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Rimworld D&D Campaign

Building
It takes 1 minute X DC to build one section of wall
It takes 1 hour X DC to build a small project (e.g a billiards table)
It takes 1 day X DC to build something unusually large or complex (e.g a megascreen
television)

Raiders and Defense


Raiders are average 7-10 in either Shooting or Melee, and 3-5 in the other skill.
1d10 raiders come every raid
It is a DC 20 Social(Warden) check to recruit prisoners. If the check wins, the DC of the next
check is reduced by 2. If the check loses by 5 or more, the DC of the next check increases by 1.
If the DC dips below 10, the recruit is successful.

Skills
Every quadrum, you can increase your skills with 5 points, which you can divide among as
many skills as you want.
The class system of D&D is replaced by a skill system.

A list of skills
Social(Animals)
Intelligence(Artistic)
Labor(Construction)
Labor(Cooking)
Labor(Crafting)
Intelligence(Medical)
Combat(Melee)
Labor(Mining)
Intelligence(Intellectual)
Labor(Plants)
Combat(Shooting)
Social(Social)

Mood
The mood system works the same as in Rimworld,with mental breaks possible if mood is low
enough.
Pain
Each weapon can deal a certain amount of damage, and that damage determines how much
pain it inflicts. For example, a plasteel knife does 12 damage, which corresponds to an equal
amount of pain. A regular human has a pain threshold of 100, and is downed if pain exceeds
that amount. An LMG would deal 1d10x6 damage, which corresponds to an equal amount of
pain. A regular human has 150 health.

Character Creation
1. Pick a background(e.g bush sniper)
2. Pick a name(e.g Alberta Haxton)
3. Pick 3 skills related to that background: they will be 10
4. Pick 1 random skill; it will have a burning passion
5. Pick 5 skills to be 5; 8 skills to be 4, and 4 skills to be 3
6. Pick 1 thing you are incapable of
7. Pick 1d3 Traits (e.g Kind, Graceful,Transhumanist)
8. Pick one minor health condition(e.g artery blockage)
9. Roll a d10. If it is a 1, then your character has one bionic part(e.g Bionic Eye)
10. Roll 4d6 and take the highest 3 for each ability score(Combat, Resistance, Intelligence,
Labor, and Social) (e.g 16,14,11,13,14
11. Pick a child background(e.g Midworld Kid)
12. Pick any relationships your pawn has
13. Draw your pawn
An example character

Alberta “Major” Haxton


Bush Sniper

Combat

16

Resistance

14 Social(Animals)

Intelligence(Artistic)

Labor(Construction)
11
Labor(Cooking)

Labor Labor(Crafting)

13 Flak Vest Whole Body Penoxycyline

Intelligence(Medical) Flak Pants


Right Eye Bionic eye
Synthread T-Shirt
Combat(Melee)
Synthread Pants Heart Artery blockage(minor)

Social Muffalohide Cowboy Hat


12 Excellent Sniper Rifle
Labor(Mining)
Plasteel Knife

Equipment Health

Kind Sometimes tells others Kind Words +5 mood bonus for anyone who has been
told Kind Words by this colonist. Will not Slight or Insult others

Nimble Melee dodge chance +15 Trap spring chance x10%


Transhumanist Mood bonus for having artificial body parts, from +4 up to +13 -
4 mood penalty for not having an artificial body part +8 opinion of other colonists for each

part installed on them, up to +40

Traits
A sheet for you to create your own characters

Resi
Social(Ani

mals)

Intelligence

(Artistic)

Labor(Con

La struction)

Labor(Coo

king)

S
Labor(Craft

ing)

Equi He

Traits

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