This is a game where you play as a cat sized artificial creature in a world based on a dwarf fortress map. Your goal is to survive. you can alter your body by consuming the right materials and expending energy. This is a fairly casual game I don't intend to put a lot of effort into, but the world is intended to be quite dangerous for your kind, so be prepared for your homunuclus to die.
Materials: your various parts are made of any material type you could find in a vanilla Dwarf Fortress world, with a few exceptions such as slade. For example, you could have a limb of wood, a torso of copper, and a core of tallow. Each material grants certain properties such as:
Value: the more expensive a material, the higher your value, this increases your energy, but also increases the interest other creatures have in obtaining you for their own uses. Higher value means higher risk, but possibly higher reward as well
Strength: Metal is stronger than wood, which is stronger than dirt. Living material is stronger than nonliving material. Bone is stronger than wood, blood is stronger than water.
Durability: Similar to the above, metal is more durable than wood, which is more durable than dirt.
Mobility: If you are entirely made of metal, you will have 0 mobility and cannot move. With 0 mobility, you will have no impact on the game and the character will be considered retired unless you have an alternative means of interacting. Mostly mobility comes from living materials, though certain nonliving materials can bestow varying degrees of mobility as well.
Dexterity: This is how easily you can interact with objects. If you have five parts all made of stone, you will be able to interact with objects mostly by falling on them or smashing into them. if you have flesh parts,your interactivity will increase. Fingers or grippers of some kind are necessary to wield weapons, write, craft and so forth.
Parts
Core: this is the part that contains your awareness and memory and such. This is your critical piece. If it breaks you die
Torso: this is the part that houses your core and acts as base for your other pieces to attach to. provides the highest durability for your overall character. Torso is also where your food is converted to energy.
limbs: how you move about, usually. also for interacting with objects or the environment
head: sensory and consumption parts are here. that is, if you want to see, hear, and eat, you need a head. without this part, you will need to gain energy through some other method such as photosynthesis, and will be generally limited to groping about blindly to feel your way through the world.
special:there are probably going to be unique or different parts that can be found or made later. they will have special rules attached.
your basic homonculus starts with a generic core, torso, head, two upper limbs and two lower limbs.
You also start out as a small creature, roughly cat sized.
the head contains one mouth, two eyes and two ears. feel free to specify binocular vs 360 degree vision. the first grants bonuses for coordination and focus, the second for awareness and spot checks. for ears, you start with a hole in either side of your head. Mouth has no teeth and is essentially a hole to stuff food into.
the torso converts food to energy. what kind of food works best is determined by the torso's material.
lower limbs are for movement. tey provide little ability to manipulate objects
upper limbs are for manipulating. the basic homuculus doesn't have hands or fingers, just upper limbs with rounded ends. you can carry stuff and turn doorknobs, assuming you can reach them. With some exceptions, manipulators attach only to upper limbs. (mandibles and prehensile tails are exceptions.)
you can swap out parts to start with a more specialized character if you like. here are the point values for each part:
Core: Priceless. one per being
Torso: 10
Head: 5
basic lower limb: 3
basic upper limb: 2
manipulators (one limb's worth): 6 (3 digits, claws, or the like, or 2 mandibles)
eye: 2
ear: 1
tentacle: 6 (acts as a weak upper limb and rudimentary manipulator)
tail: 2 (provides movement bonuses)
snake tail: 7 (acts as a lower limb and tail. grants similar movement to two standard lower limbs)
Size upgrade to dog sized: 20
Core:
Parts (below are the generic starting parts. if you swap them out, label accordingly.)
Head:
eye (2):
earholes (2):
mouth:
Torso:
Left Upper Limb:
Right Upper Limb:
Left Lower Limb:
Right Lower Limb:
Stats (I can't give starting stats for these, as they will depend on the materials you make your creature out of)
Mobility
Strength
Durability
Dexterity
Value
Energy: current/max (generic stating values are 5/5.)