[center][h2][b][color=00a651]THE SAGA OF SHIPSLAUGHTER[/color][/b] [sup][sub][i]Lean, Green and Meme[/i][/sub][/sup][/h2] [indent][indent][indent][i]Driven out from your old home by invasion or wanderlust, you finally arrive at a new land to make yourself a new home. It will be dangerous and many hardships will come, but goblin ingenuity and adaptability will find the way for with cleverness and craftiness comes substances. How will you lead the proud new settlement of Shipslaughter?[/i][/indent][/indent][/indent][/center] [hr][hr] [h3]Premise[/h3] [quote]This RP is based upon the game Dwarf Fortress except instead of stumpy alcoholics, everyone is a tiny goblin for better or worse. I hope to recreate some of the tones of the game from its grand base building to its nonsensical silliness. There will be a system for things found from the game like resources, happiness, strange moods, etc but it will be controlled by the GM for adaptability purposes instead of adhering to strict rules. They're what we call [i]"guidelines"[/i]. While this RP is inspired by Dwarf Fortress, this is [i]not an RP version of Dwarf Fortress[/i] as I have no intention of becoming the human version of several hundreds of thousands of lines of code. Yes, the name is a reference to Boatmurdered.[/quote] [h3]IC Posting[/h3] [quote]IC posting is a little different than in some other RPs. This RP will use a turn system that is demarcated by GM posts. At the start of each turn, players will write an "action post", an IC post that details what exactly their goblins will be doing that turn. Posts will be about intent and attempt instead of result (ie "I go hunting" or "I work on a hut" vs "I hunted a deer" or "I built a hut"). Their sucess (or failure) will be determined in a GM post based upon the skills and number of goblins working on it. After the action post, players will be able to write IC posts to interact with each other or even the world without an action until the next GM post. [b]You can only have one action post per turn.[/b] Actions could include but are not limited too: [list][*]Go hunting or gathering [*]Cook food or brew drinks [*]Grow and harvest plants [*]Build something [*]Patrol an area [*]Gather or refine materials [*]Craft trinkets, weapons or armor [*]Write books [*]Train a skill[/list] It can be discuss OOC as to what action you want to take before posting. NOTE: Some actions may take multiple turns such as building large buildings or going on expeditions.[/quote] [h3]Player Characters[/h3] [quote]Players will take control of a group of goblins called "gangs" who are specialized in one area such as hunting, building, crafting, fighting, preforming or whatever else as a Goblin Boss. The exact number will be random at the start of the IC don't expect too many at first. As more goblins come to the fort, you can recruit them into your own gang if you so wish. You can have your gang do something they aren't specialized in (IE a gang of hunters being used as ranged soldiers or a gang of builders being forced to help farm) but expect limited results in most cases unless their is a skill overlap. There will also of course be GM-controlled NPCs who might form their own gangs and do their own thing on occasion. Depending on their temperament, they may only take orders from someone in a position of higher power or only work certain jobs while others are more flexible. The addition of Goblin nobles like those of DF is still pending. Bosses will be able to add additional supplies to the initial starting stock (pending GM approval first of course). [hider=Goblin Boss CS] [b]Name:[/b] (Goblins tend to have short names. IE "Grag Skimar" or "Thelm Redcap". I recommend [url=https://www.fantasynamegenerators.com/goblin-names.php]Fantasy Name Generator[/url].) [b]Gang:[/b] (Name of the gang, number of gobbos and their main skill. IE Greenkeeper, 5 Farmer Goblins.) [b]Age:[/b] (Goblins live shorter lives than some other races. They reach maturity around age 10 but typically only live for 50-60 years.) [b]Sex:[/b] (Goblins are egalitarian folk.) [b]Appearance:[/b] (Entirely optional, picture or description.) [b]Values:[/b] (Think of this as personality traits they hold dear. The following are examples.) [list][*] Cleverness [*] Honesty [*] Nihilism [/list] [b]Skills:[/b] (The number of skill points you have determines your proficiency with that skill starting from none to Novice (1), Apprentice (2), Adept (4), Professional (6), Expert (8) and Master (10). Your character starts out with 7 skill points to assign, its recommended to have your gang's main skill be your most proficent. The following are examples. Credit to [@Shovel] for this system.) [list][*] Professional Miner (6) [*] Novice Fighter (1) [/list] [b]Likes:[/b] Some more personality traits stuff, this time about what they like. Mostly for flavor and a hold over from DF. The following are examples [list][*] Slimes, for their cute appearance [*] The color red [*] River fish and berry wine [*] Stone tools [/list] [/hider] [hider=Raw CS Code to Copy & Paste] [code][b]Name:[/b] [b]Gang:[/b] [b]Age:[/b] [b]Sex:[/b] [b]Appearance:[/b] [b]Values:[/b] [list][*] [/list] [b]Skills:[/b] [list][*] [/list] [b]Likes:[/b] [list][*] [/list] [/code][/hider] [/quote] [h3]Lore[/h3] [quote]Worldbuliding stuff to be added at a later date or once there's enough interest. For now know that there's humans, elves, dwarves, kobolds and orcs. This is a low fantasy world meaning that magic is pretty rare. [hider=Races] Goblins are very adaptable, so much so their appearance can actively change depending on their environment if they live in an area for long enough. They're scrappers and scavengers, making homes in whatever crack or hole is the world from half-feral sewer packs to magnificent fortress-dwelling settlements. Humans are seen as ambitious and driven to create large groups that lead into kingdoms and empires, which is why most large states are run by humans. They're a mixed bag but generally seen as pragmatic, as willing to trade and coexist as they are to invade and destroy if they have reason to. Elves are tall, lanky folk who live very long lives are seen as aloof and flighty as well as very self centered. To be called an Elf is an insult in most cultures meaning someone is impulsive and untrustworthy. They are very snooty with a mile long narcissm streak who are obsess with appearances and aesthetics. Dwarfs are stocky and stout known for their stubbornness and long memory. They're fairly stand-offish but don't feel the need to actively antagonize other races unlike the Elves. They stick closely to their oaths, even if it takes generations to complete. They are also known as "bipolar alcoholics" as despite their stony exterior, they can be overwhelmed with emotion and require strong drink regularly. Orcs are distant cousins of Goblins with a variety of myths and backstories about their creation. They are loud, brash, brutish and bold who value strength and honor; an orc will never stab you in the back, only cave your face in head on. They also are some of the best doctors because dying of illness or infection instead of in battle like a true orc is for pussies. Kobolds are small dog-faced creatures with floppy ears and long snouts with just enough brains to be considered sentient. Almost everyone finds them adorable, despite their mild kleptomaniac tendencies. They are the most magically sensitive race who can create powerful magics. Unfortunately because of their limit brain capacity, they don't really know how to use that magic in any regular or controlled way. [/hider] Starting Scenario: Desperate Refugees - 2 day's worth of food for each goblin (in sacks) - 2 day's worth of drink for each goblin (in barrels) - 2 day's worth of animal food for each animal (in sacks) - 1 heirloom artifact (last memory of the old tribe, this is something the entire group shares) - 2 wheel barrows (to carry all this stuff) - 1 set of Goblinite tools (hatchet, hammer, hoe, saw, shovel, pick, knife) - 5 units of herbal medicine Some clarification: the food and drink is just to give you guys some wiggle room as I plan for each turn to be 1 day more or less unless specified otherwise. Containers will be used to store these items in places so that they don't spoil/get eaten by vermin. Each goblin will consume 1 unit of food. The heirloom artifact could be anything as of right now. The wheel barrows are there to carry all this stuff and for some basic transportation. Goblinite is just melted down metal roughly on par or below iron (honestly its to help keep resources more simple since it can be made from any other metal by melting them down). Tools are used for jobs and each unit of medicine will cure 1 illness or be used in 1 operation unless its something special. These number values aren't final, I suspect that the tools might change. [/quote] If you're interested, please be sure to mention which starting scenario you'd like or make up your own for suggestion! This will probably have a limited amount of people, at least as I test out the RP's systems and all for maybe like max 5 for now. Current Players: Dark Cloud Shovel Dog Sadko SilverPaw Waiting List: Kenshi