[Center]Introduction[/center] On record from a private interview of a previous Arena Combatant who will remain, at this point, anonymous to protect his identity: It's hard to say just when the so called Everlasting Arena was started. Not because we don't have an exact time or date. It's just how crazy time has gotten since the Arena was pulled out of thin air by some omnipotent being. Some of the other contestants didn't quite understand why they should fight, but they felt compelled to do so. Others claimed that they felt a greater rush in the arena than they had when they were on a real field of battle. Now, what I was personally told was something along the lines of this; When some omnipotent beings get bored, they like to toss people from different places in space and time into a little box. This little box is seen as the greatest field of battle in the vast over-arching multiverse. However, it's really just some spectacle to amuse the beings who toss their so called 'champions' into the Arena. It's not like anyone is really hurt by the experience, no. You'll feel pain, you'll actually die, but you just come back a little later and you're good as new. Ready to fight against more adverse foes, or get revenge against the jerk who killed you the first time. I found it a relatively fun experience, yeah. But I still see it for what it really is. A big, [Expletive Deleted] Sham! The interview was ended there. The Everlasting Arena is a publicly televised event, every competitor is a celebrity in their own right. It's televised across time and space to all dimensions and planets where combatants are brought from. Some willingly enter through designated portals, some are brought from their homes and fight to get back. Others were created to fight in the arena, with no real purpose outside. Which one are you? [Center]Rules[/center] Rule 1: All characters, no matter how high or low quality, are equal in this roleplay. A generic rank and file soldier is considered just as good a character as General Freedom, the Light of America. Insulting another player's character, simply because you deem it either childish or low quality is not permitted. This was a problem in the previous large arena, it will not be a problem here. Rule 2: This is a mature setting, not to say immaturity isn't allowed, but forewarning. Violence is certain to occur, and is in fact encouraged. Some folks prefer to write more grotesquely violent injuries than others, be prepared to read about blood. Rule 3: Disagreements among players will be presented to me and appointed Co-GMs to resolve the problem. We will read over the posts, analyze the discrepancy, and come to a democratic ruling on the matter. Rule 4: There are multiple ranks in this arena, however, no rank is immune to the effects of a lesser ranked character. General Freedom can be punched in the jaw by Rank and File soldier, and he would in fact feel it. He may be able to shrug it off, but he is not entirely immune to the assault. Just because you're a certain rank does not mean you are a higher [b]level[/b] than others. The sum total of your powers places you in that tier. Rule 5: Posts must be logical and within the boundaries of your character's abilities. An ability that is pulled from thin air in the middle of combat will be frowned upon. A variation of an ability, using creating writing however, is well within your limitations. Rule 6: All actions presented must allow for a response from your opponent, an enclosed action that prevents them from responding in any way is not allowed. We're all experienced enough to know that: "I throw a punch at his head and send his skull flying off into the distance." Is ridiculous, and generally frowned upon. The exception to this rule lies in finishing moves. Once your opponent has been defeated, the last attack you made to them can follow through. Say, you're swinging your blade at his head, and he dies from this. You can follow through, saying that your blade cuts him clean in half down the center. Rule 7: In this land, time and space are convoluted. From a distance you can see the remnants of a battle long since passed, but up close you will see the two warriors still engaged in combat. A hero from centuries passed can encounter a villain from the future on an alien landscape. (This is to accommodate all variates of characters, rather than shun a certain group. As well as encourage passive travel, rather than winding up caught in the throws of another PC's fight. Unless they want to join in.) Rule 8: If you are defeated in battle and slain, you must wait 3 real time days before re-entering your character into the Arena. They will be put into a different location from the one where they were slain, to disallow immediate continuation of the fight you were in previously. If your corpse is looted by your opponent, whatever was taken will not be on you when you respawn. You may lock important items, but you must have at least one loot-able item on you. You may only loot one item at a time. Rule 9: Charged attacks are going to be significantly changed in this Arena. Regulating them previously has proven to be a bit awkward, so here's the changes: [list] [*]Charges are counted by ticks.[/*] [*]The initial turn that you begin charging counts as a tick.[/*] [*]You may only charge one attack or item at a time.[/*] [*]Each turn counts as a single tick, no more, no less. You cannot obtain a half tick from a post.[/*] [*]Every turn that you are uninterrupted by an attack counts as a single tick, however, being struck or dodging will interrupt your charge. You cannot resume charge until your next turn. If you are interrupted, you do not lose ticks unless you do not resume charging. [/*] [*]To charge, you should move as little as possible. Running away from combat, ducking under a strike, so on and so forth will break your concentration and end the charge.[/*] [*]If you stop charging to release a different attack, the previous ticks do not count towards that attack.[/*] [*]If you stop charging, your tick counter goes down by one every turn that you are not charging. You do not lose a tick on the initial turn that you stop charging.[/*] [*]The power of a charged attack increases by half of its initial power per turn. Say a charged spell can shoot a fireball at 70mph and at 2,000 degrees. The next turn it will move at 105mph and burn at 3,000 degrees.[/*] [*]Finally, not every power can be charged. It must be stated that an ability can charge in the ability's description.[/*] [/list] Rule 10: Healing is regulated by ticks as well, though it is a much quicker process to ensure everyone is allowed to continue their fight in the Arena. Each turn that passes out of combat counts as a tick towards health regeneration. Healing will be regulated in list format. [list] [*]2 Ticks: Minor cuts and bruises are healed up.[/*] [*]6 Ticks: Major lacerations and broken bones heal up.[/*] [*]8 Ticks: Severe wounds and crushed bones heal up.[/*] [*]10 Ticks: Limbs regenerate.[/*] [/list] Green's Analysis of Charging: TL;DR Correcto mundo: Mr.A (Charging) Mr.B Uses an attack against C. Mr.C Avoids B's attack Mr.D Mr.A (Finishes charge, can initiate charged attack, just not at the same time as attacks or moves done during the previous turn, unless canceling the charge to do something else during that timeframe) Incorrecto poopo: Mr.A (Charging) Mr.B Uses an attack against C. Mr.C Avoids B's attack Mr.D Mr.A (Uses charged attack at the same time as B against C) The exception to this is of course if B says "I will wait for A to finish his charge, then use my attack." - which is viable, as long as it isn't meta gamed. [center]Summoner's Rules:[/center] In an attempt to make Summoners a more viable PC, I have added a few new mechanics to how they would work. Rule 1: The amount of Summons are directly proportional to the rank of the summoner, and to the number of Ticks that they have. A Tier 1 can summon 2 Tier 0s, or 1 Tier 1. This number is in a direct pyramid effect as their tier increases. Tier 2s can summon 2 Tier 1s, or 4 Tier 0s. So on and so forth. Rule 2: Summons must have a basic CS. While they do not require a backstory, a comprehensive list of their powers must be made. Rule 3: While a summoner may summon a follower immediately, they must charge to make any additional summons. The charges for summons are equally as long as normal attacks. 1 tick = Half the power of a full summon. 2 ticks = The full power of a summon. So a Tier 1 would only be able to summon a single Tier 0 on one tick. Rule 4: The followers of summoners can exceed the level of the summoner themselves, however, this requires a minimum of 2 ticks to advance a single tier upwards. Each tier requiring an extra 2 ticks to advance to. A tier 1 can summon a Tier 6 in 10 ticks. Upon reaching peak Tier the number of summon increases instead of power. Rule 5: Summons last 10 times as many ticks as it took to summon them. Meaning the more time you invest in a summon, the longer it will last. Allowing people to summon followers for longer periods of time, making their followers valuable assets in combat. Rule 6: If the summoner dies, the summon is banished immediately. This prevents people from ganking their own kill by letting the main die, and the follower stab them in the back. [Hider=Character Tiers] The gaps in this tier system will be tighter than previous Arenas, to allow for reasonable interaction between all PCs. As well as keeping characters from winding up comically overpowered. The range of abilities is a rough estimate as to where you should put your character. Take into account that these are the extremes for each tier, and not to be considered the average, consider your fellow roleplayers and try to keep it fair. Tier 0: Lifting Weight: 250 lbs max. Movement Speed: 8 mph max. Special Abilities: None. Training: Minimal. Durability: Can survive maybe one or two bullets or a deep laceration. Tier 1: Lifting Weight: 600 lbs max. Movement Speed: 24 mph max. Special Abilities: Lower end mysticism or technology. Training: Nothing to shake a stick at, but far from masterful. Durability: Can survive a great many wounds from battle and not falter. Tier 2: Lifting Weight: 1 ton max. Movement Speed: 80mph max. Special Abilities: Whatever they can do, they can do it well. With a bit of exertion they could kill a man in a single blow. Training: Advanced in whatever fighting style they are trained in. Durability: Can resist small arms fire, and survive many deep wounds. Tier 3: Lifting Weight: 5 tons max. Movement Speed: 200 mph max. Special Abilities: Easily cast aside numerous foes with a wave of their hands. Training: Remarkable warrior, skilled with many martial arts, able to strike down a man with just one hand. Durability: Nearly bullet proof, can survive a hail of gunfire and withstand strikes from heavy clubs without faltering. Tier 4: Lifting Weight: 10 tons max. Movement Speed: Mach 1 max. Special Abilities: Strike down bands of great warriors with relative ease. Training: A master of his or her art, with martial skills that would terrify and amaze normal men. Durability: Can survive numerous high caliber rounds, unexceptional blades leave small wounds. Tier 5: Lifting Weight: 50 tons max. Movement Speed: Mach 2 max. Special Abilities: Can destroy great structures with relative ease, defeat squadrons of soldiers in a matter of minutes. Training: Master of many arts, skills beyond those attainable to even the most exceptional men. Durability: Nearly immune to high caliber rounds, can survive explosive rounds and getting hit by cars. Tier 6: Lifting Weight: 100 tons max. Movement Speed: Mach 4 max. Special Abilities: Level city blocks and clear out entire armies over the course of a few minutes. Training: A master of so many martial arts that you have effectively become a sage, so great are your skills that you can kill a man with a single strike. Durability: Can survive a few artillery rounds, even the deepest wounds don't slow them down. Tier 7: Lifting Weight: 300 tons max. Movement Speed: Mach 6 max. Special Abilities: Can level entire cities, wipe out armies, and crush mountains all with ease. Training: You have created your own all encompassing martial art, allowing you to do as you wish with your body. Felling opponents before they realize the fight has begun. Durability: Can survive a long range artillery bombardment, take beatings for days on end and keep fighting, and survive even the harshest environments. Tiers 8 - 10 will be inaccessible for PCs this early in the game. [/hider] [hider=Character Sheet Skeleton] [b]Name:[/b] [b]Age:[/b] [b]Sex:[/b] [b]Height:[/b] [b]Weight:[/b] [b]Physical Description:[/b] [b]Psychological Description: [/b] [b]Tier:[/b] [b]Powers/Abilities/Skills:[/b] [b]Equipment:[/b] [b]History:[/b] [/hider] [center][url=http://www.roleplayerguild.com/topics/63723/posts/ooc]Character Deposit[/Url][/center]