I've not finished this yet, and I'm unsure when it'll be complete as I've got a lot on my plate at the moment as far as roleplays are concerned. However, I've pieced this together over the last few days. There's still arenas to add, a PVE option to create, the sparring ground and the social area to be conjured. Any thoughts on it so far? [h1][u][center]Multiversal Coliseum[/center][/u][/h1] [CENTER][img]http://i.imgur.com/ZFSI6Jn.png[/img] [I]The Multiversal Coliseum stands outside of space and time.[/I][/CENTER] [h2]TL;DR Summary:[/h2] [list] [*]Characters from across the Multiverse come to the arena to achieve fame, glory and riches. [*]The arena has several stylised facilities, designed for certain time periods. [*]No mechanics systems. The GM decides the outcomes of attacks and defences, should the players fall into disagreement. [*]Lite tournament system. [*]Recreational facilities, for fighters who want to do a little socialising ;) [*]Freeform sparring ground.[/list] [h2]The Multiversal Coliseum[/h2] [indent][I]The Multiversal Coliseum is renowned across the void that exists beyond time and space. It is a place of glorious combat, honour, fame and wealth. The heroes of the Coliseum, who defeat all contenders to achieve the rank of Champion, are immortalised for eternity in its sacred chronicles. Thousands, from every dimension imaginable, journey there yearly for the annual tournaments. There is no death, in the Multiversal Coliseum, but there is much pain to be had, and much bloodshed. Indeed, upon a contender's death, he/she/it are is instantly teleported back to the world from which they came, unharmed. However, the record of their defeat is entrenched into the chronicles, and stands in homage to their failures. Some shrug this off. What is defeat without death, after all? Others... others return to set the records straight, as so to speak. Old rivalries form, lessons are learned, and each year the contenders arrive invigorated. For to win the tournaments, grants them fame more worthy than any earthly social standing; their final victory ensures that even when everything has been reduced to dust, their names will be remembered. To some, this form of immortality means everything. But then you have the fun-seekers, the adventurers, who wish only to pit their skill against an enemy they would not find in their own dimension. Indeed, others accidentally stumble into the gateway that brings them to the coliseum, and their only way of returning is to live or die in glorious battle. Of course, some contenders seek the riches that are offered by a triumph. Weapons, and other items, not available to them in their own dimensions, can be won and brought back. Many heroes have travelled to the coliseum, when they have found themselves unable to best a foe in their own dimension, so that they can return with a weapon capable of doing so. Whatever the reason, it matters not. The contenders are arriving, as they always do. Some new faces stand amongst the crowd of warriors, and some of the older faces are missing. Light up the fires, set up the feasts and open the arenas, for the Tournament Days have arrived! [/I][/indent] [h2]RP Summary[/h2] [indent]Ever wondered how one of your RP characters might fair against opponents not from their world or universe? Well, here you have the chance to do so. Whether it's a mage from a fantasy RP, or a weaponized robot from a sci-fi RP, the coliseum takes all comers and pits them against each other in a feat of arms. This also extends to characters of established franchises. Maybe you've wondered how a Space Marine might fair against a Jedi Knight? Or Master Chief against Solid Snake. Well, here you can find out! There is no logic here, and few rules. The Multiversal Coliseum is nonsense personified, and it can be accessed by even the darkest recesses of one's imagination. [/indent] [h2]The Coliseum's Arenas[/h2] [center][img]http://i.imgur.com/SEo5Cdr.jpg?1[/img][/center][center][i]The Circle of Sand, aka Blood Circle[/i][/center] The Circle of Sand, known unofficially as the Blood Circle, is a large and open area, approximately a mile in diameter. It is circled by a broken ring of sharp rises, which offer perfect vantage points for ranged-attack users. The middle ground is dominated by four large cones, which confer cover to warriors seeking their safety. It is a multi-purpose arena, where the lasergun is as much at home as the English longbow. [center][img]http://i.imgur.com/zUBKuwi.jpg?1[/img][/center][center][i]Urban Warfare, aka the Blood Towers[/i][/center] Urban Warfare is based in and around a tower block of offices. The run down building offers a perfect environment for close ranged fire fights, high-octane action and fast and furious matches. Its complex maze of dilapidated corridors, compact office suites, derelict canteens and below-surface car park give it that certain war zone appeal. It's typically used for characters who rely on the use of guns. [center][img]http://i.imgur.com/yi7rbuc.jpg?1[/img][/center][center][i]The Dojo, aka the Noob Palace[/i][/center] The Dojo is a 16th century style Japanese... well, Dojo! It is a very small arena, big enough for 1 vs 1 battles only. It is reserved for characters who prefer the use of melee weapons, and unarmed combat. It often gets berated as the Noob Palace, because it's where new and untested contenders usually start out. [center][img]http://wunderlin.com/wp-content/uploads/2013/07/find-your-current-crossroads.jpg[/img][/center][center][i]The Crossroads of Glory, aka WMD Delight![/i][/center] The Crossroads of Glory is a large and open arena, approximately 5 miles in diameter. It has no cover, no terrain, and is mostly flat desert. Four roads join in the centre, but aside from that, it is largely featureless. The Crossroads of Glory is usually reserved for magic or flying contenders, who need space to unleash their full fury against their adversaries. It is referred to as WMD Delight, after the nature of highly volatile attacks that are usually employed. [center][IMG]http://www.top10onlineuniversities.org/wp-content/uploads/2012/06/7duels2.jpg[/IMG][/center] [center][I]The Coliseum's rules are sacred, and breaking them is punishable by banishment.[/I][/CENTER] [h2]Rules:[/h2] [list] [*]There must be respect, always! [*]Contenders found employing skills not stated in their Waver will be disqualified! [*]Glory must be accepted in defeat, as much as it is in victory! (Don't be a sore loser) [*]Contenders who believe themselves invulnurable, will find out that they're gravely mistaken! [*]The Tournament Master's word is beyond that of God's. Indeed, his word is decisive in all things, in all realms and in all dimensions. To go against him, is to risk one's very existence. [*]Nonsense will not be tolerated, nor will begging, whining or bargaining. [/list] [h2]The Tournament Master:[/h2] None know who the Tournament Master is, or how he came to be. Some speculate that he was a warrior without equal, whose skill at arms won the favour of some infinite being. Indeed, some speculate he even slayed the one who showed him favour, taking their unfathomable power for himself. In any case, his mere presence demands fear, respect and obedience in equal measure. He appears as a robed figure, cloaked in darkness. His hands are always covered, and the inside of his hood shows nothing but a black void. His voice is fierce, yet distorted, as if there is more than one tongue in his head. In this RP, I am the Tournament Master. [h2]Fighting Rules:[/h2] [list][*]Players are paired automatically by the Tournament Master. [*]The Tournament Master decides who posts first. [*]After a player makes an attack, his opponent then posts his defence. This is called a 'Round'. [*]The attack and defence posts are then "locked", and the fight cannot be advanced until the Tournament Master has given his approval to both posts. [*]After the Tournament Master gives his approval, the fight is unlocked, and the attack and response are considered to have happened. The defending player then launches his own attack, and the attacking player is pushed onto the defensive. This continues until there is a victor. [*]If the Tournament Master suspects foul play, in the form of excessive dodging, b/s attacks and other such nonsense, he will decide the outcome of the attack and the defence posts. His decision is non-negotiable. [*]If a defending contender is dealt, what the Tournament Master considers a serious blow, they may lose their chance to attack in the next round. [*]A defending contender may perform counter-attacks in their posts. Parrying a sword stroke, and returning with their own, is an example of this. In this case, the Tournament Master will decide the outcome before the next round. [*]If in doubt, the Tournament Master will reveal all. Here's an example, in very brief form: (Attack) Tom swings his axe overhead at Rob, putting all of his strength behind it. (Defence) Rob darts to the side, the axe glancing off his thigh-armour. (Attack) Rob thrusts his sword toward's Tom side, hoping to catch his opponent off balance. (Defence) The blade pierces Tom's side armour; he howls in pain, but (counter attack!) swings his fist blindly at Rob in an attempt to get some space. (Counter attack decision) The Tournament Master narrates the fist catching Rob's chin, staggering him. (Attack) Tom swings his axe again, hoping to catch the dazed Rob across the neck. (Defence) Rob side steps the blow, and (counter attack!) sweeps his sword at Tom's legs. (Tournament Master Intervention) Tournament Master decides that Rob would not have been able to side step the blow, as he was staggered by the fist. (Defence Take 2) The axe catches Rob below the chin, slicing the flesh on his neck, but not severing anything vital. He stumbles backwards, blood running down his chest. (Attack)Rob throws himself at Tom in a rage, striking in a fury several times with his sword. (Defence)Tom parries the first two strikes with his axe, but is caught by the third between the slats in his steel chest plate. The blade sinks deep, causing him serious injury (Misses his turn to attack!). (Attack)Rob grips Tom, and thrusts his sword into Tom's chest a second time. (Tournament Master Intervention) Tournament Master agrees this is a legitimate move, and declares Tom is slain in the attack. (Defence)Tom tastes copper as the blood runs up his throat; a searing heat burns in his chest. His energy fails him, and he falls forwards onto the bloody sand. ... Now wasn't that civil?[/list] [h2]Current Tournaments:[/h2] [b]The Humanoid Blood Crown[/b] [i]Contenders wishing to seek access to this tournament must be humanoid in nature, and are restricted to a certain height and weight. The weapons used in these matches are randomised, and a contender must make do with what they are given - even if it's far from their skill set.[/i] [hider=Blood Crown CS] [i]The Stats and Numbers[/i] [b]Name:[/b] [b]Race:[/b] [b]Age:[/b] [b]Age Group:[/b] Adolescent, Young Adult, Adult, Middle-Aged, Old. [b]Gender:[/b] [b]Appearance:[/b] Include armour. [b]Can Fly:[/b] Yes/No [b]Jump Height:[/b] In feet. [b]Reaction Speed:[/b] Slow, Medium (Average human), Fast, Unnatural, Insane. [b]Strength:[/b] How much weight could you character lift? 61 kilograms is the average human male's. [b]Weight:[/b] Include weight of armour. Average human male wearing ordinary clothes is around 65 kilograms. Maximum: 325 kilograms. [b]Height:[/b] Maximum 12 feet. [b]Speed:[/b] Slow, Medium (Average human), Fast, Unnatural, Insane. [i]Skills and Abilities[/i] [b]Notable Skills:[/b] i.e, Master Swordsmen, Unarmed Mastery, Marksman, Stealth, Gun Specialist, Acrobat etc etc [b]Magic[/b] Here's where it gets a little complicated. List your spells, describe what they do, and more importantly, state how long it takes to prepare. Anything over [b]five seconds[/b] will require a turn to "charge". [b]Abilities:[/b] These are the things your fighter can do without the aid of magic. This covers things like cybernetic implants. If in doubt, ask me. This also covers anything your armour can do, like cloaking. [i]DO NOT POST THE FOLLOWING SECTION. PM IT TO ME INSTEAD.[/i] [b]Known Weaknesses:[/b] An example would be a Vampire burning scorched by sunlight, or a werewolf being vulnerable to silver. [b]Bone Density:[/b] Low, Medium (Average Human), Hard, Steel-like, Unbreakable (Although not quite) [b]Flesh Toughness:[/b] Weak (Average Human), Medium, Tough, Hard, Rock-like. [b]Armour Type:[/b] What attacks is your armour designed to push aside? Bullets? Slicing actions? Stabbing actions? Magical resistance? Laser resistance? Every armour in the known world was designed with a purpose in mind, and it's unlikely your character's is any different. [b]Combat Experience:[/b] Amateur, Trained, Veteran, Champion, Master.[/hider]