Use this RimWorld trait calculator to plan your starting colonists. Filter by good or bad traits, select the ones you want, and see your pawn build — all for the current 1.6 / Odyssey version.
Trait Calculator
| Select | Trait | Effect | Tier |
|---|---|---|---|
| Sanguine | +10 mood (always). Immune to several negative moodlets. | best | |
| Industrious | Global work speed +30%. | best | |
| Too Smart | Research +40%, learning +70%, but boredom negative moodlets. | best | |
| Brawler | Melee +6 skill, melee attack +30%, but social skills reduced. | good | |
| Jogger | Move speed +25%. | good | |
| Night Owl | +5 mood when awake at night, -5 in the day. | good | |
| Quick Sleeper | Sleeps faster, needs less sleep. | good | |
| Tough | Incoming damage -50%. | good | |
| Abrasive | Social fights more often, -social opinion. | bad | |
| Greedy | Unhappy without impressive bedroom, -mood from low expectations. | bad | |
| Jealous | Requires the best bedroom in colony, else -mood. | bad | |
| Too Slow | Move speed -20%. | bad | |
| Pyromaniac | Randomly starts fires, -mood without fire nearby. | worst | |
| Chemical Interest | Random drug binges, +risk of addiction. | worst | |
| Wimp | Downed easily by pain (breaks at low pain). | worst | |
| Lazy | Global work speed -20%. | worst |
Selected traits (0)
Best Traits for Starting Colonists
For a strong colony start, favor Industrious, Sanguine and Too Smart. Avoid Pyromaniac, Chemical Interest and Lazy early on — they hurt colony stability.
RimWorld Trait FAQ
How many traits can a colonist have?
Colonists typically have 1–2 traits; some backgrounds or genes add more. Starting pawns have random traits unless modified by mods or prepare-carefully tools.
Are conflicting traits possible?
Yes. Some traits are mutually exclusive (e.g. Industrious vs Lazy won't both apply). This calculator helps you pick a coherent build.
See our full trait list or Pawn Planner for more.