// Management · RimWorld Mod
Cheat Traits
Cheat Traits 17 overpowered traits that turn a colonist into a hero.
Cheat Traits
17 overpowered traits that turn a colonist into a hero. Vanilla traits nudge a number a few percent. These rewrite what a pawn is. A Ch Boxer punches a mechanoid apart bare-handed. A Ch Ascendant researches ten times faster and periodically invents recipes the game never intended you to have. Build a colony around one or two absurd standouts instead of a wall of generalists. Every trait carries a unique ability or unlocks a building, so no trait is just a pile of stat offsets.At A Glance
- 17 role-defining traits
- 14 castable abilities, all cooldown-based
- 5 trait-gated buildings
- Passive auras affecting pawns, animals, and plants
- No Royalty required - no psylink, no psyfocus, no neural heat
The Traits
Combat- Ch Boxer - unarmed monster. 10x melee damage barehanded, and a Flying Punch that leaps across the map to land one overwhelming blow.
- Ch Tex - revolver ace. Near-perfect accuracy with a revolver, plus Deadeye: one guaranteed armor-piercing shot at anything he can see, at any range.
- Ch Tank - damage sponge. Heavy armor, permanent pain dampening, and Iron Wall: taunts every hostile within 45 tiles while taking 10% damage.
- Ch Zippy - speedster. Faster at moving and everything else, with a short-cooldown Blink for tactical repositioning.
- Ch Artificer - master crafter. Every item and sculpture rolls Excellent, Masterwork, or Legendary. Reforge rerolls the quality of anything already made.
- Ch Engineer - master builder. Construction never fails, builds 5x faster, and every structure rolls top-tier quality. Retrofit upgrades buildings in place.
- Ch Digger - extreme miner. Triple mining speed and Tunnel, which instantly excavates a 3-wide passage straight through a mountain.
- Ch Alchemist - meals become buffs. Cooks perfect variants that grant real stat bonuses for hours, and brews Trail Tonic for long caravans.
- Ch Doc - surgeries never fail, tend quality is always perfect, and Miracle Heal cures disease, closes every wound, and regrows a lost body part.
- Ch Ascendant - genius. 10x research speed, a learning-and-healing aura, and a Eureka event that grants normally-unobtainable recipes.
- Ch Diplomat - mood and opinion aura, plus Bond Pawns to permanently lock two colonists into near-perfect rapport.
- Ch Bard - battlefield support. A 12-tile aura that ramps up the longer allies stand in it, switchable between offense, defense, sustain, and reflex stances.
- Ch Green Thumb - plants nearby grow 10x faster, ignoring light, temperature, and season. Blight is removed automatically.
- Ch Beastmaster - colony animals become combat units via a 15-stat herd aura. Call of the Wild turns every wild animal on the map against your enemies.
- Ch Wizard - a real spellbook: Lightning Bolt, map-wide Teleport Other, Mass Berserk, and Super Soldier, which maxes a pawn's combat skills and conjures Legendary Cataphract gear for two hours.
- Ch Comfy - extinguishes nearby fires automatically and shrugs off any temperature.
- Ch Tesla - unlocks automated lightning defense.
Trait-Gated Buildings
These appear in the Architect menu only when a colonist has the matching trait, and only that pawn can build them.- Floragen Core (Green Thumb) - triples plant growth in a 12-tile field.
- Comfort Node (Comfy) - holds a room at your chosen temperature with no power, glowing warmer or cooler to match.
- Tesla Coil (Tesla) - generates 750W and chain-zaps up to 4 hostiles per pulse. Stuns bypass EMP adaptation, so mechanoids stay locked down, and damage is tuned to down raiders rather than kill them so you can still capture prisoners.
- Alchemy Cauldron (Alchemist) - brews Trail Tonic: three days of near-zero hunger for caravans and sieges.
- Eureka Forge (Ascendant) - crafts Luciferium, Hyperweave, Advanced Components, and Glitterworld Medicine when a Eureka grants the recipe.
Getting The Traits
All 17 traits default to commonality 0, so they never appear by accident. Assign them deliberately with Character Editor, EDB Prepare Carefully, or dev mode. Prefer chaos? Options > Mod Settings > Cheat Traits has a commonality slider, with optional per-trait overrides. Turn it up and cheat traits start rolling on any generated pawn: your colonists, your allies, and the raiders coming to kill them. Off by default.Requirements
- RimWorld 1.6
- Harmony
Best Used For
- Hero pawn playthroughs and themed colonies
- Challenge runs built around a few extreme specialists
- Powerful utility without the micromanagement
Full stat-by-stat documentation on GitHub. Bug reports and suggestions welcome in the comments. The Flying Punch ability icon was drawn by my 10-year-old. Disclaimer: I used AI to generate some of the code (which I had to fix), the preview image, and the sprites (which I had to edit). Enjoy!