Mr. Pink
Travelling Gourmand, Crab Specialist
- Joined
- Jan 9, 2015
- Messages
- 3,044
Having launched my first ship, I immediately rerolled because I am addicted to this game (52 hours in 5 days). The white transparent squares are just planning markers and have no impact on the game.
This is the story of the colony Codex.
This is the story of the colony Codex.
After some kind of catastrophic accident, a colony ship exploded. Three escape pods landed in a boreal forest on the northern hemisphere of an unnamed planet inhabited by tribals, pirates and maneating fauna.
The three colonists are alkeides 2.0, Accept and Night Goat. A female husky named Max is also there. It's spring, so the weather is a bit chilly. The three colonists immediately begin hauling their emergency supplies into a wooden shack with a roof. To the north and east, a rocky mountain perfect for digging into. To the south and west are bogs. The bogs take a long time to walk through, which can be a good or bad thing. The three of them must work together if wish to survive the harsh alpine environment.
It is the 12th of spring, year 5500 (Day 1)
Alkeides, male
Childhood
Aspergers rebel: Alkeides grew up as a rebel on a formerly-advanced rimworld devastated by war. His Aspergers syndrome meant he struggled with social situations and was incapable of caring, but he learned hard skills like research and shooting very quickly. Shooting +2 Social -3 Research +5
Adulthood
Hedge fund manager: A top hedge fund manager on a teeming urbworld, Alkeides's portfolio grew rapidly as he charmed clients with a sweet voice and devious intent. When the deal turned out to be too good to be true, he was forced to flee the planet with a bounty on his head. As he travelled the stars he found a passion in the arts, making masterpieces fit for high society customers. Social +4 Construction -2 Growing -2 Artistic +7 Research +3
Traits
Industrious: Alkeides has an easy time staying on task and focused, and gets things done much faster than the average person. Global work speed +35%
Ascetic: Alkeides perfers to live in asceticism. He will be put in a poor mood if he has a bedroom that's too impressive. He also dislikes fancy food and prefers to eat raw - and raw food won't bother him a bit.
Steadfast: Alkeides is mentally tough and won't break down under stresses that would crack most people. Mental break threshold -9%
Stats
Alkeides has 'professional' level skills in melee combat. He is also skilled in mining, art, crafting and research. He is incapable of plant work and medicine.Night Goat, male
Childhood
Blacksmith's son: Goat's father owned the blacksmith shop in a run-down old city district. Goat woudl help his father whenever he could. Later, his father took him as a blacksmith's apprentice and raised him as a man. Goat also took on shooting as a hobby. +3 Shooting +3 Construction -3 Artistic +3 Crafting
Adulthood
Blacksmith shooter: As a young blacksmith, Goat's family w as raided by the police. He shot two officers before they knocked him out and arrested him. Sentenced to life in prison, Goat learned about traveling and raiding from other criminals. Shooting +5 Construction +3 Crafting +3 Research disabled
Traits
Too Smart: Goat is too smart for his own good. He learns everything much faster than everyone, but can be quite eccentric. Global learning factor +80% Mental break threshold +12%
Careful Shooter: Goat is a pretty good shot but he needs more time to focus on his target. Shooting +3 Aiming time +25% Shooting accuracy +50%
Hard Worker: Goat is a natural hard worker and will finish tasks faster than most. Global work speed +20%
Stats
Night goat is a extremely skilled marskman, and an expert in construction and mining. He is also a decent cook. However, he is incapable of research and totally useless in melee and art.
Accept, male
Childhood
Farm Kid: Accept grew up on his family's beef farm. He enjoyed working the fields and taking care of animals. Medicine +2 Growing +3 Crafting +2
Adulthood
Herbalist: Accept lived in a forest near a village. Though many of the villagers feared him, sick villagers would come to him to purchase salves and poultices made from the herbs he grew in his garden. He was happy to help them - for a price. -2 social +4 Medicine +4 Growing
Traits
Fast Walker: Accept likes to be where he's going. He walks quicker than most people. Movespeed +0.2 tiles per second
Trigger Happy: Pew! Pew! Pew! Accept is a terrible shot, but he doesn't care because guns are awesome! Shooting -2 Aiming time -50% Shooting accuracy -50%
Prosthophile: Accept feels limited in his feeble human body. He often dreams of going bionic.
Stats
Accept is a terrible shot and even worse melee combatant. He has a passion for medicine and is very good at growing crops and other physical labor. Because of his high medicine skill, he will be the one treating any injuries.
Day 4:
Having exhausted most of their food supply, the trio begin to mine tunnels into the side of the mountain to larp as dwarfs. Night Goat seems to be in pain all the time due to scarring from an old wound on his torso. The heavy labor of mining along with the chronic pain is taking a toll on his already fragile psyche. On the other hand, Alkeides is content with sleeping on the floor and eating raw food and spends his free time meditating.
Day 6:
A wanderer named Mustawd has joined the party. Having more hands would be a good thing, or so the trio believed.
It turns out that Mustawd is a liberal arts major and incapable of any kind of physical activity. Not only that, but Mustawd is also useless for every single skill except for art (strong expertise). That's great, but you can't eat paintings.
The burden on the three colonists has increased. Now they must feed another mouth.
Day 7:
Early in the morning, Alkeides is awoken by the sound of something burning. Outside, Mustawd is lighting trees on fire. Nobody knows where she got the lighter from. Alkeides rushes over to stomp the fire out, but Mustawd moves to another location to light a fire. If the wooden storage area caught on fire, it would be a disaster.
Trying his best, Alkeides continues to extinguish the fires that Mustawd has set.
Mustawd attempts to light the storage area on fire. Only when Alkeides begins to beat her does she come to her senses. It turns out that Mustawd has the Pyromaniac trait. When stressed, she will light fires wherever she goes. The trio have a short discussion and decide that there is only one thing they can do.
Mustawd is lined against the wall. Accept and Goat take aim and fire.
It is a messy execution. The shots do not instantly kill Mustawd and she squirms on the ground in shock from the extreme pain. Accept comes closer to finish her off but misses half his shots, hitting more non-vital areas. After an hour, Mustawd dies of blood loss. "It had to be this way" they said. Although relieved that there are no more fires, the three are shaken over having to execute another human.
Alkeides strips the corpse of Mustawd and buries her in a shallow grave just outside the front door. It had to be this way.
Day 8:
Another day on the edge of starvation. A crude dining room, storage area and kitchen has been set up. For the first time, they sleep in proper beds. Night Goats chronic pain continues to bother him. Outside, Max the dog is killing squirrels to eat. Unlike humans, dogs are fine with eating raw meat. Must be nice.
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