// Management · RimWorld Mod

The Lichborn Trio

The Lichborn Trio mod preview for RimWorld

A group of three "lab rats" who were subjected to a failed genetic modification experiment, turning them into liches.

A group of three "lab rats" who were subjected to a failed genetic modification experiment, turning them into liches. These former humanoids now possess dark magic powers but suffer from the consequences of their transformation. Guide them through the hardships of their existence and help them survive in this unforgiving world.

Challenge Rules:

1. Create three colonists emphasizing on their ability to use magic effectively.

2. No Healing: Liches are sustained by dark magic and cannot be healed through traditional medical means. Therefore, you cannot use medical beds, medicine, or natural healing to recover injuries. Your liches must rely solely on their magic to survive.

3. Sunlight Weakness: Liches are vulnerable to sunlight. Your colony must be built entirely underground. Your colonists cannot venture outside during the day unless absolutely necessary.

5. Mana Dependency: Your liches are cursed due to their failed genetic modification. They will require the use of magic often to keep from going insane.

6. Dark Rituals: Use prisoners to advance your magical studies and abilities.

7. Fear and Isolation: The lich transformation has made your colonists feared and ostracized by other factions. You cannot form alliances, trade with outsiders or accept new colonists into your colony.

8. Magical Research: Emphasize and prioritize research into the arcane arts and magical studies before anything else.

9. Victory Condition: Dominate the world through dark magic and create a Utopian society of Liches.

Required Mods:
A RimWorld of Magic
...

Your faction will be a New Arrivals.
Start with 3 people.
Player starting characters have a 100% chance to start with trait: Lich
Player starting characters have a 25% chance to start with trait: Necromancer
Player starting characters have a 100% chance to start with trait: Unaffected by death
Player starting characters have a 100% chance to start with trait: Desensitized
Player starting characters have a 100% chance to start with trait: Cannibal
Player starting characters have a 100% chance to start with trait: Magically gifted
Player starting characters have a 100% chance to start with trait: Mana well
Player starting characters have a 100% chance to start with trait: Arcane conduit
Player starting characters have a 100% chance to start with trait: Cursed
Player starting characters have a 5% chance to start with trait: Arcane mage
Player starting characters have a 5% chance to start with trait: Fire mage
Player starting characters have a 5% chance to start with trait: Ice mage
Player starting characters have a 5% chance to start with trait: Succubus
Player starting characters have a 5% chance to start with trait: Warlock
Player starting characters have a 5% chance to start with trait: Geomancer
Player starting characters have a 5% chance to start with trait: Undead
Player starting characters have a 5% chance to start with trait: Technomancer
Player starting characters have a 5% chance to start with trait: Blood mage
Player starting characters have a 25% chance to start with trait: Priest

Start with:
-Silver x800
-Packaged survival meal x50
-Component x30
-Nighthrumbo x3
-Steel x200
-Wood x300
-Iron x250
-Copper x75
-Night wool Industrial Tent x3

Map is scattered with:
-Ship chunk x3
-Steel x400
-Packaged survival meal x7
-Iron x320
-Lead x180

Tags

  • scenario