |
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− | [[Category: | + | [[Category:Main]] |