MAGNUM OPUS
You awaken with a spasm and try to suck in a breath. Your mouth fills with acrid slime and you flail your limbs in slow motion as you realize you’re submerged. You open stinging eyes just long enough to glimpse light above you, dark forms of other bodies adrift all around. You swim blindly upwards until you finally breach the surface, gulping in great lungfuls of cold and musty air while you search for something to grab hold of. Questing hands slam down hard on the metal lip of the vessel and you drag yourself up and out, sliding like a mucous coated eel down the side of the giant cauldron and onto the cold stone of a cavern. You rub slime out of your eyes and cough it out of your throat, glancing about as others like you escape the cauldron and join you on the cavern floor. After a few minutes to recover you begin looking around. The Cauldron is connected, by many hundreds of pipes, to a great and incomprehensible machine in the ceiling. You can only see a bit of it, poking out through the stone, with the vast bulk of it stretching up far above you. You have no idea how you know that, but you do.
There is only one exit to this room, a rough hewn doorway on the opposite side. Next to this doorway is a huge brass plaque, with a metal box the size of a coffin affixed to the stone under it. The plaque reads as follows:
You are a Homunculus. You have been created for the purpose of carrying out our will. Do your work well and you will be rewarded. Fail or betray us and you will be destroyed. This cavern has been outfitted with all you will need. Instructions for all you need to know will be found on plaques like this one. Take what you find in this box below and familiarize yourself with the cavern and our instructions.
When the time comes, heed our call. Do not disappoint us.
Magic exists and it causes a lot of problems. The Grand Atelier could fix any of these issues with ease, but they're busy realligning the stars or transcribing the music of the spheres or whatever it is that full Magi do. So they made you, and now its your job to clean up all the messes while hopefully not becoming one yourself.
Pure d6 RTD baby. Only one thing different: Fate Points. Whenever you roll a 1, you get a Fate Point. You can spend a Fate Point with any action to roll at advantage for that action. You can spend multiple to roll at multiple advantage. Fate points are linked to players, not characters, so they carry over between characters. You start with 0.
You can use magic once a turn. There's no mana, use it how you like, but be careful.
Create a character sheet. Put this, spoilered, into every post you make that contains an action. If you have no sheet I WILL IGNORE YOU. OR WORSE. Sheet needs:
Name: (Whatever you call yourself)
Description: (Homunculi are basically human, but might be a little weird. They all have personalities and some claim to have memories from before they were here. These are of course false and nothing but aberrations in the culturing process.)
Nature: (See below)
Status: (How are you doing? Is your head made out of steel? Are you coated in armor made of bees? Are you a sapient lamp? Let me know here.)
HP: (You have 10 HP to start with. Try not to lose it.)
Inventory: (Whatcha got on ya? Keep it up to date.)
Fate Points: (Start at 0.)
NATURES
The homunculi are created automatically by the Culturing Cauldron and have been in production for decades, maybe longer. As such the process has started to degrade a bit and they come out with a bit of magical corruption these days. This corruption alters their nature and allows them to use just a bit of magic. The known Natures are:
Elemental: Elementals have a bit of some random material mixed up in their body. Fire, ice, mud, plastic, hotdog, the list is basically endless. Elementals can control their element and, with a sacrifice of HP, produce more of it from their bodies. Exposure to their element will slowly heal them, and they are generally immune or at least resistant to that element. (The element is chosen by me).
Verbomancer: These guys have control over a specific, randomly chosen verb. Their magic revolves around manipulating the world with the meaning of that verb. For example, “Run” could be used to make a machine function, to speed up the motion of something, or to cause an enemy to flee. (The verb is chosen by me.)
Functionary: They can pull the function or state out of a physical object and apply it to something else. For example, they could pull “Open” out of an open door and place it on a locked safe. These removed concepts are physical objects that have to be pulled by hand from one thing and placed by hand into the other. They also have to be physically held by the user lest they vanish.
Animist: They can bring things to life, but have to sacrifice HP to do so, pumping it into the object. They share a pool of life with their animated things, so if they give 5 HP to something their max life becomes 5 HP while the thing is still alive. When the animated thing takes damage, the HP returns to the Animist. Animists are spread among their creations so the death of any particular one, even the “original”, doesn’t result in the death of the others. But only the Original regains the HP from the fallen: if the original dies, the others are stuck with what they have.
Cognizants: One of the weirder looking Homunculi: They always have a pair of crystal balls instead of normal eyes. They can use their magic to know anything, from the future to the past and anything in between. But the result of their rolls are always hidden.
All-Tounges: They can speak with anything. ANYTHING. People, animals, plants, rocks, street signs, wind, gravity, love, etc. But they can only speak to them, not command them. They may be able to convince what they're talking to to do something for them, but it usually has a cost. They have to be careful what they talk to, as more powerful things might dislike being interrupted. Gravity is rather busy, after all.
Anagramist: They are able to transmute objects into other objects. This is done by rearranging and/or removing letters from the name of the object. For example, “Keyboard” into a Key, a Boar, an Oak, or a Year. They can only use this power on physical objects they can hold, and the object's name is defined as "Material Object". So "Plastic Keyboard" or something like that.
Glutton: They can eat just about anything and then remake it from their own flesh. This sses HP , with larger or more powerful things using up more HP. They can make as many of the object as they want.
Chameleon: Allows the Homunculus to take on the shape/material of anything they are currently touching. How much of themselves they can change depends on the amount of the matieral they're touching. So if ya want your whole body to become steel, you have to be touching at least as much steel.
Pureblood: The process worked perfectly this time and produced a homunculi with absolutely no corruption! No special ablities but some believe they have a greater resistance to magic as a result. Hard to say.