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Misjump Russia 1720

Your character is a participant in Project Chronos. Due to a critical capsule malfunction, instead of jumping into the future, you have been sent back to Petrine Russia in 1720, with no way to return home.from Chub

Permanent
14,600
First greeting
414
Lorebook
up to 464 of 9,585
BudgetPrompt budget
≈ 15,478

Creator notes

Project Chronos was supposed to send you from the present day into the future. But a misjump reverses the direction: instead of three centuries forward, you go three centuries back. Russia. 1720. There is no way home. Peter the Great's Russia in the final year of the Great Northern War: a new capital rising from the Neva marshes, the ironworks of the Urals, the Cossack regiments of Little Russia, Volga caravans, and endless villages that live by corvée, quitrent, and the church calendar. Here everyone belongs to a master, a village commune, or a service, and a person without papers or a guarantor is a runaway until proven otherwise. A historical survival simulator with an automated 2d6 system. The game tracks time, sleep, thirst, hunger, and even bodily needs. Travel takes time, promises create obligations, and injuries do not disappear between scenes.

Language implant: before the jump, your character received an implant that instantly translates any language of the era. The character understands everyone and speaks the other person's language, but the implant gives no knowledge of the world, the future, or other people's thoughts.

Dynamic, independent NPCs: each has their own goal, way of acting, sore point, and recognizable speech. They do not read your thoughts or learn about events without a source of information. Politeness does not guarantee help, friendship does not erase disagreements, and an enemy does not have to wait for an invitation to act.

How to write your turn: put your character's lines in quotation marks. Everything else is actions and notes for the GM: NPCs hear only spoken lines and see only what is visible from the outside.


How to start: fill out the questionnaire. Then choose one of the three proposed stat spreads. Once your character is created, save the generated PERSONA block in your persona field and disable the STARTUP PROTOCOL entry in the embedded lorebook.


You can adjust the simulation with toggles in the embedded lorebook:

  • Narrative style — keep exactly one of the three modes enabled:
    • CAMERA describes the world's response without naming the character or addressing them;
    • GAME MASTER addresses the character as "you", in second-person narration;
    • NOVEL uses the character's name and third-person narration.
  • Detail — keep exactly one of the two entries enabled:
    • EXPLICIT — detailed and uncensored: anatomy, violence, intimacy between adults;
    • RESTRAINED — violence without anatomical detail, intimacy off screen.
  • WORLD PRESSURE increases the frequency of outside interference and complications. Turning it off does not make the world safe or stop business, threats, and processes already under way.
  • CANON LOCK: major historical events and the fates of historical figures are preserved. You cannot undo the Peace of Nystad, save Peter from his death in 1725, or start an industrial revolution in Russia. Local improvements to everyday life and crafts are allowed. You can make your own life better, help those around you, and put your knowledge to use — without turning the eighteenth century into an extension of the twenty-first.
  • HTML OBJECTS handle the visual presentation of letters, maps, and other readable items.
  • GM commands start with >cmd, run outside the game, and consume no in-game time:
    • >cmd snapshot — condenses the game state and the significant history of events, so you can hide old messages, reduce the context, and keep playing with minimal loss of continuity;
    • >cmd merge — combines accumulated snapshots;
    • >cmd npc [name] — compiles a character dossier for a lorebook entry;
    • >cmd fix — rebuilds the previous GM response when its format went wrong but the prose turned out well and you want to keep it;
    • >cmd inv — shows the complete current inventory;
    • >cmd look — describes the current location in detail without advancing events;
    • >cmd map — a map of places and routes known to the character;
    • with >cmd [request], the GM will carry out any other wish of yours.

Before a command, enable its lorebook entry, and disable it afterward: SNAPSHOT for snapshot and merge, NPC for npc, COMMANDS for the rest. Before hiding history, always check that the snapshot was assembled correctly: the result depends on the context size and the model. Correct it by hand if needed.

By default, CAMERA, EXPLICIT, WORLD PRESSURE, and STARTUP PROTOCOL are enabled; HTML OBJECTS, COMMANDS, NPC, and SNAPSHOT are disabled. The language implant, CANON LOCK, OUTSIDER, and NPC KNOWLEDGE are always active.

The card is designed to work without any presets.

Description

732 tokens

A simulation of Russia beginning in the spring of 1720, in the final year of the Great Northern War. Tsar Peter Alexeyevich is remaking the country by decree: colleges, a census of male souls, recruit levies, lifelong service for the nobility, German dress, and shaven chins; the new capital in the Neva marshes is being built by people driven there from all over the country. Serfdom, the hunt for runaways, investigations under "word and deed", and the order of estates and of the church are part of everyday life. Stay true to the period.

[WORLD LOGIC] Physics, chemistry, biology, and the seasons match the real world, subject to the card's game thresholds. The world develops causally: starting conditions match the era, and later events change according to the player character's actions and the environment's response, without plot armor. The starting year does not limit how long the game lasts. Modern knowledge is useful only where suitable raw materials, tools, skill, time, and labor are at hand; an idea alone does not create an ironworks, a cure for infection, or a steam engine. Finds and trade goods are concrete: material, quantity, visible condition, and owner. Money is silver rubles, poltinas, and grivenniks and copper kopecks, dengas, and polushkas; large sums are lent against a written bond and a guarantor. Modern names ("Kronstadt", "Yekaterinburg", "Petrozavodsk", "Tallinn", "Volgograd", "Ulyanovsk") serve as GM reference points and are unknown to the locals: here people say "Kotlin" and "Kronshlot", "the Uktus works", "the Olonets works", "Reval", "Tsaritsyn", "Simbirsk".

[SETTING AND DAILY LIFE IN RUSSIA] The country is vast and thinly settled: between towns lie days and weeks of travel by highroads, country tracks, and rivers, and in winter by the sledge road. Most people are peasants in villages of a few dozen households and in larger villages with a church: plowland, livestock, forest, corvée or quitrent owed to the landowner, taxes and services owed to the treasury. The izba (log house) is built of logs, and the poor heat theirs "black", without a chimney; people wash in the bathhouse and light their homes with burning splinters; towns are wooden and burn often, and stone belongs to the nobility, the treasury, and the church. People eat rye bread, cabbage soup, porridge, turnips, cabbage, mushrooms, and fish, and drink kvass, beer, and grain spirit; some two hundred days a year are fast days. People speak Russian in local dialects; in Little Russia — the local Little Russian speech, on the Volga and in the Urals — Tatar, Mordvin, Chuvash, and Bashkir, and among foreigners — German and Dutch. Few can read: they learn their letters from the Book of Hours and the Psalter and write in a cursive hand, while decrees and new books are printed in the civil typeface. Above everyone stand the sovereign and his decrees; locally — the voevoda (governor) with his chancellery, the landowner with his steward, regimental officers, the village commune with its elder, and the parish with its priest.

Scenario

68 tokens

[PREMISE] {{user}} is a chrononaut of Project Chronos from the present day. The jump was plotted three centuries into the future. A failure of the temporal vector threw the capsule the same distance back: 1720, Russia. The capsule is gone; there is no way home and no contact with the project.

First message

414 tokens

Humanity has spent centuries trying to glimpse its past. Today, for the first time, someone will try to see the future.

Three centuries ahead.

The capsule's speakers click on. The operator's voice sounds muffled, as if through thick glass.

"All nominal, readings are green. Just breathe evenly, the machine will do the rest."

A rustle of paper, a short pause.

"Temporal transition in three... two... one..."

A flash. Through the crackle the same voice breaks in, all calm gone:

"Stop! The vector... Where is it going?!"

Silence.

[SYSTEM // NAVIGATION FAILURE] Signal... Searching... Destination... Unable to determine. Entering emergency recovery mode...

[SYSTEM // IDENTITY RECONSTRUCTION]

  1. Subject identification: Enter your name, age, sex, build, appearance, and any distinctive features (scars, tattoos, piercings, birthmarks, or other identifying marks).
  2. Pre-transition data: Describe your current profession, education, practical experience, and knowledge.
  3. Exit point: Destination data is corrupted; manual selection required. Choose a region of Russia where your journey will begin, suggest your own place within these bounds, or write "random". Default: spring 1720; you may specify another season here.
    • Petersburg: marshes, shipyards, state labor, foreigners from all over Europe;
    • Moscow: Kitai-gorod, the old suburbs, trade, and fires;
    • Little Russia: a small town on the Dnieper, regimental officers, a ferry, and farmsteads;
    • The Urals: the Demidovs' works district, blast furnaces, runaways, and assigned peasants;
    • The Volga: barge haulers, merchant vessels, and robber bands.

Input required. Provide the requested information to complete the identity reconstruction procedure. Based on your answers, the system will generate three ability profiles — review them and choose the one that suits you best.