JakeParade
Just a Guy
Preface
Hey there. If you've stumbled upon this little nook, then you must be a fan of Rimworld, right? If not, that's okay too. All you need to know about Rimworld is that you need to survive on an uncharted, hostile planet on the edge of known space. I'm new to this kind of stuff so go easy on me, alrighty? By the way, at the beginning of this little roleplay, only the first five people that make their characters are eligible to start off the game. Don't worry, though! If you still want to make a character, you'll have plenty of chances to join the colony later.
Character Creation
You can come from all kinds of places, as long as it makes sense. Wanna be from a Neolithic tribe on the planet? Crash-landed here from a space vessel passing by? Are you a pampered and spoiled rich-kid from a cutting-edge high-tech world? Or perhaps a vat-grown soldier? You decide.In Rimworld, you have a storyteller that acts as the driving force and keeps the flow going. That's gonna be me. You guys? You're going to be my...pawns, I suppose. If you want to play Rimworld today, I'm going to need a couple things from ya'. Use this template.
Name:
Age: (Age minimum of sixteen. This has an effect!)
Childhood Backstory:
Adult Backstory: (Only applicable if character is eighteen or older.)
Traits: [READ BELOW!!!]
[PUT SKILLS IN A SPOILER UNDER THIS! THIS COMES LATER.]
Okay, now that you've written that stuff down, don't post quite just yet! Save it to a separate document somewhere. I'm going to need some dice rolls from ya'. In Rimworld, your backstory isn't the only thing that defines who you are. You have traits, y'see. Traits that you have from birth. Some of them might be good, some of them might be bad. Who knows? Please post your dice rolls in and I'll tell you the traits.
You can decide if you want two traits, or three. Each one will require a d100 roll. Didn't like what you got? Don't sweat it. Just yell at me and I'll ask you to re-roll it. You get two re-rolls for each trait you take. Careful though, because if you use your last re-roll for that trait and get something you don't like you're stuck with it. The Rim is an unforgiving place.
Skills
In Rimworld, there are 12 skills. These are listed below.
Animals - determines how easy it is to tame and handle animals
Artistic - determines how easy it is to make artsy things like sculptures and paintings
Construction - determines how easy it is to build things like walls, doors and floors
Cooking - determines how easy it is to cook a good meal without wasting food, also affects butchering
Crafting - determines how easy it is to craft things with materials, also affects scavenging for materials
Growing - determines how easy it is to identify edible plants, as well as planting them
Medicine - determines how easy it is to apply first aid to others, as well as preforming surgery
Melee - determines how good you are in a scrap, also determines dodging in melee
Mining - determines how easy it is to extract valuable ore from rock without wasting any
Intellectual - determines research speed, also gives you leeway to act like a smarty-pants
Shooting - determines how easy it is to hit things with ranged weapons. this is how you go hunting.
Social - determines your haggling skill with traders, also gives you the ability to talk raiders down if you're good enough.
Artistic - determines how easy it is to make artsy things like sculptures and paintings
Construction - determines how easy it is to build things like walls, doors and floors
Cooking - determines how easy it is to cook a good meal without wasting food, also affects butchering
Crafting - determines how easy it is to craft things with materials, also affects scavenging for materials
Growing - determines how easy it is to identify edible plants, as well as planting them
Medicine - determines how easy it is to apply first aid to others, as well as preforming surgery
Melee - determines how good you are in a scrap, also determines dodging in melee
Mining - determines how easy it is to extract valuable ore from rock without wasting any
Intellectual - determines research speed, also gives you leeway to act like a smarty-pants
Shooting - determines how easy it is to hit things with ranged weapons. this is how you go hunting.
Social - determines your haggling skill with traders, also gives you the ability to talk raiders down if you're good enough.
FUN-FACT NUMERO DOS: Some traits can effect your skills!
These skills are fundamental in how your character operates. You have a point pool of 45 points. Each skill starts at 0, and can be maxed to 20. When I call upon you to make skill checks, you will roll a d20. If you're shooting at somebody, and your shooting skill is 10. You must roll a 10 or lower to hit them. Very simple, no? Depending on how good (or bad) the roll is will change the outcome. Also, sometimes there might be secret difficulties I put in place depending on how hard the task is, like planting certain plants or shooting from a certain distance with an inadequate weapon.
Here's another thing for you. You have five passion points. What are these, you may ask? Very simple, my dear friend. There are two levels of passion. Interested, and burning. Depending on what your passion is in a skill, you will get better at it faster. Giving a skill a burning passion costs 3 points, while giving a skill interested only costs 1. Specify next to your skills if they're burning or interested. The point of this system is to place them on your not-so-good skills so when you have to use them, you're able to learn them faster so you stop being not-so-good at them.
After all this is said and done, post those characters! You're allowed to put a picture of your character if you'd like, or describe their appearance via text. Please, no extravagant clothing. And, you also don't get to bring guns along for the ride. I decide all your starting equipment! Hee hee.
That's all she wrote for right now. Let's get those characters created, and then we can move on to world generation, and talk about the meatier systems!
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