The Name Game
The God of Games, aptly named Jest, has concluded that the world has become a tad bit boring for their taste. In order to spur a bit of excitement, they've decided to involve six humans in a little death game of sorts, the prize for winning being whatever the winner may so choose. These six individuals all come to have initials of unknown meaning and origin appear on their wrists, until Jest's assistant reveals to them their purpose. The focus of this roleplay will be less on the actual completion of the game, and more on the external and internal conflict that our various characters go through as a result of the circumstances they're placed in. My intentions are for this roleplay to be long term, spanning several months, possibly years, as posting speed necessitates. Just a warning that character death will be an inevitability. Thus, I'm looking for people that don't mind saying goodbye to a beloved character, and would be interested enough in this roleplay to want to see how it plays out even after their character's possible removal.
Also, as with most games, this one, too, has rules.
Just going to put a paragraph here. Obviously, follow all site rules. Be respectful of your fellow participants. Exercise a logical thought process both in and outside of combat situations (I don't want to see any asspulls). Keep OoC drama and IC drama separate. For posts, I'm looking for two paragraphs on average, with less being acceptable depending on what you're given to work with. I expect most everyone to be capable of fleshing out well rounded posts on their own, consecutively, as a lot of IC time will be spent with our characters not interacting. Combat posts should contain two paragraphs minimum (one for reacting, one for progressing). I'd also like to mention that I'm still a tad bit new to managing combat as a GM, so any advice on how to properly manage and balance combat between players from veterans would be greatly appreciated. I'm willing to learn!
1. You must kill the player whose initials are stamped upon your wrist in order to progress to the next round.
2. Killing another player's target is prohibited, and the penalty will be disqualification and death.
3. How one kills their target is up to them, so long as they abide by the above rules.
4. Once your target is dead, you will enter an "idle" state until the start of the next round.
5. While "idle", you cannot see the initials on others' wrists.
6. You are not permitted to leave the city the game is hosted in until the game's conclusion. Failure to comply will result in disqualification and death.
7. Suicide will result in disqualification. Likewise, if your target dies through some other means than you killing them (be it directly or otherwise), you will advance to the next round.
8. If the location of the initials should be disconnected from the main body, the penalty is disqualification and death.
9. Initials stamped will be those of the target's birth name. Legal names, and changes that should follow, will not be considered.
10. Failure to comply with any of the above rules shall be cause for disqualification and death.
The combat system, as of current, is as follows:
One roll of d20 to start, two rolls of d20 thereafter.
The combat initiator's roll is an attack value roll. The responder's first roll is a defense value roll, which is subtracted from the attack value to determine the result, and the second result is the responder's own attack value, if the responder is left in a situation in which an attack is possible.
There are three types of attacks: Normal, Hindering, and Fatal. Normal attacks are those that would have a minimal drain on someone's overall stamina. Hindering attacks are those that would cause someone to stumble back or otherwise be caught in a disadvantegous position. Fatal attacks are those that kill a player.
A hindering attack must connect before a fatal strike may be executed, unless in situations where logic dictates otherwise.
Result values (where r is the result, attack value - defense value):
r >= 90% of attack value, result is hindering action / fatal strike if a hindering action preceded this action.
r >= 75% of attack value, result is hindering action.
35% <= r <= 70% of attack value, result is a normal attack.
r <= 30% of attack value, result is attack nullified.
An r of a negative value is considered a counterattack. The values for counterattacks are as such:
r >= 75% of attack value, result is hindering action / fatal strike if hindering action preceded this action.
25% <= r <= 70% of attack value, result is normal attack.
r <= 20% of attack value, result is counterattack nullified.
Subject to change.