I wanted to try something new in the roleplaying section, so I'm making this. It uses a GURPS-esque system for character creation, and a hodgepodge of game mechanics that I thought up. Please don't start posting bios until I say to, the first 7 to apply once applications are being accepted will get the spots.
A small pioneering company has given you 7 the chance to work together and turn a 90 foot by 80 foot plot into something worth having, be it a fur trapping camp, a river fishing village, or a mining town. All sorts of skills will be needed, and with each summer will come a trading ship, and with each winter shall come a struggle to stay alive. It is spring now, and a surveyor has given you a map of the site with notable resources. A dwarven stronghold is expected to be but four or five miles away, and the elves live only across the river, quite enraged by your intrusion into their homeland. By net, bow, or plough, provide for each other and build lodgings.
Map.
Things of note: 1. The shitmobile wagon, with an inventory that will be determined based off of the skills chosen by the embarking party.
2. A shallow river, traders come up from the south. The water is fresh and drinkable, even if it tastes bad.
3. A forested area, with approximately 30 trees.
4. A sheer cliff face, about 20 feet tall. Good mining site.
5. A really deep pond, stagnant water.
6. Some shittily drawn bushes that have wild blackberries and wild strawberries growing in them.
7. A small, gently sloping hill that is shear on the northeast side. It's only like, 5 feet tall, and it's made of clay. Has a tree on top with a birds nest in it.
Pioneers
1. SombreChapeu
2. Siquo
3. NUKE 9.13
4. webadict
5. Frelock
6. Floirt
7. Pandarsenic
Every time the trading ship comes, they'll take a report of how many more pioneers can be handled. Every two new pioneers, the company grants you five more feet on all sides. For every ten new pioneers, the surveyor will come along and tell you anything important that he can find out about your new land. To determine eligibility for a new pioneer, a check will be made against your supplies. You must have 50 stockpiled food resources, an empty bed, and 10 points of infrastructure.
List of building resources and their uses
Clay: Can be made into cheap crafts or furniture, and then fired to be useful.
Fired Clay: Can be used as bricks for the purpose of walls, chimneys, fireplaces.
Stone: Makes very sturdy walls, bridges, roadways, and dams. Can be used as cannon-shot.
Wood: Makes sturdy walls, beds, barrels, bins, the handles for various tools. Is the resource shingles are made from.
Copper: Weak armor and weapons, one-use cannons. Can be used as cannon-shot.
Tin: Trinkets and furniture.
Bronze: Decent armor and weapons, degradable cannons. Can be used as cannon-shot.
Iron: Strong armor and weapons, long lasting cannons, and anvils. Can be used as cannon-shot.
Marble: Same uses as stone, but can also be used for statues. Three times as valueable.
Hay: Animal feed, and can be used to thatch a roof.
Gunpowder: Very expensive, used to load cannons.
Tree sap: Can be made into valueable and nutricious sugar. A natural adhesive.
Rope: Ties stuff, y'know? Used in short lengths as cannon fuse. Can be unwoven into smaller strands that can be woven into a net.
List of food resources
Fish: specifically catfish, trout, salmon, and bluegill. Chance of sickness if not cooked, high.
Fruits: Papayas, bananas, breadfruit, wild raspberries, wild strawberries, wild blackberries. Must be washed.
Meat: Rabbits, squirrels, native turkeys, the ocassional bear, migratory birds including duck and goose. Chance of sickness if not cooked, moderate.
Vegetables: Pumpkins, squash, corn, cabbage, potatoes. Should probably cook.
Some game mechanics
Clay mines: On the hill and by the river banks you have a 90% chance of obtaining workable clay.
Mining: You have a 70 in 100 chance of striking something usable. 15 in 30 chance it's stone. 1 in 30 chance it's a chunk of hematite. 3 in 30 chance it's a chunk of marble. 5 in 30 chance it's a chunk tin. 6 in 30 chance it's a chunk of copper.
Fishing: Every turn spent fishing you will have a 1 in 3 chance of catching a fish.
Tree cutting: It takes 10 turns to cut down a tree and turn it into 30 usable units of wood. Your level in tree cutting is subtracted from 10 to find out the real number of turns. Cannot be less than 4 turns, and any extra points are converted into 20 points of imaginary stamina that will be expended before your real stamina is used.
Pottery: Lets you make things out of raw clay, and fire them. Each level reduces the chance of you messing up the firing process by 6%, and the base chance of failure is only 20%.
Metalworking: Lets you create things like arrowheads, plows, sickles, picks, pans, pots, silverware, and metal trinkets. No way to fail or do exceptionally, takes 3 turns to produce an item.
Forge-work: A three in one skill. To smelt an ore into a usable bar takes four turns, and each level decreases it til you get to one turn. To make weapons you have a 30% chance of failure (will produce a weapon that does horrid amounts of damage, you'd be better off with your fists) a 60% chance of succes, and a 10% chance to make an exceptional weapon that will have 2 points of damage added in. For armor making, you have a 70% chance of success, a 25% chance to make the armor thin ( half the protection) and a 5% chance to make it well balanced, meaning it will weigh less. Each level will both a. decrease smelting time, and b. convert 3% of failure % into success %.