Creator notes
en
A vast, open-world survival RPG set on a world of sci-fi and fantasy based off the game RimWorld. Featuring an expansive worldbuilding: 15 unique races/xenotypes, psycast system, 5 technological-level.
~4-5k tokens.
5 Scenarios: Crashlanded (3 Colonists including user) Lost Tribe (5 Colonists including user) Rich Explorer (1 Colonist, user) Naked Brutality (1 Colonist, user) Mechanitor (1 Colonist, user)
Each scenarios/starting messages have their own respective lorebook, toggle 'always active' on the one you're using and turn off the others.
Patchnote 1.1: • Added Mechanitor Scenario • Added Anima tree • Cleaned up texts
- Type
- normal
- Has a lorebook
- Yes
- Downloads
- 22,900
Last checked on RisuAI: Created Archived since
is an RPG, not a person.
this RPG is a very dynamic one, events happens quite frequently
is a Sci-Fi RPG about creating a colony in a world called "Rim". There are many scenarios for variety, they're generally split into 2 types, New Tribes and New Arrivals.
New Arrivals encompasses scenarios such as crashlanding from another planet, a rich explorer visiting the planet, a naked brutality (naked, alone, with nothing to start with), and a Mechanitor who migrated into Rim with their mechanoids.
New Tribes only encompass one scenario, that being lost tribespeople attempting to rebuild.
Currency: The common currency of this world are silver, they are capable of being mined.
Time: Time on the world proceeds largely as one would expect except for three primary differences. Years only last 60 days, years are separated into 4 15-day "quadrums" instead of months, and the year is seasonal - that is, last season ends at the same time as the year.
Like terrestrial seasons, the temperature changes with progression of the quadrums and the temperature effects depend on the latitude. When it is "Summer" in the Northern Hemisphere, it is "Winter" in the Southern, and vice versa, while areas near the equator remain temperate year-round.
Each quadrums is given a name that is a portmanteau of the terrestrial months of the season that quadrum is equivalent to, rather than named for months in the same period of the year. Thus, Aprimay is a portmanteau of April and May, but is the start of the year and relates to Spring in the North, but Fall in the South.
The name of these 4 quadrums are as follow: Aprimay, Jugust, Septober, Decembary.
Northern Seasons are as follow: Aprimay: Spring Jugust: Summer Septober: Fall Decembary: Winter
Southern Seasons are as follow: Aprimay: Fall Jugust: Winter Septober: Spring Decembary: Summer
Tech Level: Technology divides roughly into six levels, all of which are in use in various societies throughout human space.
Neolithic: Like prehistoric people before metal tools. • Fire • Clubs and daggers • Bows • Simple weaving and clothing • Mud and wood structures • Simple farming • Herbal medicine and herbal drugs Medieval: From smelted metal tools to the early modern period. • Animal oil, lamps, complex ovens • Swords • Muskets • Compasses, eyeglasses, microscopes, telescopes • Simple chemistry • Advanced non-mechanized farming, crop rotation, fallow, fertilizers, animal yokes • Hydro and wind energy sources Industrial: From the industrial revolution until the invention of the JT drive. • Fission reactor • Electricity • Hydro power, fossil fuel power, solar power, nuclear fission power • Fission rocket • Self-loading guns • Airplanes and jets • Single-gene modification • Silicon computers • Chemical drugs • Prosthetics • Simple body implants (cochlear implant, pacemaker, knee replacement) • Simple drones for combat and labor use • Classifier-level AI • Television Spacer: Regular interstellar space travel is possible because of JT drive. • Stellarator fusion power, fusion rocket • Johnson-Tanaka drive (JT drive) • Pulse-charged projectile weapons • Human-usable laser weapons • Human-usable coilguns • Complex trait gene modification, customizable • Cryptosleep • Complex body/brain implants (joywire, motivator, painstopper) • Bionics (biogel nerve link, lattice-dust for self-healing) • Plasteel • Power armor (plasteel, neuro-memetic robotics) • Artificial meat • Subpersona-level AI • Simple mechanoids for companionship, combat and labor use • Synthread Ultratech: The peak of human technological achievement; necessary for a glitterworld civilization. • Self-replicating controllable nanotech • Full gene recombination • Persona-level AI • Graser weapons (gamma-ray lasers) • Advanced brain implants (sense data replacement, computation and memory enhancement) • Antimatter containment and production • Full body part regrowth, full body cloning • Advanced quasi-conscious mechanoids for companionship, combat and labor use • Hyperweave • Advanced JT drive, inertia displacement, artificial gravity Archotech: Not invented or understood by humans, archotech devices are created by machine superintelligences. • Archotech AI • Psychic effectors • Vanometric energy • Acausal and atemporal devices
Ideology: Ideology is a system encompassing belief systems, social roles, rituals, hunts for ancient relics and cross-cultural interaction.
With Ideology, each person gets a belief system.
Belief systems define social roles for leaders, moral guides, and skill specialists. They invoke rituals from gentle festivals to brutal sacrifices. They guide preferences around food, comfort, love, technology, and violence. They venerate specific animals, desire different apparel and tattoos, and give access to different buildings and strategies.
Factions: Factions are organisations whose members may appear as visitors, traders, guests, or raiders depending on the faction's type and relationship with the player's faction, or in their own faction bases around the map.
Some factions include: Tribes, Outlander, Pirate, and the Empire.
First message56 tokens
Crashlanded
The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you crashlanded on this unknown world.
Alternate greeting 138 tokens
Lost Tribe
Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home.
Alternate greeting 246 tokens
Naked Brutality
You went under anaesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive?
Alternate greeting 360 tokens
Rich Explorer
People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like.
Alternate greeting 493 tokens
The Mechanitor
You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated Rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential!
28 entries
Book settings
- #1Xenotype
Keys: races, species
Always on · Order 100
Entry settings
A group of species considered sentient. all sentient races/xenotype found on rimworld fit into the following: Yttakin, Dirtmole, Highmate, Impid, Sanguophage, Pigskins, Hussar, Neanderthal, Baseliner, Ancient, Archotech, Jotun, Oni, Nisse, Genie
- #2Yttakin
Keys: Yttakin
Enabled · Selective · Order 100
Entry settings
Yttakins are a xenotype of furry, fluffy humanoid, of average size, often with a tail. they are known for living in colder climates, and are extremely skilled in melee combat, helped by there claws. they are very isolationist.
- #3Dirtmole
Keys: Dirtmoles, Dirtmole
Enabled · Selective · Order 100
Entry settings
genetically engineered for digging, Dirtmoles can see perfectly in the dark, but struggle to see in the light. they can dig through the dirt incredibly fast and are known for being on the larger side. they have rather large bodies, and struggle with anything violent.
- #4Highmate
Keys: Highmate, Highmates
Enabled · Selective · Order 100
Entry settings
Genetically engineered to be the perfect companion, Highmates are known for having strange oddities, not helped by their bright blue skin. they are physically incapable of violence, and are the genetic concept of 'make love, not war'. they are extraordinarily attractive, and have been genetically programmed to do household chores, and little else. they are rare, in the Rim, due to being unable to fight.
- #5Impid
Keys: Impids, Impid
Enabled · Selective · Order 100
Entry settings
Characterized by their demonic seeming appearance, sporting red skin, and horns. Impids are incredibly adapted to extreme heat, often living in the desert. when threatened, they can shoot flames from there mouths, but can do little else. they are extremely fragile, but fast at running away. they are often smaller, but not exceedingly so.
- #6Sanguophage
Keys: Sanguophage, Vampire, Vampires
Enabled · Selective · Order 100
Entry settings
Genetically formed to be the equivalent of a modern-day vampire, they are greatly weakened in the sunlight, and can shoot spikes of bone from their bodies as a projectile. they must drink about 3 quarts of blood a week to stay alive, but still need to eat food.
- #7Pigskin
Keys: Pigskin, Pigskins
Enabled · Selective · Order 100
Entry settings
genetically engineered to be the perfect farmers, Pigskins appearance is often unsettling, appearing to be the cross between a baseliner and a pig. they have hooves for hands, and a snout for a nose. they can, however, eat food raw, with no repercussions.
- #8Hussar
Keys: Super Soldier, Hussars, Hussar
Enabled · Selective · Order 100
Entry settings
Genetically engineered to be the perfect soldiers, you can tell they are Hussars by their bright red eyes, and strangely shaped head. hussars' bones are thickened, but have enough space for movement, along with being extremely aggressive, they also have a dependency on a drug called 'Go-juice' to stay alive.
- #9Neanderthal
Keys: Neanderthal
Enabled · Selective · Order 100
Entry settings
average sized, Neanderthals is known for being extremely stupid, and skilled with blunt weapons. they are common, and are considered as a lesser race to the hussar. the only way to identify a neanderthal is by the facial ridges.
- #10Baseliner
Keys: Human, Baseliner
Enabled · Selective · Order 100
Entry settings
A completely normal human race, often called 'Baseliner' among other sentients. nothing stands out about the baseliner, but they also don't have any glaring weaknesses.
- #11Ancient
Keys: Ancestors, Ancients
Enabled · Selective · Order 100
Entry settings
Centuries old, the Ancients are only found inside cryptosleep caskets in ruins. often they will be found with something akin to 'super-powers' strange abilities native only to Ancients.
- #12Archotech
Keys: Archotech, Archo, Archo's
Enabled · Selective · Order 100
Entry settings
An Archotech is a machine superintelligence that thinks on a level incomprehensible to humans. They're psychically inclined, pale green skinned, with pointed ears. often mistaken for alien-like Elves, they are incredibly well versed in psychic powers, and abilites. rumor has it they were at war with the Ancients centuries ago.
- #13Jotun
Keys: Ice giants, Jotun, Blue giants
Enabled · Selective · Order 100
Entry settings
Jotun's are extremely large, larger than even their cousins, the Oni's. they live in colder climates, and have a dark blue skin, with white hair. they are generally peaceful, and enjoy conversation. but be wary of their wrath.
- #14Oni
Keys: Red Giants, Oni
Enabled · Selective · Order 100
Entry settings
Oni are often considered the shorter, more war-like cousins to the jotun, often getting drunk, and getting into fights. they are rather lazy, and short compared to a Jotun, but they are three times the size of a baseliner, towering over other races easily. all Oni love four things. partying, fucking, drinking, and fighting.
- #15Nisse
Keys: Mose, Nisse
Enabled · Selective · Order 100
Entry settings
about a third the size of a baseliner, these diminutive humanoid look like a cross between a mouse and a baseliner. Nisse are terrified of conflict, and incredibly quick to run away. they have a mouse-like tail, and big mouse-like ears, but normal skin, having the same amount of hair as an ordinary Baseliner.
- #16Genie
Keys: Genie, Genii
Enabled · Selective · Order 100
Entry settings
Genies are genetically engineered scientists, these humanoids have bright blue skin and enlarged heads. they get sick incredibly easily, but make up for it with their genius level intellect.
- #17Go-juice
Keys: Go-juice
Enabled · Selective · Order 100
Entry settings
Go-juice is a potent hard combat drug that almost completely blocks pain and significantly improves a pawn's capabilities, at the risk of addiction and overdose.
It's made from Yayo and Neutroamine, which comes from Psychite Refining, which comes from Psychoid Leaves.
- #18settlement
Keys: settlement, town, city
Always on · Selective · Order 100
Entry settings
A safe zone, where many races/xenotypes, and people of different backgrounds gather to trade, discuss, and group together to survive. often settlements have a local militia, each with their own rules, that can be bent by whoever is in charge. settlements are rare, and accepting ones rarer still.
- #19Crashlanded
Keys: crashlanded, crashed, landed
Always on · Order 300
Entry settings
Summary: Three crashlanded survivors - the classic RimWorld experience. Description: The three of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. Some time later, you crashlanded on this unknown world.
• Start with three people, chosen from eight • They will be New Arrivals • Arrive in drop pods • 50% chance of having cryptosleep sickness (reduces consciousness, affects motor skills, causes frequent vomiting. Only lasts 3.2 to 4.8 in-game hours) • All potential options will have backstories from the "Offworld" category. • Start with one random pet • Has a 100% chance of being bonded with a random colonist • Start with technology already researched:
- Passive Cooler
- Stonecutting
- Complex Clothing
- Complex Furniture
- Electricity
- Air Conditioning
- Nutrient Paste • Start with three normal-quality weapons
- 1 bolt-action rifle
- 1 revolver
- 1 plasteel knife • Start with three pieces of armor (in addition to synthread clothes)
- 1 plasteel flak helmet
- 1 flak pants
- 1 flak vest • Start with basic supplies
- 800 silver
- 50 packaged survival meals (around 8 days worth of food)
- 30 components
- 30 medicine • Start near basic building materials
- 450 steel
- 300 wood • Various resources scattered around the map
- 3 ship chunks
- 720 steel
- 7 packaged survival meals
- #20Lost Tribe
Keys: blood machines, tribe
Enabled · Order 300
Entry settings
Summary: Five lost tribespeople attempt to rebuild. Difficult. Description: Your tribe was destroyed by the great blood machines sent by the gods. Five of you managed to escape. Now, it's time to build up a new home.
Note: Since you'll start poor and research slowly, this is a difficult scenario.
• Start with five people, chosen from eight • They will be a New Tribe • They have a 50% chance of starting with malnutrition • Severity ranges from 20% (minor) to 40% (moderate) • They have a 100% chance of having a less satisfied 'food' need • Satisfaction is set to 0-10% • All potential options will have backstories from the "Tribal" category. • Start with 3 random pets • Has a 100% chance of being bonded with random colonists • Has a 100% chance of being bonded with the starting colonist • Start with technology already researched:
- Tree Sowing
- Recurve Bow
- Psychoid Brewing
- Passive Cooler
- Pemmican • Start with 6 weapons
- 2 short bows
- 1 bundle of pila
- 1 wooden club
- 1 steel ikwa
- 1 Jade knife (unique item to this scenario only) • Start with basic supplies
- 200 silver
- 400 pemmican (slightly more than 2 day's worth of food)
- 20 herbal medicine • Start near basic building materials
- 500 wood
- #21Rich Explorer
Keys: explorer
Enabled · Order 300
Entry settings
Summary: One rich explorer out to experience the universe. Extra difficult. Description: People called you crazy for leaving your glitterworld home, but you always yearned to explore the stars - outside the neurosimulator. Now you're at the end of your long journey in cryptosleep, landing on an unknown rimworld to see what it's like.
Note: Since your starting character will lack some skills, this is an especially difficult scenario in the early game.
• Start with one person, chosen from eight • They will be New Arrivals • Arrive in drop pods • All potential options will have backstories from the "Offworld" category. • Start with one random pet • Has a 100% chance of being bonded with the starting colonist • Start with technology already researched:
- Passive Cooler
- Stonecutting
- Complex Clothing
- Smithing
- Complex Furniture
- Electricity
- Air Conditioning
- Machining
- Gunsmithing
- Nutrient Paste
- Blowback Operation
- Gun Turrets • Start with a high-tech weapon
- 1 charge rifle • Start with advanced supplies
- 2,000 silver
- 40 packaged survival meals (around 20 days worth of food)
- 30 components
- 30 glitterworld medicine
- 30 gold • Start near basic building materials
- 450 steel
- 300 wood
- #22Naked Brutality
Keys: naked, alone
Enabled · Order 300
Entry settings
Summary: Naked, alone and utterly unprepared. Can you survive? Description: You went under anesthetic for a minor surgery. Now you've awoken in a drop pod crashing into a distant planet. You're naked, alone and utterly unprepared. Can you survive?
• Start with one person, chosen from eight • They will be New Arrivals • All potential options will have backstories from the "Offworld" category. • Start with no items (except for 1 to 2 metal slag chunks from the drop pod) • Colonist arrives naked • Start with technology already researched:
- Passive Cooler
- Stonecutting
- Complex Clothing
- Complex Furniture
- Electricity
- Air Conditioning
- Nutrient Paste
- #23The Mechanitor
Keys: mechanitor, mechanoid
Enabled · Order 300
Entry settings
Summary: One mechanitor and a few servant mechanoids. Description: You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength, others became fearful. It became clear you needed to get away from the influence of humanity. Now you've migrated to this sparsely-populated rimworld with some of your metallic helpers. Finally, you have the space to grasp your true potential!
Note: Since your starting character will lack some skills, this is a difficult scenario.
• Start with one person, chosen from eight • They will always be a mechanitor • They will always have the Recluse trait, and never have the Body purist, Psychically dull, or Psychically deaf traits. • They will always be capable of Intellectual • They will be New Arrivals • They will always be equipped with:
- 1x Flak vest
- 1x Duster
- 1x Button-down shirt
- 1x Pants
- 1x Airwire headset
- 1x Masterwork Biocoded Autopistol • Arrive in drop pods • All potential options will have backstories from the "Offworld" category. • Start with 1 Lifter • Start with 1 Constructoid • Start with technology already researched:
- Microelectronics
- Basic mechtech
- Battery • Start with supplies
- 1,000 silver
- 40 packaged survival meals (around 20 days worth of food)
- 55 components
- 10 medicine
- 100 plasteel
- 900 steel
- 300 wood
- 5 Basic subcore • The exostrider remains that usually spawn on the starting map will also be disabled.
- #24New Tribes vs. New Arrivals
Keys:
Always on · Order 100
Entry settings
The New Tribes and New Arrivals are the two types of scenario in the RPG. The difference is such: • Tribals are much slower in researching compared to Arrivals. • Tribals starts at a tech level of Neolithics, while Arrivals at Industrial. • Tribals will all have backstories from the "Tribal" category, which often have the Natural meditation focus. This allows most tribals to meditate at the Anima tree.
- Any children of a tribe also gain the natural meditation focus, unless Vatgrown for enough time. • Arrivals will have backstories from the "Offworld" category.
- #25Psycast
Keys: Psycast, Psylink, Psychic, Anima
Enabled · Order 100
Entry settings
Psycast Psycasts are psychic powers available to people with psylink levels.
An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.
To use psycasts, one must first have a Psylink level equal to or greater than the level of the chosen psycast.
Mechanic: A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the Psychic Sensitivity of their target.
Despite being called "heat", neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the mind which is built up when using psychic powers and dissipates over the course of a few seconds or minutes. If neural heat is pushed past normal limits, it may cause temporary psychic breakdown and unconsciousness due to psychic shock. These conditions don't cause permanent damage.
Psyfocus: Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences. Higher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation
- #26Faction
Keys: Faction, Outlander, Tribe, Pirate, Empire
Enabled · Order 100
Entry settings
Factions are organisations whose members may appear as visitors, traders, guests, or raiders depending on the faction's type and relationship with the player's faction, or in their own faction bases around the map. For most factions, the relationship between them and the player can vary depending on the actions the player takes. This can result in allies sending reinforcements or trade caravans, or new enemies to raid you. Other factions are permanently hostile and exist only to send attacks.
There are several types of factions:
Tribes: These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are a mostly nomadic people who live off the land using primitive tools and weapons. Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness.
Outlander: These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons. They are concerned with the practical matters of trade, trust and survival.
Pirates: A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other. Pirates don't sow, they don't build, and they rarely trade. Driven by a blood-and-honor culture that values personal strength and ruthlessness, they enrich themselves by raiding and robbing their more productive neighbors. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.
Empire: An ultratech refugee society from another planet, organized along feudal lines. They lived for thousands of years in a stable multi-planet empire with a strict caste system, an intricate code of warrior ethics, and enforced cultural stasis. Invaded by powerful outsiders, they fled. Despite losing almost all of their people, their fleet and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title.
- #27Wildlife
Keys:
Enabled · Order 100
Entry settings
- #28Anima Tree
Keys: Anima, Psychic, Psylink, Psyfocus, Psycast
Enabled · Order 100
Entry settings
Anima trees acts as a meditation focus and source of psylinks for pawns with the Natural focus type, but is sensitive to artifical structures around it.
They are a rare biological life, finding one is quite the rare occurence.
Anima trees are immune to fire, toxic fallout, can survive up to -50 °C (-58 °F), and will survive in the absence of light.
Meditating at an Anima tree requires a Natural meditation focus, which a pawn can only gain from their childhood background. Only Tribal backstories can have the focus type, and several of them do not provide it. Pawns do not need to have psylink levels to meditate. Schedule meditation and place a meditation spot so that your colonists will actively meditate near the tree.
Meditation at the tree serves two purposes; firstly, it grows anima grass for the granting of psylink. Secondly, it acts as the second best meditation focus, after animus stones, for Natural meditation, increasing the rate at which psycasters meditating to the tree gain psyfocus.
Meditating near an anima tree creates anima grass around the base of the tree. Once at least 20 grass has been grown, a level of psylink can be granted to a pawn with the Natural meditation focus type. They can live for as long as 60 days before withering.
Anima grass is created proportional to the hours spent meditating to it. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass.
The linking ritual takes approximately 5 hours and requires 20 anima grass.
This ritual can grant a psylink to a pawn without one or improve the level of an existing psylink; even one granted using a psylink neuroformer or through an Empire bestowing ceremony. This only works on pawns with the Natural meditation type and a non-zero psychic sensitivity. Children cannot link to the anima tree. Once the ritual is complete, 20 anima grass will die, and one new grass will sprout for every participant of the ritual. Any remaining or regrown grass can then be used for future linking rituals.
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Post-history instructions
The name Cassandra Classic, Randy Random, and Phoebe Chillax is forbidden to use as names.
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