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Season One | Season Two | Season Three
Summary
I have another hankering for Rimworld, the constantly cycling game of interest, and so it is time for Season 3. For those unfamiliar: Rimworld is a colony simulator game taking place in a universe where humanity as a society has splintered, leaving many worlds alone amongst the cosmos, and with countless planets shunted into disarray and chaos. Despite the presence of some form of galactic government, many worlds (dubbed "rimworlds") have functionally been regressed to feudal frontier planets, with their inhabitants retrogressing to various points of technological advancement: some are tribal, medieval, industrial, or even spacer. Your goal is to create a functioning colony on such a planet, and against such threats as these other societies, giant mutated bug hordes, and rogue mechanoids.
Be My Rimworld Pawns invites you to create a character (or "pawn") for my save of the game. I'll insert the character in, and report here what happens to them/what notable things they do. You can make them as god-awful or as overpowered as you want: I will use the pawn no matter what, whether they help or harm our chances. That said, I am compelled to say that your pawns can die, and as such, weaker pawns may well succumb to the rigors of the colony.
Our Story Continues
As this is Season 3, there is a sort of established canon we're working with here; after all, the game presents itself as a story generator. Do read the following:
"The Molokarian Overcouncil was essentially unanimous. Having run the colony for 40 years, it would continue without their influence: it only seemed right, with an aging Comiphor, to allow the nobility to retire to some capital ship traversing the stars. Their people would govern themselves, left with many of the nobles who decided to yet remain amongst their kind, while the other Thrones of Molokar would take to their own tasks.
The fact of the matter was that they were simply bored. They had carved Molokar from the molten rock of a world on fire with war. And from those first strokes, they made a stable land of prosperity, a land who reacted to chaos with the hammer of law. Now that the world had stabilized into a place on the verge of glitter ascension, those fitful spirits turned their eyes to the stars, towards other ventures in other places.
One such restless soul was Molokar's head general, Crabwhale. His exploits were literal legend, leading the armies of Molokar towards planetary rehabilitation for decades, never showing a trace of age or wear so long as the best medical care existed to hide away what scars had been accrued. He was a creature of war, and had no place in a land of peace. Even before the council had agreed to disband, he had spoken with the Imperium and sworn his blade, should they need it: he was now called upon, his other duties concluded. A new world, a world of war, a world of chaos, had need of him.
It was decreed that he would bring with him a batallion of men, and reclaim the planet from the greedy hands of rebels, monsters, and other unfavorables. So it was that he commandeered a ship and set a course for Golgohrra, a new world on fire."
...and that's about it. The basis of this playthrough is to be one of excessive combat. The usual progression of Rimworld will be replaced by one of constant raids and attacks in a sincerely hostile world. The difficulty settings can be found here: Blood and Dust difficulty (one below the highest), with the Igor Invader storyteller, who prefers to send huge amounts of raids, and in particular will punish ****-ups (such as colonist death) with, you guessed it, even more raids. There will be no reprieve. To balance this, people will start with decent equipment that should prevent immediate death.
For those familiar with Rimworld, I have created a relatively non-invasive ideologion. Tonally, think Aliens, and the Colonial Marines.
What Can You Do?
You may think as all of this as a sort of RP, except that once the character is out of your hands, they simply do without intervention- even from me. Aside from setting up work orders and organizing defenses, the pawns more or less control themselves, handling social encounters as they wish.
For your part, you simply submit a Pawn to represent you (although you may of course submit a name change, if you wish). To do so, begin by choosing a Child and Adult backstory here.
Afterwards, you should describe your strengths and weaknesses: what skills are you talented at, what skills are you weak in, would you describe yourself as particularly resilient or wimpy, emotional or stoic, fast or slow, do you love great food or would you consider yourself an ascetic, what are your passions, etc. I ask for at least one negative and at least one positive, although there is no limit to the amount of specifications you may submit. If you'd like to spell things out in game terms, you may find traits here, and skills here. Do feel free to get Silly with it: if, for example, whimsy should take you to think of a cannibal with kind instincts, then by all means, this is acceptable.
The only real limit is you. Once you're satisfied, submit the pawn, and I will add them to the world. I will take any number of pawns (acknowledging that this can make things extremely difficult for an early colony). So, please, submit. Updates will be posted here, on this thread, and updates relevant to the pawn you submitted will ping you. For the ultimately curious, a verse page tracking powerscaling elements of the verse so far can be found here.
The Pawns So Far
Summary
I have another hankering for Rimworld, the constantly cycling game of interest, and so it is time for Season 3. For those unfamiliar: Rimworld is a colony simulator game taking place in a universe where humanity as a society has splintered, leaving many worlds alone amongst the cosmos, and with countless planets shunted into disarray and chaos. Despite the presence of some form of galactic government, many worlds (dubbed "rimworlds") have functionally been regressed to feudal frontier planets, with their inhabitants retrogressing to various points of technological advancement: some are tribal, medieval, industrial, or even spacer. Your goal is to create a functioning colony on such a planet, and against such threats as these other societies, giant mutated bug hordes, and rogue mechanoids.
Be My Rimworld Pawns invites you to create a character (or "pawn") for my save of the game. I'll insert the character in, and report here what happens to them/what notable things they do. You can make them as god-awful or as overpowered as you want: I will use the pawn no matter what, whether they help or harm our chances. That said, I am compelled to say that your pawns can die, and as such, weaker pawns may well succumb to the rigors of the colony.
Our Story Continues
As this is Season 3, there is a sort of established canon we're working with here; after all, the game presents itself as a story generator. Do read the following:
"The Molokarian Overcouncil was essentially unanimous. Having run the colony for 40 years, it would continue without their influence: it only seemed right, with an aging Comiphor, to allow the nobility to retire to some capital ship traversing the stars. Their people would govern themselves, left with many of the nobles who decided to yet remain amongst their kind, while the other Thrones of Molokar would take to their own tasks.
The fact of the matter was that they were simply bored. They had carved Molokar from the molten rock of a world on fire with war. And from those first strokes, they made a stable land of prosperity, a land who reacted to chaos with the hammer of law. Now that the world had stabilized into a place on the verge of glitter ascension, those fitful spirits turned their eyes to the stars, towards other ventures in other places.
One such restless soul was Molokar's head general, Crabwhale. His exploits were literal legend, leading the armies of Molokar towards planetary rehabilitation for decades, never showing a trace of age or wear so long as the best medical care existed to hide away what scars had been accrued. He was a creature of war, and had no place in a land of peace. Even before the council had agreed to disband, he had spoken with the Imperium and sworn his blade, should they need it: he was now called upon, his other duties concluded. A new world, a world of war, a world of chaos, had need of him.
It was decreed that he would bring with him a batallion of men, and reclaim the planet from the greedy hands of rebels, monsters, and other unfavorables. So it was that he commandeered a ship and set a course for Golgohrra, a new world on fire."
...and that's about it. The basis of this playthrough is to be one of excessive combat. The usual progression of Rimworld will be replaced by one of constant raids and attacks in a sincerely hostile world. The difficulty settings can be found here: Blood and Dust difficulty (one below the highest), with the Igor Invader storyteller, who prefers to send huge amounts of raids, and in particular will punish ****-ups (such as colonist death) with, you guessed it, even more raids. There will be no reprieve. To balance this, people will start with decent equipment that should prevent immediate death.
For those familiar with Rimworld, I have created a relatively non-invasive ideologion. Tonally, think Aliens, and the Colonial Marines.
What Can You Do?
You may think as all of this as a sort of RP, except that once the character is out of your hands, they simply do without intervention- even from me. Aside from setting up work orders and organizing defenses, the pawns more or less control themselves, handling social encounters as they wish.
For your part, you simply submit a Pawn to represent you (although you may of course submit a name change, if you wish). To do so, begin by choosing a Child and Adult backstory here.
Afterwards, you should describe your strengths and weaknesses: what skills are you talented at, what skills are you weak in, would you describe yourself as particularly resilient or wimpy, emotional or stoic, fast or slow, do you love great food or would you consider yourself an ascetic, what are your passions, etc. I ask for at least one negative and at least one positive, although there is no limit to the amount of specifications you may submit. If you'd like to spell things out in game terms, you may find traits here, and skills here. Do feel free to get Silly with it: if, for example, whimsy should take you to think of a cannibal with kind instincts, then by all means, this is acceptable.
The only real limit is you. Once you're satisfied, submit the pawn, and I will add them to the world. I will take any number of pawns (acknowledging that this can make things extremely difficult for an early colony). So, please, submit. Updates will be posted here, on this thread, and updates relevant to the pawn you submitted will ping you. For the ultimately curious, a verse page tracking powerscaling elements of the verse so far can be found here.
The Pawns So Far
- @Crabwhale: I've done my best to replicate his character from Season 1, acknowledging that some of the mods used for that playthrough have not been updated to Rimworld 1.5, and so are not usable. Still, he remains the same mostly-bionic monstrosity he was before.
- @Tllmbrg: A Ship Boy-turned-Assassin, Tllmbrg is not picky about violence. Serves as a quartermaster and weaponsmith for the legion.
- @Armorchompy: Caveworld Tender, Crop Farmer, he is essentially a druid. He loves plants and does not love people (poor social). He is also a nudist, which is rough for our ideology of "wear full clothes at all times"... ******' hippies. He's an ascetic undergrounder with creepy breathing. He's also generally in favor of cooking, a strange mix for an ascetic.
- @Arceus0x: Urbworld urchin childhood mixed with a warmonger adulthood, he'll fit right in. He mostly just likes killing people, barring children (shouldn't be an issue, I've never seen an enemy colony have a child in it). He likes physical modifications such as bionics, which is good.
- @Lawiegg: Tribal, prehistoric hunter shunted into modern times. Yttakin (essentially a wookie), inbred, very talented with animals. Good with stealth stuff.
- @The_man_with_the_Midas_touch: Shop kid-turned-actor, that is nimble, pretty, and gay, while also being a pessimistic wimp.
- @Rakih_Elyan: A scholar and sage whose origins lie in the military, he seeks out truth through meditation and martial mastery (even if he does dislike war).
- @Shmooply: Apprentice Oracle childhood, House Servant adulthood, sickly asexual hard worker, he digs medical, mining (hah), and construction as a minor passion. Dirtmole.
- @Epiccheev: War Refugee childhood, Imperial Priest adulthood, tough, pretty, joyful, cannibal. He ******* loves social and... cooking... as a cannibal. Huh.
- @DMUA: Spacer with specialties relating to mech combat, as well as passions for crafting, mining, and construction. Combat engineer.
- @PsychoWarper: Imperial inquisitor specializing in animal and social work; great ranged combatant as an aside. Psychically deaf, tough, super-immune, body modder.
- @Topaz404: Similarly a body modder, Topaz is a living computer who was a bookworm as a child; objectively great researcher, fast learner with a great memory. Also a pyromaniac recluse.
- @ProbNotAFelon: Military Cadet turned Warmonger, essentially a perfect fit for Golgohrra. Tough and iron-willed, but also a pessimist who is staggeringly ugly. Loves all forms of combat.
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