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RIM!TALE

[i]A soul-science, monster-magic and dark-knowledge mod for RimWorld.[/i] rim!tale adds inheritable soul genes, LV growth, Determination, monsters, darkners, SAVE anchors, soul extraction, soul absorption, staged amalgamation, a new research tab, new factions, new incidents, and the storyteller [b]Wingdings Gaster[/b]. This is not a simple magic pack. It is a system about power, cruelty, survival, identity, and what happens when a colony learns how to use souls as technology. Main Features [list] [*] [b]Soul-bearing pawns[/b] — human soul bearers and monster soul bearers are implemented through Biotech xenotypes and inheritable genes. [*] [b]Soul colors[/b] — red, orange, yellow, green, cyan, blue, purple, and monster-only white souls. Soul colors unlock passive bonuses and LV-based abilities. [*] [b]Monster magic[/b] — fire, bone, gravity, barrier, healing, shadow, chaos, string, and crystal magic. Monsters are magical beings with their own biology, risks, and recovery systems. [*] [b]LV and EXP[/b] — pawns grow through violence and dark actions. The mod tracks kills, cruelty, witnesses, soul work, and other morally heavy events. [*] [b]Soul / LV tab[/b] — inspect a pawn’s LV, EXP, soul stability, Determination, absorbed souls, SAVE state, soul colors, monster magic, and unlocked abilities. [*] [b]Determination technology[/b] — extract, inject, stabilize, and weaponize Determination through research and specialized buildings. [*] [b]Soul extraction and capsules[/b] — extract souls from living pawns, valid corpses, and Fallen monsters, then seal them in capsules. [*] [b]Monster-only soul absorption[/b] — monsters can absorb stored souls from capsules. Absorbed souls grant scaling bonuses, color echoes, psychic sensitivity, consciousness, and long-term power at a cost. [*] [b]Fallen monsters[/b] — monsters do not always die normally. Under some conditions, they may enter the Fallen state instead: alive, unconscious, and in need of specialized recovery. [*] [b]Amalgamation[/b] — unstable soul work and Determination experiments can create staged amalgamation. Early stages are painful. Late stages can destroy the pawn’s identity. [*] [b]Darkners and dark knowledge[/b] — dark resurrection, dark anchors, dark capsules, dark matter, shadow shards, and darkner suppression systems. [*] [b]SAVE anchors[/b] — record and restore a pawn’s soul and LV snapshot without rolling back the world. The colony continues. The consequences remain. [*] [b]The Godhood Path[/b] — a full endgame route where a monster can absorb enough souls to attempt divinity. The world will not approve. [*] [b]Godhood credits[/b] — completing the Godhood Path triggers a full ending poem, colony credits, and a final choice to continue the world or begin again. [*] [b]New factions[/b] — underground monsters and the darkner court, with their own identity, incidents, raids, and relationship behavior. [*] [b]New storyteller[/b] — Wingdings Gaster, a quiet experimental storyteller who reacts to soul science, SAVE anchors, CORE work, LV growth, dark knowledge, and attempts at godhood. [/list] Recommended First Run [b]Wingdings Gaster[/b] is recommended for a first rim!tale playthrough. He is not just “Randy, but strange.” He is an observer. At first, he stays quiet. As your colony researches souls, opens capsules, uses SAVE anchors, studies dark knowledge, builds toward the CORE, or walks the Godhood Path, he begins to respond with signals, broken messages, unusual quests, soul capsules, cracked souls, dark variants, Goner wanderers, and reality-fracture events. He is designed to push the player toward the mod’s systems without forcing a single route. Soul Colors Soul colors are inherited genes. [list] [*] [b]Red[/b] — Determination, survival, SAVE resonance. [*] [b]Orange[/b] — bravery, pressure, close combat. [*] [b]Yellow[/b] — justice, marksmanship, punishment. [*] [b]Green[/b] — kindness, medicine, protection, barriers. [*] [b]Cyan[/b] — patience, tempo control, slowing. [*] [b]Blue[/b] — integrity, gravity, discipline, positioning. [*] [b]Purple[/b] — perseverance, threads, restraint, working through pain. [*] [b]White[/b] — monster-only soul state, tied to monster biology. [/list] A pawn can carry more than one soul color. Multiple colors unlock more options, but their passive strength is shared between colors. Monster Magic Monster soul bearers can inherit a monster magic type. [list] [*] Fire magic [*] Bone magic [*] Gravity magic [*] Barrier magic [*] Healing magic [*] Shadow magic [*] Chaos magic [*] String magic [*] Crystal magic [/list] Requirements [b]Required:[/b] [list] [*] RimWorld 1.6 [*] Harmony [*] Biotech [*] Ideology [/list] [b]Optional:[/b] [list] [*] Anomaly — enables additional CORE fall / distortion content. [/list] Recommended Load Order [list] [*] Harmony [*] RimWorld DLC [*] rim!tale [/list] For the cleanest experience, start a new colony. Notes This mod contains dark systems involving violence, soul extraction, body instability, resurrection, moral collapse, and endgame godhood. It is still RimWorld: tragedy, failure, cruelty, and terrible decisions are part of the story. The mod is designed to be playable as a long-term colony system, not only as a novelty scenario. Disclaimer RIM!TALE is an unofficial fan-made RimWorld mod inspired by soul-based fantasy, monster stories, and darker tale-like themes. It is not affiliated with, endorsed by, or sponsored by Ludeon Studios, Toby Fox, or any other rights holders.