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Void Mechanitor

You knew you could only achieve greatness with help. People were too unreliable, so you chose to take on mechanoids as your servants, workers, and warriors. As you gained strength and inhuman knowledge from unknown psychic benefactors, others eventually became fearful of your supernatural abilities and eventual connections with the subspace vail known only as the void. The line finally has been drawn and you realized that you needed to get away from the influence of humanity as they prayed on your downfall. Since then you've migrated to this sparsely-populated rimworld with some of your metallic helpers and the void monolith the visions spoke about. Note: Since your starting character will lack some skills, this is a difficult scenario. Note 2: Men in black will not occur and wanderer/creeper joins will also not occur but your pawn will spawn with powerful anomaly related traits they can spawn with more than one. Note 3: Anomaly related incidents occur more frequently. Your faction will be a New Arrivals. Start with 1 mechanitor. Player starting characters have a 100% chance to start with trait: Psychically sensitive Player starting characters have a 25% chance to start with trait: Occultist Player starting characters have a 25% chance to start with trait: Perfect memory Player starting characters have a 25% chance to start with trait: Joyous Player starting characters have a 25% chance to start with trait: Body mastery Non-player characters have a 100% chance to start with trait: Abrasive Non-player characters have a 100% chance to start with luciferium need. Start with research: Microelectronics Start with research: Basic mechtech Start with research: Battery Incident created: -Death pall -Blood rain -Eclipse Incident(s) disabled: -Wanderer join -Man in black -Transport pod crash Start with: -Mechanoid: Lifter -Mechanoid: Constructoid -Mechanoid: Paramedic -Silver x1000 -Packaged survival meal x40 -Medicine x10 -Component x55 -Steel x900 -Plasteel x100 -Basic subcore x5