RimWorld

RimWorld

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Art Heist Gone Wrong
   
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Jul 18, 2016 @ 4:33am
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Art Heist Gone Wrong

Description
It was the biggest art heist in the history of the galaxy and your team of five highly trained mercenaries pulled it off without a hitch. Until the guidence system of your getaway craft went on the fritz, that is. Now you find yourselves stranged on a strange world with your guns and your loot. Maybe you can lay low here until the heat dies down, but something about this planet makes you nervous. Maybe it's the constant droning noise in the back of your brain or maybe it's the way the locals look at you; like they want to invite you over for dinner, and you are the main course.

Your faction will be a colony.
Start with 5 people.
Your people will be between 25 and 45 years old.
Arrive in drop pods.
Player starting characters have a 50% chance to start with trait: Trigger-happy
Player starting characters have a 30% chance to start with trait: Volatile
Non-player characters have a 30% chance to start with trait: Psychopath
Non-player characters have a 30% chance to start with trait: Pyromaniac
Non-player characters have a 50% chance to start with trait: Beautiful
Non-player characters have a 20% chance to start with trait: Cannibal
Start with research: Gun turrets
Cannot tame animals.
The stat "mining speed" will be universally multiplied by 120%.
The stat "shooting accuracy" will be universally multiplied by 200%.

Incident(s) disabled:
-Self-tame

Permanent map condition(s):
-Psychic drone: A distant, powerful AI is emitting waves of psychic force that are driving people towards insanity.

Start with:
-Armor vest x5
-Assault rifle x3
-Pump shotgun
-Steel mace x2
-Frag grenades
-Synthread tuque x5
-Synthread duster x5
-Medicine x20
-Uranium small sculpture x10
-Golden grand sculpture x5
-Jade large sculpture x5
1 Comments
sheiky  [author] Jul 18, 2016 @ 4:35am 
Please give my scenario a try and tell me what you think!