Traits is the second (or first?) important paramether after colonist skills (or age?), because diffrent types of trats will positively or negativelly affect yours whole colony. Which settlers with their traits will lift your faction up to the moon, and which colonists do you think will ruin the colony? The choice is entirely yours.
Each colonist can have several different positive/negative traits, or no ones at all. So the dream about colony with a bunch of Brawling Gays, Optimistic Chemical addicts orJealous Masochists can come true!
Positive
- Great Memory – person has a fantastic memory for detail. She will lose unused skills at half the rate of other people.
- Tough – has thick skin, dense flesh, and durable bones. He takes much less damage than other people from the same blows. He is extremely hard to kill. Incoming damage multiplier x50%.
- Fast Learner – has a knack for learning. He picks things up much faster than others. Global learning factor +75%.
- Super-immune – has a naturally powerful immune system. He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others. Immunity gain speed +30%
- Quick Sleeper – doesn’t need as much sleep as the average person. Whether he’s sleeping on a bed or on the ground, he will be fully rested in about two thirds the usual time. Rest rate multiplier +50%
- Careful shooter – Ray takes more time to aim when shooting. She shoots less often than others, but with more accuracy. Aiming time +25%, Shooting accuracy +5.0
- Ascetic – has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. She will become unhappy if she has a bedroom that’s too impressive. She also dislikes fancy food and prefers to eat raw. She never judges others by their appearance.
- Nimble – has remarkable kinesthetic intelligence. She seems to dance around danger with preternatural grace. Melee dodge chance +15.0, Trap spring chance x10%.
Works longer
- Hard Worker – is a natural hard worker and will finish tasks faster than most. Global work speed +20%.
- Industrious – has an easy time staying on-task and focused, and gets things done much faster than the average person. Global work speed +35%.
Mental break immune
- Steadfast – is mentally tough and won’t break down under stresses that would crack most people. Mental break threshold -9%
- Iron-willed – will is an iron shield. He keeps going through thick and thin, when others broke down long before. Mental break threshold -18%
Socialise with others
- Pretty – has a pretty face, which predisposes people to like him. Beauty +1.0
- Beautiful – is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to him before he even opens his mouth. Beauty +2.0.
- Kind – is an exceptionally agreeable and giving person. He rarely insults others or starts fights, and will sometimes offer kind words to brighten the moods of those around him. He also never judges people by their appearance.
Mood Buff
- Optimist – is naturally optimistic about life. It’s hard to get him down. Permanent mood effect +6
- Sanguine – is just naturally upbeat about her situation, pretty much all the time, no matter what it is. Permanent mood effect +12
Fast Movement
- Fast Walker – likes to be where he’s going. He walks quicker than most people. Move speed +0.20
- Jogger – always moves with a sense of urgency so much so that others often fail to keep up. Move speed +0.40
Neutral

Problems with prostheses or the absence of bionic body parts
- Body Purist – believes the human body is limited for a reason. Because of that, artificial body parts and xenogenes are unethical and disgusting.
- Body modder – feels limited in his feeble human body. He often dreams of being enhanced with artificial body parts or xenogenetics.
Buff and Debuff at the same time:
- Trigger-happy – Pew! Pew! Pew! Mikhail just likes pulling the trigger. He shoots faster than others, but less accurately. Aiming time -50% Shooting accuracy -5.0.
- Brawler – likes to fight up close and personal. His accuracy is greatly increased in melee combat, but he’ll be very unhappy if asked to carry a ranged weapon. Melee: +4, Shooting: -10, Melee hit chance +4.0.
- Neurotic – likes to have things squared away. He will work harder than most to attain this state of affairs, but his nerves can get the better of him. Global work speed +20%, Mental break threshold +8%.
- Very neurotic – feels constantly nervous about everything that has to get done. She will work extremely hard to attain this state of affairs, but her nerves can easily get the better of her. Global work speed +40%, Mental break threshold +14%.
- Gourmand – life revolves around food. He gets hungry quickly, and will occasionally be overcome with the urge to eat
ravenously, even when not hungry. Cooking: +4, Hunger rate x150% - Too Smart – Shary is too smart for her own good. She learns everything much faster than everyone, but can be quite eccentric. Global learning factor +75%. Mental break threshold +12%
- Sickly – has an awful immune system. He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by. Medical: +4
- Night Owl – likes to be up during the night, and sleep during the day. He gets a mood bonus if awake at night (23h-6h) and mood loss if awake during the day (11h-18h). He doesn’t get a mood penalty for being in the dark.
- Teetotaler – abhors the idea of gaining pleasure from chemicals. He strictly avoids alcohol and recreational drugs.
- Tortured Artist – feels alienated and misunderstood by other human beings. He will have a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break. Permanent mood effect -8.
- Undergrounder – has no need to experience the outdoors or light. She will never feel cooped up or get cabin fever and is not bothered by darkness. However, Branch will be unhappy while outdoors. Adds needs: – Indoors. Disables needs: Outdoors.
- Nudist – enjoys the feeling of freedom that comes from being nude. He can handle clothing, but will be happier without it.
- Masochist – for this colonist there’s something exciting about getting hurt. She doesn’t know why, she’s just wired differently.
Impact on the colonist of an event involving a positive/negative mood-altering tower unit:
- Psychically sensitive – mind is unusually sensitive to psychic phenomena. Psychic sensitivity +40%.
- Psychically dull – mind is psychically out of tune with others. He isn’t as affected by psychic phenomena. Psychic sensitivity -50%
- Psychically deaf – mind works on a psychic frequency different from everyone else. She just isn’t affected by psychic phenomena. Psychic sensitivity -100%.
Problem if you want to make childrens in your colony:
- Gay – is romantically attracted to people of his own gender.
- Asexual – has no sexual attraction to anyone at all.
- Bisexual – is romantically attracted to both men and women.
Negative

- Pyromaniac – colonist loves fire. He will never extinguish fires, and will occasionally go on random fire starting sprees. He will be happy around flames, and happier when wielding an incendiary weapon.
- Slow Learner – is slow on the uptake. She learns much slower than others. Global learning factor -75%
- Nervous – tends to crack under pressure. Mental break threshold +8%
- Slowpoke – is always falling behind the group whenever he goes anywhere. Move speed -0.20
Slow work speed
- Lazy – colonist is a little bit lazy. Global work speed -20%.
- Slothful – loves idleness and hates anything productive. He moves slowly and rarely stays focused on a task. Global work speed -35%
Social debuff
- Annoying voice – her voice has a particularly grating, nasal quality to it, and she tends to talk in barked, garbled phrases. This predisposes others to dislike her.
- Creepy breathing – breathes heavily all the time, and sweats constantly. People find it creepy.
- Misogynist – really dislikes and distrusts women.
- Misandrist – really dislikes and distrusts men.
- Abrasive – always says exactly what’s on his mind, especially if it’s bugging him. That tends to rub people the wrong way.
- Jealous – for colonst, it’s degrading to have a less impressive bedroom than someone else. She gets a mood loss if any colonist has a more impressive bedroom.
- Greedy – needs a really impressive bedroom. He gets a mood loss if he doesn’t get what he wants.
- Ugly – is somewhat ugly. This subtly repels others during social interactions. Beauty -1.0
- Staggeringly Ugly – he is is staggeringly ugly. 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. Beauty -2.0.
- Bloodlust – gets a rush from hurting people, and never minds the sight of blood or death. She is four times as likely to start a social fight as others.
Faster Mental break
- Volatile – is on a hair-trigger all the time. She is the first to break in any tough situation. Mental break threshold +15%.
- Wimp – is weak and cowardly. Even a little pain will immobilize her. Pain shock threshold -50%
Problem when there are no more neighbors to eat physically/mentally:
- Cannibal – he was taught that eating human meat is wrong and horrible. But one time, long ago, he tried it… And he liked it.
- Psychopath – has no empathy. The suffering of others doesn’t bother him at all. He doesn’t mind if others are butchered, left unburied, imprisoned, or sold to slavery unless it affects him. He also feels no mood boost from socializing.
Problem, when there no more drugs in colony:
- Chemical interest – colonist 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. She will ignore directives to not use recreational drugs, and will consume more than a normal person.
- Chemical fancination – 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. He will ignore directives to not use recreational drugs, and will consume more than a normal person.
Mood debuff:
- Pessimist – Goober tends to look on the bad side of life. Permanent mood effect -6
- Depressive – is perenially unhappy. She has trouble sustaining a good mood even when everything is fine. Permanent mood effect-12



