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The Name Game


The Premise

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.

The Rules


Player 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!

Game Rules

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.

Combat System

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.
Dicc. Gonna read for a bit before deciding on whether I'd join or not. Just wanted first post.


Language, ma'am. :^(
The Name Game


The Premise

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.

The Rules


Player 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!

Game Rules

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.

Combat System

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.

Character Sheet

Simply copy / paste and fill out the following.

[img]Image Link Here (preferably art / anime, because I'm weeb trash)[/img]

[b]Birth Name:[/b]
[indent]Text here[/indent]
[b]Aliases:[/b]
[indent]Text here[/indent]
[b]Age:[/b]
[indent]Text here[/indent]
[b]Sex:[/b]
[indent]Text here[/indent]
[b]Appearance:[/b]
[indent]Anything not covered in the image, if provided.[/indent]
[b]Personality:[/b]
[indent]Text here[/indent]
[b]Background:[/b]
[indent]Text here[/indent]
[b]Character Theme:[/b]
[indent]Media link here[/indent]


Sapporo, Japan
Ishin Academy, April 7th


He was motionless; the train was not. Stepping off of the bullet train on this fine (if a bit chilly) day, was a boy of green hair, a look of disinterest plastered all over his face. The ride could've been shorter, but it could've also been longer. If anything, he'd only wished he hadn't placed himself next to someone that'd turn out to be so talkative. Seikatsu, or Katsu, as he so often calls himself (less syllables, less effort), wasn't one adverse to listening. It was rambling that he was adverse to. No complaints could be voiced. Perhaps life was preparing him for the long drawn out speech one can expect at entrance ceremonies.

His attendance to the academy was a bit of a weird circumstance. No one would suspect him of having any interest in being a hero, nor would he suspect it of himself. Even to this day, now that his first day at IA is about to begin, his sole reason for joining was because a flyer that smacked him dab in the face told him to. Truly a reason that any normal individual would laugh off as nonsense. If only it were.

If only it were.

The academy itself wasn't hard to find, despite how bustling the city of Sapporo was today. Directions were easy to follow when one had a map, and even more so when one actually does some research about where the school they'll be attending is located. The number of people Seikatsu spotted wandering about with no clue as to where to go filled him with a mix of amusement and disappointment. Already, some of Ishin's ranks were proving themselves to be unworthy of their placement. Not that he was much better. Doing things on a whim probably wasn't very hero-like, outside of matters pertaining to saving lives and stomping villainy.

The uniform was plain enough for his liking — he wouldn't stand out enough for it that he'd feel eyes following him as he made his way to the academy. The green mop on his head and his pink orbs were more likely to draw attention than anything else about his person.

It wouldn't be long before Seikatsu approached the illustrious establishment, every bit as adorned with fanciness as one might expect of the second most presitigious hero academy in Japan. He didn't care much for popularity and fame. He'd have just as soon attended any other academy had their respective fliers just so happened to have smacked him dab in the face. Ishin's was the one that did, though, and theirs was the academy he'd be attending.

Snaking through the various crowds that lined the many hallways of the school, Seikatsu made his way towards where the ceremony would be taking place. Separate sections were set up for each student year. The male could tell without even looking that the first years were already far too rambunctious for his liking. Almost all of those who'd arrived somehow seemed of the type that would approach someone on a whim to introduce themselves. He thought himself well to stand nearer the outer edges of their designated section, though not so far that he wasn't completely free of a crowd. Solitude attracts attention. Hopefully it wouldn't be long now, before their headmaster would grace the stage and plug their ears full of formalities.




<Snipped quote by follycle>

Oh, I had added a long range one but should I go into detail about how he'd use it?


You can if you want, but I imagine it'll change a lot depending on whatever the current battle demands.
@follycle
I edited the variables a bit. Hopefully they work better now? ^^'


Works a lot better, thanks! Tempted to suggest a physical type due to how hectic things will be later in the roleplay, but I understand if you just wanna have a mental type. Other than that suggestion, yeah, add him to Characters!


To subdue the enemy without fighting is the acme of skill.

Name:
Andrade, Raul

Age:
35.

Sex:
Male.

Biography:
Born amid the wealth and riches of Minas Gerais, Brazil, Raul Andrade was a close, if measured, acquaintance of privilege. The latest son of a line of government officials and media personalities alike, his father was a Coronel of the state police, a position he gained entirely through nepotism, like his own father before him. The boons of name and blood had dulled his father’s pride, and ensured that he knew the idea of ‘merit’ only as a fleeting shadow. Raul Andrade would come to know the influence of nepotism differently, only in the sense that it made him an outsider, an observer.

And as an observer, Raul was endlessly studious, and even prodigious. Inserted into the state military police, he demonstrated an aptitude for civil service and enforcement alike. He became a vaunted member of the BOPE, a world-class exponent of urban warfare.

Born PK-capable, yet never formally initiated into the world of constants and variables, Raul was nonetheless approached for his talent as an operative.

Personality:
Raul is deliberation incarnate. Every thought carefully weighted, and every word measured, delivered at half-speed with perfect enunciation. He operates within his own pace, thorough and cunning in equal measure, preferring deft solutions over explosive measures. His choice of tempo lends itself towards what appears to be a general dispassion and disconnect, although Raul is, more accurately, simply adept at framing the darkest happenings in pragmatic contexts, accepting that matters of the near past are significant only as frameworks for what comes next.

Endlessly courteous, Raul is cordial if not particularly emotive, and rather forgiving in his interactions with colleagues and comrades.

Variable Efficiency and Control Test (VECT) Results:
Short-Range, Physical. Long-Range, Physical.

Relationships:
-to be determined-.


Approved! Go add that mon to Characters.


"Oh, you've got a little red left on you."



For your long range spatial, does it just alter the target's perception of time, or time itself? Variables and PK aren't capable of altering time itself. Only how others perceive it. Which would make it a long range mental type.

As for your second one, that falls under teleporting, which PK and Variables also aren't capable of providing. Portals, like those suggested by Shwiggity, are possible, though even that's a bit wonky.

Sorry if that puts a huge wrench in your plans. Just hard to explain the exact limit to how much PK / variables can warp space / time.
It would be pretty powerful if you were using it alongside a long range physical type, unless the enemy you were facing specifically had a counter for it. Most of the early ones we face don't, so it'd be quite the curb stomp.

I wanna say that as long as everyone else interested is okay with it, that it'd be alright. Definitely wanna come up with a good way to limit it (like line of sight or something) as I'm sure someone else will make a long range physical type you could abuse with it.
It would.be possible via spatial, but I'm still contemplating whether or not I want to allow spatial types, as they have a tendency to be particularly OP. OP enough that the governments banned them even before their project was exposed and they were forced to reform. Did you have plans on using it alongside something else?
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