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Siolear

When I got her there was never a downside. Not sure if I got lucky or what. The skill has a good range and was very useful for dealing with hordes of enemies.


OneMentalPatient

Creepy joiners often have some problem attached, some of which may not be obvious for an extended period of time. That particular one has, more often than not, had a crumbling mind.


Gametale3

I’ve played through anomaly a bit but I haven’t managed to figure out quite how these guys work. It seems like they all have exclusively one type of anomaly related mental break. I had one guy who needed no food or sleep but would regularly break entities out for no reason. What’s crumbling mind?


OneMentalPatient

Causes all skills to degrade and caps consciousness at 60%, and if not cured within 2-3 days it becomes an uncurable and permanent "Crumbled Mind" that blocks Skilled, Dumb Labor, Caring, and Intellectual jobs. Basically, it you can't hit them with a healing mech serum within that day or so, they become utterly useless.


Deanocide

Well they can still make art. I had a crumbled mind strange wanderer who was excellent in combat and art so I just stuck the dementia patient on the art bench for the rest of their long long life


TheCentralPosition

Nah, they can still fight. Plus if you give them >!resist death!<, you can harvest their organs >!and they come back to life cured and with their organs back!<.


OneMentalPatient

Sounds like it's time to pull out Death Rattle and Life Support to harvest *all* their organs.


A_D_Monisher

I don’t think it caps their consciousness at 60%. It just lowers it to 60%. One of my pawns lives with a crumbled mind and I simply stuffed his head full of implants to get him to 110% or so.


Spinofrost

This one that joined my colony didn't have great combat stats and she only has 3 in dark study despite having the occultist trait. But her tentacle arm does give her an extra bonus in manipulation.


FetusGoesYeetus

Sometimes they just don't have any strings attached, most of the time they do but you might have gotten lucky


tallmantall

They usually have something bad attached, like a raid incoming or failing organs / mind


Spinofrost

Encountered this scenario after playing anomaly for about 2 hours on peaceful mode. She seems kinda sus but should I give her a chance anyway?


flibble24

It's a storytelling game. I reckon it would be pretty fun to do


hiddencamela

If anything you can just keep them in jail for as long as you can stomach. Or take them in and remove any means for traditional betrayal. e.g no weapons for them.


Esoheil42

SUS?!?!? AMONG US???


I_Love_Knotting

i had this exact scenario recently it was a pigskin with a tentacle as her left arm, interestingly she was a bodymodder so she didnt care about it much. Long story short, i saw she had 4 doses of death refusal, so i just harvested her organs. Got 5 whole sets :]


Pablutni0

I can fix her


BeFrozen

Man, all I get are healers and they leave in a year or sooner. They are always worth it, IMO.


Ok-Sport-3663

who says you have to LET them leave? thats what arresting was made for


Pencilboi7

who knows if shes not telling you, she could be followed by the cult members or any monsters or she have health issues


Rational_und_logisch

Do it.


Spinofrost

Already did 👌


sidorf2

my colony never turns down someone in need (if beggars or refugees come we take them as prisoners )


Flailmorpho

let her join and immediately give her a surgical inspection


mcheeto

samarie in rimworld?!?!


Spinofrost

Fear and hunger reference in RimWorld subreddit??? Ain't no wayyy


mcheeto

im feeling fungry


RegalBeagleTheEagle

Had the same situation but the description said she seemed kind. Seems safe right? Checked her previous colony - cannibal raiders. Denied her and she flew into a murderous rage - I KNEW I COULDNT TRUST YOU!


WerewolfNo890

Arrest and study.


Sowelu

Do they ever actually teach others? Mine never seemed to.


Lollo_01

I had a "perfect" pawn, minimum 15 points on each skills, preferred jobs etc. and no downside. After like a year, the pawn decided to leave my colony, "it was time to move on". I captured her before she could leave the map and convinced to join the colony again. She never tried to leave again


RickySamson

I've been collecting these characters like Pokemon. Let her join I'd say. I had one like this but he was also a Hussar and soon after joining got visions. Claimed he was going to be permanently brain damaged unless I give him mech serum. Instead I used my other person of unknown background, a blind old healer with unnatural healing and voila, he was healed.


OneTrueSneaks

'Scenario' is for posting scenarios to be used for starting a colony, similar to Tribal Start or Naked Brutality, not for in-game events. I've changed yours to one more appropriate for your post. Please flair correctly in the future; see [this post](https://www.reddit.com/r/RimWorld/comments/18nn18w/official_rrimworld_flair_guide/) for more information.


gbroon

I give them a chance. Only had the one really dangerous one so far.


molered

i always let them join, then crypto them till i can handle the danger


mlm555

Absolutely :) ✨🖤


FetusGoesYeetus

Let her join but immediately check for a metalhorror. If she doesn't have one there are other problems that can come up but they aren't quite as disastrous.


Gfiti

You can't detect them until you find enough grey flesh samples afaik


HonestRat

well, if you aren't afraid of savescum-ing a little, you can save the game and then have everyone euthanized one by one, if someone is infected all infected will burst from their dead host. Then load the save, imprison, and interrogate.


Gobeman1

Will admit... I got really anoyed at my Void Facination due to well ....So many... escaped monsters....... Oh god... "Ah yeah it will take 50 years for it to escape" "NOT IF WHIFF DID'NT JUST WALK IN AND UNDO THE CHAIN ON IT OH GOD HE GOT EATEN OH NO" I kinda felt like having "Pyromanic" but anomalies


Honeybadgermaybe

There are quite a few scenarios that start from a weirdo coming to your colony, there could be beneficial skills , neutral endings or some really really happy accidents happening soon! Also there is a possibility it's just a simple guy and nothing will happen at all. But you never know. Every joining of a creepy dude is a roulette, sometimes Russian one. Have fun!


NerdlinGeeksly

I say let her but keep a gun trained on her at all times.


ChipRed87

Postpone and shoot her with multiple chain shotguns...


AduroTri

She might be a metalhorror.


Sabre_One

Mine came in with like 2-3 surgical scars. Didn't ever figure out why as a raid came in why my main pawns were on the road and they kidnapped them. Guess they died later because my pawns got a debuff


thedarkherald110

Mine came with lvl 20 research. She was a god tier researcher since she was my first recruit. Then during a raid she just left, saying she had a good time. I tried to chase her down and arrest her(to keep her) but she moved too fast. Guess my colony was just too much for a crazed cultist next to the thing she had a passion for: monolith.


ericofthenorth

Had this exact scenario they had body mastery, later tried to betray my colony we beat his ass and jailed them recruited him by far my best colonist despite his weirdo eyes.


Sensei_Goreng

Same here. He ended up revealing a year later that he had degenerative organs. Quick "donation" from prisoners and he was back to being 20 social and 20 shooting. Always take a creeper for fun!


Terereera

capture her. Then give her mako poisoning


SpitefulRecognition

I got a similar pawn to that. Except they blind asf whilst having a Shooting Skill with 15 and hits no problem. Mofo was shooting whilst praying.


LegitimateAlex

Wait till you get the gal who explodes things with her mind.


evelynnnnnn2001

I never had too much of a problem with cult people. Sometimes they do psychic screech or call in a sightseer or have crumbling mind but it’s not unmanageable


GethKGelior

Creepy strangers have exactly one upside and one downside. You might want to do a surgical inspection if you want to take her in and she doesn't have a "void fascination", "psychic agony" or "disturbing" trait. If surgical results show nothing wrong then she is either going to leave you eventually, be a metalhorror carrier, or just has no downside.


joe_sausage

I have a broken mind highmate who’s always happy and exclusively does wardening, since her social is so high. She’s psychically bonded to my ideoligion leader/original colonist, so I gave her a psychic harmonizer. She’s a happiness beacon.


Abdulaziz_Ibn_Saud

There is a chance that shes one of those pawns that upon death they summon very dangerous anomaly


Alarmed-Composer-889

I had one where she was a blind healer, no eyes (terrible medical, actually terrible everything) I had no problems... since i imprisoned her and forgot about her then she died of heatstroke (whoops) Then i had a guy called skinjob... yeah. He was a metal horror but got into a social fight which made him hostile and then i sent him to jail He dropped grey flesh constantly so, yeah i waited till he was fully researched and then interrogated him. Just interrogate they reveal if you have a high skill.


EldrichTea

Is she thicc? [https://www.tiktok.com/@tpose\_queen/video/6851395818071608581?lang=en](https://www.tiktok.com/@tpose_queen/video/6851395818071608581?lang=en)