The basic premise here should be familiar: Dwarf Fortress the forum game. Except, instead of dwarves it's a motley collection of freaks from anyplace imaginable.
Welcome to Multiverse Fortress.
To join, you must select a name, appearance, race, and class. Name and appearance are fairly self-explanatory, but race and class require some detail. Once approved, you can also select your character's gear, but this will generally be standard clothing, rations, and a single "tool" of your choice. Alas, you will start with no skills whatsoever.
Race and class will both be selected from a fictional setting, and they needn't be the same one. From there, they will have most of their stuff stripped away to one or two abilites or traits, combined, and used to determine any abilities or qualities you may have, as well as a vague guideline to any you might have in the future.
"Class" is a somewhat open-ended term, but generally refers to an accepted or common profession or skillset. "Race" is similarly open-ended, in that if it's acknowledged as one, it probably is.
The setting can be from any fictional work, given a few conditions. Firstly, it has to be an actual setting, so paintings or mascots are generally unavailable. Secondly, the setting has to be somewhat detailed, so a lot of short stories and fanfiction won't work. You must provide a link to a description of both selections, as well as to the setting(s) itself if that's not covered. You must also provide a description for each setting and selection in your own words, but these may be very brief (though I tend to not mind essays either).
In general, selections will be modified as much as necessary to make them fit, but there are several obstacles that might be insurmountable:
-Required technology. This will be an ancient setting. Anything that can be magic'd or magitech'd (robot to golem, etc.) might work, but it's probably not good to count on it.
-Required abilities. Most selections will lose most qualities and abilities anyway, so don't worry too much about that. It's the features that are somewhat mandatory for the selection to function or have any flavor that cause problems, since if they don't work, the whole thing fails.
-Physical concerns. You will be a mostly mundane humanoid. If your selection can't function as that, it's not going to work. Being excessively large or small, being obviously unsuited for a humanoid environment, or having features that are just too bizarre to work with everyone else (or that don't make sense without an ability that isn't going to work) will generally make a selection invalid. The world will be reasonably serious and realistic, so excessively cartoony characters may also fail because they can't really be translated well.
When in doubt, ask or try.
The world will mostly work on DF principles- a single mined "stone" can produce a coffin with lid or between one and three rings, for instance. Other things will be more flexible- you can make crude items without workshop or tools or try to scale up a wall, for instance.
Note that certain world/civilization assumptions like that there's caverns beneath the earth or a caravan will be visiting you in the fall can't really be relied upon. You really don't know what's out there, and making the wrong preparations could be costly.
This is a sandbox game. While the goal is presumably to not die and build up a wonderful fortress (not necessarily in that order, I suppose), you're free to roam around, split off from the group, and generally do anything you can get away with.
Turns will consist of a weekly schedule, generally meaning a daily schedule to be repeated seven times. By default, you can perform two actions a day (plus sometimes half a hobby action).
More technically, a day is broken into an 8-hour work shift, 8-hour sleep shift, and 8-hour relaxation shift. You may work double or even triple shifts, but doing so has a high chance of tiring and stressing you out. You may also sleep or relax instead of working, which is good for recovery but otherwise not especially productive. Generally speaking, you may not split shifts between different types, but since eating and such fits into your other shifts, there's usually no reason to. Splitting shifts into different actions of the same type is acceptable, such as by performing two different jobs for your work shift.
Most actions are four hours, which means each work shift has enough time for two actions. You might be able to fit a hobby into your relaxation time, in which case you use half your relaxation time performing half an action. Note that hobbies have to be something you obviously enjoy and have an interest in (beyond "acquiring wealth" or similar), so don't count on them for much. Stressed individuals tend to value working a lot less as a leisure activity.
Other individuals or factors can increase or decrease the time required to work- if you're making items, and the raw materials are at hand, you'll be assumed to make them faster, almost as if the hauler had given you his shift. Note that this speedup has limits; generally 25% faster is the most you can work based on favorable conditions, with any more just contributing to how long you get the bonus for.
Individual events of note, like being attacked, will generally take place at an unspecified time within the week, and allow everyone (unless they're indisposed for some reason) to react without really impacting the work schedule.
The game will use a rather unique method of determining outcomes, at least until I realize it's stupid and do something better. It works like so:
You roll a d10. If it's 5 or below, you fail. If it's 6 or above, you succeed, add one to a quality we'll call Quality, and repeat the process.
When you eventually fail, the remainder becomes what we'll call Subquality, giving the project two results. Quality determines overall effectiveness- in the case of making items, it's essentially DF-style item quality, for instance. Subquality determines the details of the result- in the case of making items, it will apply minor flaws or embellishments, which have much less of an effect than normal Quality but can still be important, especially for perfectionists.
Skills essentially add to your roll when you would otherwise fail, being expended in the process. If you have a +5 bonus and roll a 4, it'd expend 2 to boost the result to 6, making you succeed and leaving you +3 bonus to use later. If you then rolled a 1, it'd also expend the +3 to boost it to 4, for a less miserable failure. Penalties work the same way except waiting to ruin you at the earliest opportunity.
The experience needed to gain a level in a skill is equal to 10 times the bonus it provides. So you need 10 experience to go from +0 to +1, 20 more experience to go from +1 to +2, and so on. The amount of experience you gain from a task is, sadistically, the finished Quality of the attempt.
Initial 8 are now selecting a starting area.
Current Roster:Name: Urist
Appearance: A sturdy, well-groomed dwarf
Equipment: Pick, kitten tallow biscuits, dwarven clothes (two goat leather trousers, etc.)
Stonesense: Doubles bonuses to mining
Alcoholic: Needs alcohol to get through the working day
Name:
Appearance: An imperious, flawless, transparent light blue elf with a disdainful expression.
Equipment: File, trail rations, nice-looking ghostly clothes
Malevolence: May attempt to possess living creatures, gaining control of their bodies
Arrogant Indignation: Having no body to possess qualifies as stressful conditions
Name: Ochita
Appearance: A fairly unremarkable human
Equipment: Sickle, rat meat, hemp robes
Magical Affinity: +1 to magic use, +1 to magic armor
Name: Kaguro Draven
Appearance: Tall, pale-skinned man with long brown hair and silver eyes
Equipment: Two-handed sword, rations, loose white clothing
Berserk Style: May attack multiple nearby enemies at once without penalty
Soul Eater: May feast on the souls of the dead for experience
Name: Shogun Hua
Appearance: A mostly skeletal minotaur with ribbed horns and glowing red eyes
Equipment: Whispered Secrets (tome describing animating undead), several cheeses, mundane clothing
Death's Call: Undead see you as a natural leader
Ironhide: +1 physical armor
Name: breadbocks
Appearance: Frail, brown-feathered birdman
Equipment: Belt of Truth (inhibits lying and being lied to), rations, robes
Shadow Fade: May use stealth under normally inadequate conditions
Ancient Race: May spend an action to prepare another action, adding the preparation's quality as a bonus to the prepared action
Name: Gar'gat
Appearance: Stout, muscular ork
Equipment: "Advanced" Mechanical Tools, rations, patchwork clothes
ORKS DA BEST: Wounds and maiming do not count as stressful
DOES SO WORK DAT WAY: May construct and operate devices well beyond current tools, materials, or knowledge would normally allow, at the cost of a high chance of injury or other damage resulting from its construction or use
Name: Alexander BLOCKman
Appearance: Short human with tan skin, brown hair, and somewhat ragged blue clothes
Equipment: Pick, ragged blue clothes, rations
Scavenger: +1 bonus to resource collection
Architect: +1 bonus to construction
Waiting List:nuker w
ragnarok97071 (drow summoner)
abcullater_2
Furtuka
dwarfguy2 (Koopaling Black Mage)