1,035 ratings
Vanilla Psycasts Expanded - Puppeteer
Mod, 1.4, 1.5
File Size
3.758 MB
Sep 10, 2023 @ 8:12am
May 1 @ 3:39am
10 Change Notes ( view )
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Vanilla Psycasts Expanded - Puppeteer

In 2 collections by Oskar Potocki
Vanilla Expanded
96 items
Vanilla Expanded - Empire playthrough
148 items

Check change notes.

Vanilla Psycasts Expanded - Puppeteer introduces a brand new, rare psycaster path available only to those who studied the secret arts in their childhood - notably, high imperial nobles. Puppeteer is a path focused on providing the master of puppets with mindless servants that he or she directly controls. It allows the puppeteer to move their consciousness and personality to a random puppet, essentially allowing for a wicked sort of immortality.

Puppeteers are able to subdue their prisoners with a twisted psychic abomination called the brain leech, which will lay the foundations of a brand new puppet. Such brain leech can then seize control of the prisoner if the puppetmaster sends out a puppeting signal. Puppets care not for recreation, joy or comfort, and exist only to serve the puppet master. Any experience they gained is shared with their overlord, and if they are chosen, they may be ascended - their existence fizzles out in a blaze of utter destruction, while anything that they were becomes food for the evil psycaster that puppeted them.

As stated before, this Psycaster path is only available to those of Imperial backstory, similar to the Archotechist. Your colonists may, however, become puppeteers if they gain a puppeteer neurotrainer.


This mod should be compatible with majority, if not most of the mods.

If there are any incompatible mods, they will be listed in this section.


Oskar Potocki, an artist and a designer, responsible for the artwork and visual imagery of this mod.

Taranchuk, a programmer responsible for the code.

Reann Shepard, a creative writer responsible for psycast descriptions.

Alternative artworks for psycaster paths generated using wombo art.

(CC BY-NC-ND 4.0)[creativecommons.org]

Q: Is this mod compatible with X?
A: Scroll up to the compatibility section please.

Q: Is the amount of puppets infinite?
A: You can cast mindsplit infinite amount of times, yes.

Q: Can I add it to an ongoing save?
A: Yes, you should be able to add it to an ongoing save with no issues what-so-ever.

Q: Does this work with RimWorld of Magic?
A: Should do! We’re not touching anything they’re touching.

Q: CE Compatible?
A: No idea. If you find that out, let us know. We’re not doing the patching ourselves.

Q: Can I remove it from a save?
A: No idea. To be frank, when you’re removing the mods, you’re on your own. Warranty ends the moment you disable our mod and load a save.

Q: Can enemies use psycasts?
A: Yes! However, currently no pawn spawns with this path unlocked.

Q: How can I unlock this path?
A: The path will be locked to be accessible only by Noble-born imperials (pawns with ImperialNoble backstory), but it may also be accessed if you obtain a neurotrainer with one of the abilities added.

Q: Can abilities on player pawns be set to autocast?
A: Yes, simply right-click them!

Q: Animat next?
A: Check my Patreon to find out what’s coming next. All information is there. Seriously.

Check out our collection at:
Popular Discussions View All (2)
Mar 9 @ 2:15pm
Adding new activateor?
Michael 14 hours ago 
I've noticed that new puppets will simply have their skill levels copied from the puppet-master. Is there a way to have the experience bars, between puppet and master, linked so that when the puppet gains experience so will the master and vice versa? It drivers me nuts when the puppets gain a skill and the master doesn't. Kind of like the Vx chips from Android Tiers.
Dracon Jun 7 @ 3:14pm 
There is a bit of a (probably not intended) flaw with what determines whether someone counts as imperial. Note that this is technically a base game "flaw"(Intended by the basegame though).

If your Imperials have children, they will count as Colony Child and later Colonist, which isn't an imperial background. Hence if you pick the imperial family start, only the first pawn will be able to learn puppeteer.
Rearden Jun 1 @ 7:50pm 
implanting an AOTC neural enchanter will sever the link, but it won't prevent the overwritten backstories. There is no native way I've seen to release a puppet. There is a submod floating around that prevents the puppeting from overwriting the backstories if you want that.
Ceratophora Jun 1 @ 1:29pm 
Is there a way to turn a puppet back to normal?
I was wondering if I can turn some colonist into puppets, do archonexus quest, transfer maps, summon my puppets and turn them back. Haven't tested if that's even doable.
ManicMillennial May 31 @ 2:11pm 
Hi @Solace! Thank you, I have just discovered him recently and watched a few of his rundowns. I am so glad he does what he does!
solace May 31 @ 1:47pm 
@ManicMillenial go watch "MysteriousFawx" Quality content. Makes mod rundowns, like this one. Fully gives in depth details on what mods he covers, usually its the VE collection.

Anyway, is it really intended for the summon puppet ability only work with line of sight of the puppet? It feels really bad and clonky. I hope someone smart and annoyed enough about this that they make a simple patch to summon a puppet easily
Kleme May 27 @ 7:47am 
Love that this mod allows you to basically make red shirt guys
Spy That Isn't a rock May 8 @ 3:37pm 
Do puppets count against the reclusive trait?
Dubs™ May 8 @ 1:29pm 
What does brain cut do and why can't I select enemies?
ManicMillennial May 6 @ 8:25am 
hi, really sorry for the bother, I was wondering if there is a tutorial video or showcase of this mod? I really enjoy the psycasts expanded mods but sometimes even after reading the skill descriptions, I only have a vague idea of what each psycast does, I'm not very smart lol