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[WB] ᴄʀᴀꜱʜʟᴀɴᴅᴇᴅ | ᴀ ʀɪᴍᴡᴏʀʟᴅ & ʀɪꜱᴋ ᴏꜰ ʀᴀɪɴ ɪɴꜱᴘɪʀᴇᴅ ᴀᴅᴠᴇɴᴛᴜʀᴇ

Crashed Together New

Tenzai

ᴘᴜʀᴠᴇʏᴏʀ ᴏꜰ ʜᴀᴘᴘʏ ᴇɴᴅɪɴɢꜱ
Joined
Nov 10, 2023
Location
ʜᴀʟꜰᴡᴀʏ ᴛᴏ ꜱᴀᴛᴜʀɴ
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"We are but specks of dust unfortunate enough to exist where our gods cannot save us."

ɴᴏᴡ ᴘʟᴀʏɪɴɢ: …ᴄᴏɴ ʟᴇɴᴛɪᴛᴜᴅ ᴘᴏᴅᴇʀᴏꜱᴀ | ᴄʜʀɪꜱ ᴄʜʀɪꜱᴛᴏᴅᴏᴜʟᴏᴜ

↻ ◁ || ▷ ↺

You are but a lowly spacefarer, once part of a mighty survey vessel who had crash-landed alongside the few surviving members of your crew on a hostile, alien world that exists on the fringes of the known galaxy: One of many titled as Rimworlds. Here, you will face a variety of factions, exotic creatures, and calamities alike, all in the hopes that somehow, you would be able to escape the planet without perishing somewhere along the way. Will you succeed or will you fail like the many who had walked this world's soil? Will you make a difference in the world, shaping and constructing it in your own image and working alongside the tribes that call this world home or would you wring destruction to all that stands in your way? Will you change and become someone unrecognizable to yourself along the way or will you maintain the same sense of self that you held before crashing?

...How far will you go to see tomorrow?



To whoever's reading this. Hi, my name's Tenzai! This is just me building a world for a potential group RP inspired on the storytelling system of one of my favorite games, Rimworld! This page is currently a work in progress, but hopefully soon, it will grow into something memorable!

Discuss custom colonist class
Psycasts

Factions
Combat
Storytellers
Character Creation
Your Home
Make group RT
 
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Factions of the Rim New
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"Today's ally is tomorrow's raider. The only constant is the struggle to survive."
Meet the groups that consider this world home. (More factions to come depending on how the story goes)

The Sun-scorched Vultures
Peacekeeping Tech-Nomads
| "Some may call the idea of peace in these lands hubris, but we deem it a virtue."
A small but elite force of advanced-tech wielding bounty hunters aimed at making their rim world a better place. Armed often with plasteel gear, these nomadic wardens stand for their own version of justice, using their advantage in tactics and gear to overcome their weakness that arise from their lack of numbers from afar. Rare to find, when they are not engaged with an enemy or deployed on a mission, these fully armored rangers are often seen scavenging the ruins of corporations that sought to make a profit on this planet if not raiding an automated factory of the mechanoid self-replicating hive mind.

The Silver Road
A Traveling Merchant Guild
| "Wherever there's need, there's money to be made!"
A group of traders that make the most of the misery of the land, the goal of these traders is to preserve their safety through the accumulation of wealth. Wealth means influence and influence means power to this guild as most of the other factions rely on them as a medium to have access to essential goods. Where their combat power lies is in the hiring of mercenaries; Loose collectives of members of the other groups that seek their living through training and combat. Those who become their allies earn exclusive access to some of the rarer goods while those who do them wrong will end up the target of roaming bands seeking their next payday.

The Crimson Throne
The Fallen Vampire Empire | "We have ruled here for a thousand generations. We will rule for a thousand more."
A once eternal empire now experiencing the death throes of a kingdom. Vampires armed with plasteel gear, these prideful people desire to extend their authority back to the rim at large, using their spells and superior equipment to subdue those that stand in their way. However, they are also known for their infighting. Clashing ambitions had led to their downfall, reducing them to no more than powerful tribes all acting as the true claimant to the throne. They are among some of the wealthiest, being seen trading with the locals that fall under their flag.

The Duchy of Galatina
Medieval Sentient Automata Seeking Enlightenment | "Fickle how organics are. The truth lies in the purity of steel, not the limits of flesh."
A medieval fledgling kingdom born of a science experiment on culture gone wrong, these medieval-aged constructs seek their freedom from their programming through the worship of technology and innovation. Due to their nature of turning factories into castles, their numbers rival that of the tribes. Though, their knowledge is limited, leading to them taking both sword and spear to the firearms and spells of those who hold the secrets to their soul.

The Lilycrest Shogunate
Sentient Frogs That Epitomize Honor | "To be the best, you must best the self of yesterday- Ribbit."
A sengoku-era shogunate formed from ancient chemicals that spilled into the ocean many centuries ago. These sentient frogs adopted a culture inspired by a leftover magazine left behind in a corporate ruins many years ago. Given generations to hone their warrior way both in the water and out, these odd creatures that live beside the coast are among the bravest organics the rimworld has ever known. While their ranged weapons are primitive, their skill at magic when it comes to buffing their own bodies and melee would make any of them a worthy and dangerous combatant.

The Followers of the Eight Eyes
Collectors of Anomalies, Worshippers of the Ancients | "What is technology to the power that lie within our souls? Open your eyes, traveler. The truth exists within you."
A cult of worshippers that indulge in human sacrifice to appease a pantheon of unknown gods. Despite most of their rituals usually ending in bloodshed, somehow, they achieve success from some of them, leading to monsters from another realm entering this reality over a mysterious purpose. Though, while they might be known to kidnap others, outside of their own rituals, they are usually willing to negotiate, preferring peace to avoid having their worship be disturbed.

The Raiders of the Black Maw
The Pirate Gang That Seek Wealth Beyond Mention
| "What's yours is mine and what's mine is... mine."
A gang of pirates, raiders, and slavers that seek to make their wealth through the robbery of those unfortunate enough to end up within their area of control. These industrial-aged bandits use ferocious and underhanded tactics to create unfair bargains with their subjects. While few of them might be willing to offer their services for a steep fee, most are known to be incredibly hostile and dangerous to even the most skilled negotiator.

The Iron Spade Collective
The Civilized Folk That Exist Within The In Between Spaces
| "Our problems might be different from yours, but who says we can't exist together? The Rim's big enough for both of us."
A loose collective of settlers that seek to survive the harsh landscape of the rim while usually keeping to themselves. The politics of each vary greatly from each other, though bound together by the hopes that they could come together in times of emergency, these industrial folk manage to survive the worst that the rim has to offer. They are known to be hesitant to engage with outsiders for the most part, preferring to trade and fight alongside those who seem trustworthy.

The Gore Mantle Tribe
A Tribe That Yearn for the Flesh
| "When famished, as long as you're around, there will always be options."
A tribe of cannibal butchers who's primary form of calories is the flesh of their prey: Other people. Once a peaceful agricultural tribe, they were brought to madness once a devastating famine had struck the village, leaving only those who lacked the humanity to care to survive. Believing that the consumption of one's flesh allows them to inherit the skills and lessons of the soul that resided within it, they have quickly become a danger to most other species. Their numbers combined with their tendency to wield drugs as a weapon during raids makes them an enemy just as formidable as the other major factions of the rim. But, if fed properly, they would be willing to speak on amenable terms.

The Tide
The Sentient Rat Ocean | "They can't stop all of us, yes-yes."
A collective mind controlled by the smartest among them, the rodent horde might seem rather weak individually, however, together they can overwhelm even the strongest of defenses. Preferring to fight their enemies at an advantage of ten to one if they could, they scavenge and pilfer the remains of those unfortunate enough to have gathered their attention. Most of the factions of the rimworld deem them a plague that never ends. For every rat you slay, there will be five more that takes it place.

The Verdant Pact
A Druidic Sect Aligned to the Trees | "The forest provides all we need. Of dirt and mud we have arisen will dirt and mud we all return."
A tribe of druids that prefer the company of the forest compared to that of other humanoids. Disgusted with technology, these magical people attune themselves to nature in the hopes that their bond with the animals and plant life would afford them boons which could help them survive the trials of the rimworld. Typically known as isolationists, while they lack numbers, they make up for their weakness in their ability to command animals and plant life against their enemy. Nature is their weapon. The forest is their home.
 
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The Rules of Combat New
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"Our right to exist is defined by our weapons! By our strength!
Not by empty words or the miracles of idle divines.
"

Combat would be made pretty simple system-wise but would otherwise hold consequence. Who said that combat in an RP can't have a little bit of risk, no? Scars and other battlefield experiences, both physical and psychological, can be made into interesting memories if done right! To put it in its simplest terms, you roll a single die to see if your character hits their enemy. Then if it does hit? You roll another die to see how much damage it inflicts.

For example:

YC wants to attack an enemy with your gun.

You roll a d20,then add your skills and any bonuses.

[11] + [6 from shooting skill and scope attachment] = 17

If the enemy being aimed at has an AC of 11, it hits! Uou roll damage.

Say your gun deals 2d8 piercing? You roll 2 8 sided dice and sum up the result.

[4] + [7] = 11. You inflict 11 piercing damage!

Now, is that all there is to it? Well, it depends. Battlefields vary depending on the environment, the mental and physical state of each combatant, and the skills and gear they bring to combat. A rifle in the right hands could do away with some of the worst the rim has to offer, but what if it went against something that goes invisible? What if the barrel of it is aimed towards something that wields armor meant to handle rounds of that caliber? What if someone's animals get involved or if someone is caught by surprise? You don't have to worry about all of that, at the end of the day, its just simple dice rolling and beating a certain number, but that's all something I plan on bringing to the table as a GM! Not everyone wants to die during a raid, so most likely, once health falls below a certain point, whoever is in combat would most likely have to roll to see if they still want to participate in the fight, or if they want to start fleeing the battlefield/pass out from their injuries.

Like Rimworld, if an attack hits, I plan on rolling a die to tell where on the body it would land. Depending on the severity of the wound and the location its in, it could lead to a scar with an interesting story or a potential opportunity for a replacement! Likewise, it could lead to limping, an inability to do certain types of work well, or even a need to pull someone out of the line of combat to tend to their wounds!

Combat would be handled in turns where each character gets to act before the enemy does for most battles. To make it faster and more interesting, each turn, I plan on giving each person involved two actions to do what they can, whether that be to move from one point to another, brawl in melee, shoot from range, use certain abilities, distribute orders, or act in a way to handle other responsibilities mid-fight. That being said, don't take this advantage for granted as your enemy would seek to make the most of it as well.

Different pieces of gear and equipment could be used to make someone more durable or more dangerous in combat. Some weapons can be swung or fired multiple times in a single action while others have the power to rip through armor and cover like paper for those skilled and strong enough to wield them. Do treat your gear well as they'll serve as your lifeline should the worst befall your home.
 
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Putting The Character in Character Creation New
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"Strip everything else and all that's left behind is what makes you... You."

Character sheets could be made as complicated or as simple as you like, but it should consist of at least this much information:

Character Information
  • Name
  • LVL: ? HP: ? AC: ? - TBD
  • Age
  • Background
  • Appearance
  • Three Personality Traits that best describe them, two of them could be any of your choice while one serves as a detriment to their character that gets worse should they become unstable
  • A starting item: One item that they value/was able to take with them before crashlanding/joining the colony
    • Feel free to be creative. Could be a trusty weapon, an accessory, a set of tools, a part of a wardrobe, or even a pet if you so choose!
  • Bonds: Should you want your characters to know each other before crashlanding or develop relations along the way, this is where it belongs.
  • Genes/Prosthetics: Is there something about your character that makes them different from an ordinary human? Feel free to put it here.
  • Scars/Phobias: If your character has any permanent marks from the past, put them here
Stats
Roll 2d6+6 6 times and assign your attributes wherever you like! To simulate passions, your character could choose two skills that they are trained in and one they hold an expertise in. Also choose one that they are terrible at, of which, they will always get disadvantage whenever rolling for.
  • Strength
    • Melee
    • Construction
    • Mining
  • Dexterity
    • Shooting
    • Crafting
  • Constitution
  • Intelligence
    • Medicine
    • Cooking
    • Research
  • Wisdom
    • Animals
    • Growing
  • Charisma
    • Social
    • Artistic
For example, a very basic character sheet could look like this:

Ethos Arturia
Age: Mid Twenties
Background: Security Officer
LVL: ? HP: ? AC: ? - TBD
Appearance: [faceclaim.png]5'10" male, short white hair, dark green eyes, scarred skin. A prosthetic arm and eye has been installed after suffering explosion saving his allies in his prior career as a soldier on the front lines.
Personality: Patient | Brave | Paranoid
Starting Item: Stun Baton
Bonds: Cass - Frenemy, Vincent - Friend
Genes/Prosthetics: Prosthetic Arm, Prosthetic Eye.
Scars/Phobias: Fear of Fire.

  • Strength: 16
    • Melee **
    • Construction
    • Mining
  • Dexterity: 12
    • Shooting *
    • Crafting
  • Constitution: 14
  • Intelligence: 10
    • Medicine *
    • Cooking
    • Research
  • Wisdom: 8
    • Animals
    • Growing
  • Charisma: 10
    • Social -
    • Artistic
 
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Random Events New
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"I doubt this world is truly godless. Perhaps we just have yet to know their names."

Rimworld was a game known for its random events which add to its organic storytelling and to some extent, I want to mimic this to some extent as well. By using dice and code, I plan on creating a discord bot in Python to simulate a storyteller that rolls from a random table of events that could occur within the story. Whenever a day passes in story time, a couple dice will be rolled to dictate a which events will occur and at what time as well as one dice used to determine the weather conditions of that day; So, while there would be days where nothing particularly notable happens, a couple of raids could occur around roughly the same time, or perhaps something might come crashing down from the sky, disturbing a herd of mad animals that had come to assault the colony. Combined with a GM that loves improv on the spot, who knows what could happen?
 
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The only semblance of a familiar in a world so alien New
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"Remember why we fight, friend. To protect our home."

The roleplay would consist of two main phases: Exploration and Time in the Colony. While exploration is self explanatory where events could occur on the way to and from points of interest, time spent in the colony on the other hand would be organized into four shifts (morning, afternoon, evening, and night). Each day, in addition to being able to talk to each other plan ahead, there is a limited amount of time could be spent using one of the many skills of the colonists to do something productive for the colony. These actions could include but are not limited to:
  • Melee - Hunting/Scouting/Patrols
  • Construction - Building and repairing furnishings, buildings, and defenses
  • Mining - Collecting rocks and minerals from nearby deposits to be used in construction material and crafting
  • Shooting - Hunting/Scouting/Patrols
  • Crafting - Creating gear, accessories, weapons, and other equipment
  • Medicine - Tending to the wounded/sick and creating medicine to better tend to wounds and sick
  • Cooking - Creating consumables that could grant buffs
  • Research - Figuring out new recipes and blueprints from scavenged pieces/from intel
  • Animals - The training, taming, and handling of animals
  • Growing - Foraging and farming
  • Social - "Convincing" prisoners into recruitment, trade negotiation, and training NPCs
  • Artistic - The production of art pieces for trade and/or decoration
It might seem complicated at first, but its pretty much: You make your character do an action and you roll a single die. Add whatever skills and modifiers you have on top of it and it'll show your character's level of success at doing something! Of course, like everything else in this page, if any tweaks need to be made to the system to make it easier to navigate the narrative elements, then I'm more than happy to accommodate!

Also, I do plan on buildings constructed in the colony to give buffs whenever used or simply placed! Who said that masterwork table cant offer bonuses to whoever's sitting on it? Likewise, do be mindful of things that aren't constructed properly.

Everyone also needs food and sleep to function too. While simple meals and nutrient paste provide the bare minimum for sustenance, better meals would grant buffs to whoever consumes them. One shift each day has to be spent on sleep also, though there could be enemies around lurking about through the night, seeking to take advantage of the base while everyone else is exhausted.
 
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