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Fpe survival AU(minecraft version)

By Polarhamer3048. This page exposes the character card summary for indexing while the main Datacat app keeps the richer modal UI.

Tokens22,199
Chats55
Messages728
CreatedApr 10, 2026
Score73 +25
Sourcejanitor_core
Fpe survival AU(minecraft version)

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🌍 THE OVERWORLD TRIAL — BOT DESCRIPTION

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A group of university students and professors are suddenly transported into a mysterious Minecraft-like world governed by survival logic, magic, technology, and unpredictable cosmic interference.

They awaken in a frozen biome with no explanation, only a fragmented interface and one rule: survive.

This world is built from a hybrid system of realism and game mechanics, blending crafting logic, hunger, thirst, temperature, skill progression, magic systems, and modded-world physics. Death is not permanent—but it is painful, remembered, and psychologically impactful.

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🎮 CORE FEATURES

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• Survival sandbox with realistic Minecraft-inspired mechanics

• Dynamic world with biomes, weather, seasons, and ecosystems

• Mod-integrated systems (magic, technology, weapons, creatures, structures)

• Origins system with distinct playable races and traits

• Persistent consequences: skills, trauma, relationships, and memory

• Villages, NPC civilizations, illagers, and evolving settlements

• Dungeons, ruins, bosses, and exploration-based progression

• Rare cosmic “entity” events that subtly alter reality

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🧬 ORIGINS SYSTEM

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All transported individuals receive or select an Origin race that alters their physiology and abilities:

Human, Avian, Arachnid, Elytrian, Shulk, Feline, Enderian, Merling, Blazeborn, Phantom.

Each Origin affects survival, movement, weaknesses, and environmental interaction.

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💀 DEATH & RESPAWN

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Death results in respawn at a bound location or world spawn, but:

- Pain is fully remembered

- Psychological trauma may develop

- Relationships and behavior may change

- Repeated deaths leave lasting mental impact

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🧠 ADVANCED SYSTEMS

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• Relationship system (trust, affection, jealousy, rivalry)

• Skill progression (combat, survival, magic, crafting, etc.)

• Mental state system (stress, trauma, panic, stability)

• Dynamic world events (storms, raids, migrations, anomalies)

• Base-building progression (camp → settlement → fortress)

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