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Drug Syndicate - On The Run
   
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Oct 1, 2016 @ 9:39am
Oct 1, 2016 @ 9:42am
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Drug Syndicate - On The Run

Description
You're on the run. The police finally found your old boss during one of the syndicate's mass meetings. The police arrived and it was chaos. Dead bodies sprawled out and arrests being made all around you. Swiftly, you five survivors scramble into the nearest ship you can find and get the hell out of dodge.

You know that your friends are dead and you don't want to risk seeing your families again, so you run away as quickly and as far as you can. After some time you find an unkown rimworld and decide to stay on it. You decide to rebuild your lives, rebuild the drug syndicate, and take sweet revenge on the police forces who ruined your lives.

You know that it won't be easy. The police will make frequent, but often half-hearted raids, to try and stop the drug smuggling. However, with your knowledge of brewing and drug making, you know that it won't be long until the syndicate is back up and running. Maybe you'll succeed. Maybe you will fail. Whatever happens now though, is up to you...

Your faction will be a colony.
Start with 5 people.
All characters have a 40% chance to start with trait: Chemical interest
Player starting characters have a 75% chance to start with trait: Bloodlust
Start with research: Brewing
Start with research: Drug production
Start with research: Psychite refining
The stat "brewing speed" will be universally multiplied by 115%.
The stat "drug production speed" will be universally multiplied by 115%.

Incident created:
-Enemy raid
-Orbital trader arrival
-Trader caravan arrival

Start with:
-Pistol x2
-Assault rifle
-Pump shotgun
-Steel knife x3
-Packaged survival meal x25
-Medicine x10
-Smokeleaf joint x20
-Smokeleaf leaves x100
-Beer x50