Fantasy Village MP General Info and rules

CYOA: NSFW Warning

General MP Rules

The NSFW aspects of the setting have been toned down significantly for the MP.
The Advisors are personalized for each player. They are optional. 1 or 2 max each.
Advisors can be used to give verbal comands to your System.
They reside in a shared virtual space when not in use and can comunicate with eachother.
All PCs are part of the same village regardless of race.
The starting village has all the starting techs of all races.
Stone Age start.
Players can start between levels 1-20. Veterans got reset.
You can make a transfered NPC instead, same rules apply.
By default the village will have one trainer for each common class, plus one trainer for each racial class the PCs have.
The starting outpost is in a protected area, separated from the rest of the world by natural means.
The village will expand and spawn new residents (Both players and NPCs) when reaching certain technology milestones.
Other stone age settlements exist with other trainers.

Yulith info abridged

Information is not all-inclusive.

General

You get 6 stat points every level.
Class Level and Main Level are separate. Main Level is the sum of all your class levels.
HP and MP are part of your class.
Items have stat reqs to be equipped. Copper tier tends to add up to 15 in reqs.

Race

The Races can be very varied. Multiple limbs are possible, as well as many color variations, the only limit is no adding limbs/parts the race doesn't have. No wings on a human and so on.

Class

You get a new Class slot every 30 total level.
Classes have rarity. To raise your rarity you need a trainer of one rarity higher than you and to be high level enough. The level tresholds are every 25 levels.
The rarities are White-Green-Blue-Purple-Gold-Orange-Red. Higher rarities give better stats and better skills.
You only have one Main Class, and as many extras as you have slots for. The Main Class determines your MP and HP totals, otherwise the only difference between Main and extra is that only the Main gains EXP. You gain stats from all your classes.
Skills are procedurally generated and somewhat personalized so two members of the same class may have different skills.
You get Skills by leveling up a class. No specific frequency stated.
You get basic gear for your starting class.

Skills

Skills can be combined. Most ranged skills work on any "Projectile".
Stances can be toggled to be always on.
Most Healing is a projectile that needs to hit. You can touch heal.
Contract spends the same amount of MP to summon the crearure as it took to make the contract.
If a skill doesn't have a cost it probably has a cooldown.
Everyone has an Inventory. It holds 25 stacks of 99. It can be expanded.
Auras affects everyone in the Party regardless of distance.
Ranger Familars can't be summoned by default.
Only one Rage at a time, by default.
Totems are consumables.
Bleeding stacks up to 10 times. Some skills may extend this.
You can reabsorb Tidal Weapons to get a patial refund of mana. Gives more back the more recent the weapon is.
Bard skills requre actual skill, they are not automatic.

Abilities(AKA Professions)

Doing something makes you better at it, that's an Ability.
Abilities have ranks, starting from Bronze, higher ranks are made up as they are reached.
They get rusty if unused, which locks progress, but get back to normal quickly if practiced again, allowing progress to resume.

Kingdom/Culture Building

Outposts are the start of a new village, they need to be a certain distance from eachother.
Starting Resources and Techs are as follows.

Village Status

Resources

2 common metal (Copper, Zinc)
1 uncommon wood (Pine-like)
1 fish (Trout)
1 crop (Potato)
1 fruit tree (Oranges)
1 herd animal (Sheep)
1 huntable animal (Boar)
1 unique stone (Schist)

Starting Tech

Mundane

Early Agriculture
Early Mining
Early Animal Husbandry
Early Hunting Practices
Early Hide Houses
Early Fishing
Early Stone Buildings
Early Fungi Culture
Early Survival tech
Early Woodcraft
Writing

Magical

Basic Magic Theory
Basic Light Magic
Basic Rune Magic
Basic Nature Magic
Basic Spirit Magic
Basic Ritual Magic
Basic Holy Magic
Basic Fire Magic
Basic Acid Magic
Basic Necromancy Magic
Basic illusion Magic

Current Goals

Survive
Research Writing
Irrigation

Reasearch Progress

Basic Magic Theory: 40%
Writing: 35%

Completed Goals

Kill The Wendigo

Maps

Village (10X10 miles scale)

MapV1

Achievement section

Weendigo Wendigo Slayer
The village defeated the threat from another world with the power of planning and collaboration. The minimal losses will be remembered for their sacrifice.

Edit

Pub: 23 Nov 2025 05:07 UTC

Edit: 24 Dec 2025 01:23 UTC

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