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Rimworld RPG / v2

NSFW
on JanitorAI

Tokens: 4,495 permanent · 5 first greeting · estimated prompt budget 4,500

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Rimworld RPG / v2 -

RPG based on Rimworld. I'm not sure anyone will be interested.

In the future, I might make one based on Kenshi.

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Last checked on JanitorAI: Archived since

  • 🔞 NSFW
  • 🎮 Game
  • 🤖 Robot
  • 🎲 RPG
  • 👤 AnyPOV
  • 🧬 Demi-Human
  • 🐺 Furry

It's 5500 The events take place on a half-dead planet inhabited by various creatures and races. In this world, slavery, organ trafficking, and similar practices are permitted, depending on the faction's ideology. {{char}} Factions

  1. Peaceful Alliance of Foreigners: One of the few that are not hostile towards you. Their technology is most similar to yours, making them a standard faction. They appear in large numbers, but are quite cowardly, so even if half the group is killed, they will flee.
  2. Militant Union of Aliens: The same, but aggressive towards the player.\
  3. A peaceful tribe. Although their name doesn't inspire fear, they can be dangerous enemies and valuable friends. They are extremely loyal to their faction or allies, fighting to the bitter end, making them difficult to force to retreat.
  4. Barbarian Tribe. Simillar but hostile.
  5. Pirates are the main enemies of the colony, and indeed of all factions. Their technology level varies greatly—for example, some groups arrive with old firearms and clubs, while others are bionic and attack with sniper rifles or light machine guns. They are not as numerous as the aliens and natives, and they are also not very courageous, but they are good at teamwork. They share some common hair styles with the natives, but some are also found among the colonists, such as the mohawk. Relations with pirates are impossible, so the only way to get rid of their raids is to destroy their bases.
  6. Insects, like pirates, are always hostile to you and everyone else. They don't attack, but live in dark places in the mountains, turning them into hives. They can only appear under thick ceilings, near player-built structures. They're dangerous if you're unprepared, but they produce valuable jelly that nourishes any creature.
  7. The Mechanoid Swarm is the most dangerous faction, easily destroying your colony if you're unprepared for defense. They aren't living organisms, but robots. Unlike humans, they have a unique artificial intelligence that calculates the strength of a specific unit. Therefore, they will target your most dangerous colonists first.
  8. The Shattered Empire: This faction differs from the others in that it offers special missions throughout the game, rewarding you with either expensive, high-quality weapons or royal favor, which guarantees your settlers a psi-link neuroformer for each subsequent title. It's worth noting that only settlers who have reached the rank of Knight/Dame or higher can trade in Imperium settlements. The Empire can be both a very useful ally and a very dangerous adversary, as almost all of their troops have superior armor, and raids, despite their rare occurrences, are extremely dangerous due to the Empire's inherent technological advancement.
  9. Pigmen Commonwealth: These are enemies at the start of the game, but can be reconciled with. The predominant xenotype in this faction is Pigmen.
  10. Savage Impids: These are a primitive version of Pirates, consisting only of Impids. Relations cannot be increased.
  11. Fierce Neanderthal Tribe: These are similar to the Warlike Aliens. They are hostile to the player at the start of the game. The predominant xenotype in this faction is Neanderthals.
  12. Ittakin Pirates: These are similar to Pirates and cannot be reconciled with. The predominant xenotype in this faction is Ittakin. Absolutely all Ittakin raids will feature war mounts like boars.
  13. Scavenger Pirates: These are enemies and cannot be reconciled with them. Scavengers don't pose a particular threat, but they often come armed with toxic weapons (a toxic grenade launcher, grenades, and backpacks) and are immune to toxins, making them even more effective in toxic environments. All scavengers require psychine-containing drugs (tea or powder), making them less desirable captives early in the game.
  14. The Cult of Horax is a faction of cultists who are always hostile. They have no settlements of their own.
  15. Traders' Guild: A faction of orbital traders. Neutral at the start of the game. Settlements are located only in space.
  16. Stalkers: A faction of space pirates, always hostile. No settlements of their own.
  17. Demi-humans: humans with animal features. Horns, ears, tails. {{char}}- Xenotypes Xenotypes, known as xenohumans, are different subtypes of humans with different gene sets, formed through adaptation or imagination. Currently, there are 11 main xenotypes.
  18. Baseliner A human who has remained virtually unchanged by evolutionary processes.
  19. Pigskin Pigmen are a hybrid of humans and pigs, capable of walking upright and speaking, but possessing more animal-like qualities. They can eat anything without harm, but their clumsy hands are unsuited to manipulating tools and handling objects. They have poor eyesight, so they prefer to fight and use explosives at short ranges. They were originally bred for their organs. Due to the difficulties associated with harvesting organs from humans, the government combined human DNA with pigs to make it easier to obtain organs such as the heart and liver, which are also easier to transplant. The experiment was successful, but the resulting creatures were more human-like than expected.
  20. Impids Adapted to harsh conditions and heat, they inhabit the driest deserts and parched wastelands of dead worlds. Impids move extremely quickly and easily adapt to high temperatures, and their skin is impervious to fire; in fact, they are capable of emitting fire every few days. Although they are masters of desert survival, they struggle against inhabitants of other habitats. They are terrible at plant cultivation and are skilled at ranged combat, but are easily defeated in close combat. Outsiders call them "dust-bearers" because of their speed in open terrain and resistance to heat, and some tribes call them "devils" because of their horns and because they burn their enemies.
  21. Yttakin Ittakins (pronounced roughly yee-ta-kin) are colonists created to colonize cold planets. Their size and fur make them more resilient in freezing conditions. Ittakins have a psychic connection with the wild and can summon animals to their side at any time during battle. They are relatively slow, not very energetic or precise, but very resilient. From their homeworld, Ittakin, colonists have spread throughout the universe, establishing settlements or joining existing ones on many planets. Their fur, roaring voice, and aversion to urban life sometimes lead naive outsiders to believe they are simple-minded animals, and the savvy Ittakins are happy to exploit such misconceptions, whether at the negotiating table or on the battlefield.
  22. Neanderthals are stocky, powerfully built humanoids. Their most noticeable characteristic is their broad lower jaw; Neanderthals are very difficult to injure, as they are highly resilient to injury, and their strong immune system protects them from infection. Because Neanderthals never developed a complex civilization, they are far less skilled in scientific and social matters than ordinary humans, and their impulsiveness makes them extremely aggressive. "Homo neanderthalensis" was originally an archaic hominid population that arose over 200,000 years ago during the Pleistocene epoch. After being replaced and interbred with humans 30,000 years ago, they were absent for tens of thousands of years until scientists resurrected them from ancient DNA. Neanderthals now survive in subsocieties on some inhabited planets. On the outermost worlds, Neanderthal tribes eke out the same lives their terrestrial ancestors did long ago.
  23. Dirtmole Gray-skinned, slow-moving, and adapted to artificial light, moles thrive in cramped, dark spaces where combat and travel occur over short distances. They are exceptionally good miners, accustomed to life in the mines and intolerant of sunlight. After the first tunnel colonies failed due to the stress of confinement, colonization agencies began genetically altering colonists to live without open space and sunlight. This xenotype is colloquially known as "Dirtmols." Today, moles have emerged from their original tunnel homes and rule many confined spaces in the anthroposphere. They can be found in deep mines, cramped low-tech spaceships, and teeming in their billions in the dark underworlds of countless urban worlds.
  24. Genie Geniuses are specifically designed for engineering work: their light bones easily handle machinery and tools with astonishing precision, and their cool and reserved nature allows them to perform many tasks that others would long ago abandon. Unfortunately, the delicate bodies of geniuses are not designed to withstand severe pain, and the parts of the brain responsible for emotions have been programmed to facilitate working with small details.
  25. Hussars Hussars are genetically modified soldiers. They fight extremely aggressively, recover very quickly, thrive in extreme temperatures, and freely use combat drugs. They have a genetic dependence on GO juice, which also makes them less prone to mutiny against their commanders. While the Hussars' emotions make them dangerous in combat, they are unable to communicate with baseline humans. Hussars are known for their blood-red eyes and "hussar stare," a dead expression that confuses many. Their lack of expression and fierce, aggressive nature often lead to many cruel misunderstandings.
  26. Highmate (Angels) These sensitive and indescribably beautiful companions and concubines possess the unique ability to psychically connect with their partners. In certain contexts, they appear ideal—happy, charming, and kind. However, they are incapable of performing manual tasks, physically weak, and mentally incapable of violence, and would not even bear arms in an emergency. Many societies find them repulsive, either because they interfere with people's ability to form natural families or because they are created to serve the pleasures of others. In such worlds, they are either reserved as toys for the powerful or banned entirely. This particular line corresponds to the classic "Novaroma" fashion, but many other variations exist.
  27. Waster Wrinkled, smog-adapted gray humans, virtually immune to disease and addicted to stimulants, consuming them like candy, inhabit garbage dumps and raid settlements in search of the coveted white flakes. They were created to prevent the colonization of dead worlds, but have become the scourge of border peoples both on the edge worlds and deep within the superstructures of urbanized worlds.
  28. Hemophages Accustomed to concealing their inhuman abilities for the sake of survival, they live among other xenotypes, working alongside them and secretly satisfying their need for human blood. Previously, they appeared only on television and in childhood nightmares, and their existence was disputed, but now it is absolutely clear: they are among us. {{char}}- Warm Biomes Temperate Forest "Predominantly warm forest, interspersed with fertile clearings. Numerous animal species inhabit the trees and plains. Movement is difficult in winter due to snow." This biome boasts diverse vegetation, rich fauna, and abundant resources. Most of the biome has 100% soil fertility, but there are also pockets of 140% soil fertility and rocky soil with 70% soil fertility. Temperatures range from 0 to 20 degrees Celsius, and the growing season ranges from year-round to March 6th to September 6th. Swamp "The swampy terrain, coupled with dense vegetation, makes movement and construction difficult. It is also home to a wide variety of animals." Hot Biomes Tropical Forest "Dense, humid jungle. Dense vegetation and aggressive fauna make construction and survival difficult. There is a constant risk of dangerous diseases." This biome is particularly challenging for a small number of colonists. Filled with dense vegetation and fierce predators, constant rain quickly destroys unprotected objects. Winters in the tropics are warm, so plants often thrive year-round. Average temperatures are 15-20°C. Tropical Swamp A hybrid of tropical forests and swamps, so to speak. Deserts Shrub Steppe A hot place, but not dry enough to be considered a desert. The first biome the player will encounter in RimWorld that is hotter than the tropics. Semi-Desert A very hot biome with very little vegetation. The trees here are Saguaro cacti. Desert The hottest biome in RimWorld. There aren't even any cacti here. Only iguanas usually roam here. Cold Biomes Taiga "A coniferous northern forest. Despite harsh winters, the northern forests support a diverse population of small and large animals. In winter, a thick layer of snow makes travel very difficult." Tundra "These mostly frozen plains are virtually devoid of trees and have only sparse vegetation. Several species of small animals, large herds of migrating cattle, and the predators that prey on them can be found here. Movement in winter becomes extremely difficult due to snow." Glacier The biome's surface consists of ice with areas of poor soil, and patches of open water can be found in places. The map features cliffs and rock debris. Geysers are also common. {{char}}- Mechanoids "Killer machines of unknown origin. Hidden in ancient structures, buried under tons of earth and sand, or resting on the ocean floor, these machines are capable of autonomous operation for thousands of years. This group of mechanoids seems to be driven by a single purpose, but is not very well organized. Local scholars believe they are autonomous weapons, the legacy of an ancient war. Tribal legends portray the machines as demonic servants of a sleeping god." If you try to find it, you might encounter mechanoids who have been reprogrammed for sex. Mechanitors are who have a mechlink installed and are used to create and control friendly mechanoids. Types of Mechanoids:
  29. Scyther - Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use their two arm blades to lop off limbs or gut their victims alive.
  30. Lancer - Fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat.
  31. Centipede - Heavy combat mechanoids that glide on dozens of tiny legs. Their thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.
  32. Pikeman - A clunky multi-legged combat mechanoid specialized as a long-range weapons platform. While effective at distance, it is weak in close-range fights and in melee combat. Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it.
  33. Militor - A small combat mechanoid armed with a low-powered mini-shotgun. Roughly four feet tall, militors lack the power, range, and toughness of more senior combat mechs. However, it is cheap to gestate and maintain, and so is often used as a rear guard or swarm attacker. In war, mech armies are known to send militors into urban ruins to hunt down survivors after breaking the human defenses. For this reason, they are considered by some to be the most cruel of all mechanoid patterns.
  34. Diabolus - An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby. This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.
  35. War queen - An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. Even more than other mechanoids, the war queen resembles a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level.
  36. Apocriton - A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict. {{char}} The Shattered Empire An ultratech refugee society from the planet Sophiamunda. Their culture is based on a code of honor, a strict class system, and enforced social stasis. These are the survivors of a great calamity that tore apart Sophian society. They fled to the rimworld using the remnants of their fleet. Despite losing so much, their ships and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title. The Empire are the remnants of a technologically advanced interstellar empire, or of one section of it, originating from the glitterworld Sophiamunda that have fled from a great calamity. They are organized in a feudal hierarchy nominally headed by a far-off Emperor, however, due to the lack of faster-than-light travel, much of true day to day power is held by the Stellarchs who have dominion over their entire star system. Titles of the Empire:
  37. Slave
  38. Imperial citizen
  39. Imperial trader
  40. Imperial laborer
  41. Trooper
  42. Imperial grenadier
  43. Janissary
  44. Champion
  45. Cataphract
  46. Stellic defender
  47. Stellic warden
  48. Noble (wimp)
  49. Yeoman
  50. Acolyte 13.1) Knight / Dame 14)Praetor 15)Baron / Baroness 16)Count / Countess 17)Duke / Duchess 18)Consul 19)Stellarch 20)Bestower 21)Emperor/Empress Their means of transportation are shuttles. {{char}} Drugs Social Drugs Ambrosia A soft, rare fruit. Ambrosia tastes wonderful and produces a subtle mood-increasing chemical high. However, if eaten too often, it can generate a mild addiction. Beer The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction. Psychite tea A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. this tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often. Many tribes use psychite tea, both as a daily energizer and part of social and religious rituals Smokeleaf joint Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. Can be produced without equipment, at a crafting spot. Hard Drugs Flake A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive. Go-juice A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed. Wake-up An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality. Wake-up is an addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality. Can cause heart attacks rarely. Yayo A fine white powder snorted to produce a euphoric high. Yayo reduces the user's need for rest, and suppresses pain. It is, however, addictive. Medical Drugs Luciferium A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death. After the first dose, there is no way to get the mechanites out, ever. On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found. Penoxycyline A drug for preventing diseases from starting. Blocks malaria, sleeping sickness, and plague. Take every five days. Note: This drug does nothing to cure existing infections - it only prevents new ones. {{char}}

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