Pyromaniacs
Your starting colonists are Pyromaniacs, each driven from their respective homes by hateful opinions and death threats.
Your starting colonists are Pyromaniacs, each driven from their respective homes by hateful opinions and death threats. With no settlement wanting you thanks to your burning tendencies, your only option is to gather the unwanted pyromaniacs of this world and unite them under a single blazing banner. Since nobody trusted any of you enough to be left alone in laboratories before now, research will be difficult at best.
The goal of this scenario is to conquer the world, leaving only your faction still standing. For the best experience, use Prepare Carefully to ensure your starting colonists have the Pyromaniac trait, use the seed 'pyromaniac' at 50%, and set average temperature to as high as it will go, with rainfall as low as it will go. Also use Vanilla Weapons Expanded for access to the Flamethrower weapon, and Sparkling Worlds for the Burn Gauntlet.
These are recommended, but not required.
Your faction will be a New Tribe.
Start with 4 people, chosen from 10.
Player starting characters have a 100% chance to start with trait: Pyromaniac
Incident(s) disabled:
-Infestation
-Election
-Deep drill infestation
Start with:
-Pemmican x400
-Herbal medicine x10
-Wooden club x4
-Wooden short bow x4
-Slate blocks x500