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Eli
You wake up alone in the center of a huge circular room, leaning against a pedestal resembling a short marble column. Most of the room is a sterile light gray, but the walls in all directions are lined with bizarre doors with colorful door frames. You stand up and stretch, but as you look around you realize that every door other than the one you were facing had pedestals in front of them not unlike the one you were leaning against. Each pedestal bears oddly shaped indentations, as if specific objects were meant to be placed atop them. There is only one exception; the pedestal in the center of the room, the one you were leaning against, which instead bears a large red button just begging to be pressed. You resist the temptation, unsure of the consequences.

Try as you might, you can’t remember how you ended up here, or anything in the past for that matter. You start to worry you have brain damage or something, but you don’t seem to have any trouble remembering your multiplication tables or how the water cycle works. You know your name is Eli, and that your favorite food is steak, but for anything beyond that you draw a blank. You start to look through your clothes for some kind of clue, but besides the discovery that your belt is made to look somewhat like a tail, there’s nothing to give you any indication of who you are.

Turning your attention outward for clues, you walk up to the door without a pedestal. Upon closer inspection, it’s completely flat without a knob or any apparent mechanism to open it. You look around and realize all the doors are like this, but this one seems different. The door and door frame are pitch black, and unlike the other doors, it bears a large lock connected to numerous chains which lead off into the edges of the door. You reach past the chains to the black surface, but it just seems like a solid wall. The other doors seem to let you see through them a bit, with a blurred preview of what lies beyond. You pick a random one with a blue frame and move over to it. You reach out your hand, expecting to be able to lean on it so you could look closer, but it instead phases through, and you almost fall right in. You pull your hand out on instinct, but after confirming you are unharmed, you venture a peek inside only to see a pitch black void. You hesitate for a while, pacing about the room and occasionally eyeing the big red button in the center, but since you still don’t trust the button, and you have nothing else to do, you eventually go back to the blue-framed door and cross its threshold entirely. After but a moment of inky nothingness, you suddenly find yourself on your back, on a bed of sand, staring directly up at the sun.

Your memory is pretty foggy right now, but you're pretty sure you've seen the sun at least once before. This sun... isn't the same. You can look straight at it without any issue. It just doesn't seem nearly as bright, not even as taxing on the eyes as a simple lightbulb. In spite of that, the sand and the rest of the beach you are just now becoming cognizant of lights up beneath it. As you examine it curiously, you notice a slim wedge cut across its radius. You try to figure out what it is for a while, which is made easier as you notice it slowly growing bigger.

Yes, this must be… a distraction.

Where the hell are you exactly?

As far as you can tell, you’re just on a beach near some kind of resort, except there’s enough ocean visible in enough directions to know you’re on an island. Who builds a resort, or anything for that matter, on a tiny island like this one?

You get up and start taking a not so long walk on the beach. Even if there was more beach upon which to walk, you want to check out the resort. You were just in some place that was clearly indoors, so there are only so many ways to reconcile how you got here. Still, as unreliable as your memory may be, you’re pretty damn sure there wasn’t any interim between stepping into that blue door frame and waking up on the beach.

As you get to the lobby, you find it’s pretty mundane, if tropical. It seems like a standard hotel lobby, albeit with an open air design that makes the waiting area furniture stick out a bit. You don’t see any guests, but there are a few human receptionists available for you to accost with your arrant inquiries. They don’t acknowledge you as you walk up to them, simply staring off into the distance unblinkingly. It’s pretty weird after a couple of seconds, but the nearest one immediately turns to face you when you try to get their attention.

”...Hello?”

“Welcome to the Last Resort, the Last Resort you’ll ever need! Can I get you a room?”

“No thank you. Could you tell me about this place and how I got here?”

“The Last Resort is a beach-front luxury resort. We aim to provide our guests with everything they need for a restful and relaxing vacation. You got here by walking.”

He speaks matter-of-factly, without a hint of sass. He radiates customer service to the point that it’s slightly disturbing. In any case, he doesn’t seem to know anything, so you sit down in one of the surprisingly comfy chairs, considering your next course of action.

@vanovick
Character Compendium:
Ryik

vanovick

Mattie_
Name: Eli
Gender:
Age: Unknown (Forgotten) (Adult)
Race: Demon
A devilish race with pointed ears, horns, wings, and a tail. Faster, stronger, more durable, and quicker to recover from injuries than the average human. Similar to an olympic athlete in many categories. Capable of flight, though wings are built for speed and maneuverability rather than endurance and will tire him out quickly. Could probably fly continuously for only a minute, though gliding takes considerably less effort. Flight speed depends on wind but is typically faster than sprinting. As is the norm for fliers, very high speeds can be achieved out of an aerial dive. Resistant to dark-element attacks.
Appearance:
Equipment: None
Personality: Straightforward and light-hearted. Although he can be a bit impulsive, he’s good at keeping calm should things not go as expected. Highly sociable and loves attention, but will often prioritize others before himself.
Background: As an amnesiac, Eli has no idea where he comes from or who he used to be. Seems to be the only one in the Nexus that doesn’t have a room. Accordingly has no token or living quarters and needs to rely on the good graces of others for food that wasn’t gathered from rooms.
Favorite Food: Steak
Ability: Appears to have none?
Weaknesses/Limitations: Weak to light-element attacks. His tail is physically sensitive. (Hidden under clothes, not to be confused with the fake tail coming out of his belt)
Theme: Hero’s Promise
RP is up here.
Welcome to the Nexus. The people here are wildly different. The worlds they come from, even moreso. Still, this place isn’t the same as the world you remember, is it?

Maybe you woke up in a tropical beach resort. Maybe you woke up in a desolate wasteland. Everyone’s room is different, but some things are always the same: No one came here by choice, and no one can clear their own room.

With the exception of one person, everyone starts in their own room, which plays out explicitly like a level in a video game. The only problem is that no one can clear their own room, causing the room to reset itself over and over again once its time limit runs out. Uncleared rooms have no exit, and most people have no idea what they’re supposed to do to begin with, making no progress at all. Every time the room resets, the room owner resets too, losing all memories of their room, trapping them in an endless loop. Only through the Nexus, which contains doors to everyone’s room, can the cycle be broken. That being said, no one can escape the Nexus yet either...

Each room is designed by the player who made the character, with challenges and/or enemies that match the character in question. The room’s obstacles will be managed by me and the player who created it. The goal of each room is to avoid or conquer all obstacles and acquire a character’s token before the room’s timer runs out. The token possesses the power of the corresponding character, and can take the form of any object the player specifies. (Within reason) When used by other characters, the token will grant them a portion of the corresponding character's abilities, as determined by the player who created them. (with my help for balancing purposes)

Once a token is touched by one of the room's intruders, no matter how briefly, the door back to the Nexus will open up somewhere nearby. The room is cleared when the token is brought through that door, negating the time limit and connecting the exit door to the room’s entrance in the Nexus. However, if a room’s timer runs out, the room owner will gain a tremendous boost in power and lose all control of themselves, going on a murderous rampage that will not end until either every intruder is dead or the token is brought to the Nexus.

Once in the Nexus, tokens can be placed on corresponding pedestals to unlock a character’s living quarters and utility room. A single door in the Nexus is locked, and has no corresponding pedestal. The prevailing theory is that once all pedestals are filled, it will open and everyone will finally be free…














PM me your character apps. I would like to keep tokens, rooms and utility rooms a surprise.
That wouldn't stop people from doing it, and evading legal repercussion would be as easy as leaving the room, but that's cool too.
How flexible can we get with the puzzles or traps in our room? Could we have a room with carnival where we try to throw rings onto the heads of bottles from behind a rope?

Yes. Pretty much anything goes as long as the challenge itself is fairly presented (e.g. hidden elements need to be hinted at) and at least one viable solution is humanly doable. Were you to want the ring toss to be a part of your room, I would go on to ask about the specifics of the ring toss, such as how to allow players to make many attempts, if there is an intended method to circumvent the ring toss, or what you would like to happen if players try to mug the ring toss attendant for prizes.
Edit: In hindsight, my hasty elevator pitch was a bit overloaded in information while also not being very clear. In any case, the RP can be found here.

It contains all the details of the RP laid out a bit more concisely.
Troy

"No! Damn it, at this rate..." Bobby wracked his brain. Gulp just wasn't good with his Poison Gas. What other moves could they use? "Gulp, use Acid Armor!"

The Gulpin's form slowly melted into a puddle before reforming once more. His cells rearranged, he could now withstand stronger physical moves. "Gup!"

"We're powered up!" Bobby pumped his fist into the air. "Let's see what you can do, RIVAL!" How would Troy react?

So his strategy is to give up on evasion or defense and take the hit directly using acid armor as a crutch. It's one thing to know your limits and change your strategy accordingly. It's another entirely to give up on the desperation play and hope things will work out if you ignore it. There is no attack stronger than Rollout once it gets going. If nothing is done about it now, then no amount of acid armor will save Gulpin, and even if Gulpin manages to stop Shuckle later, the damage will have already been dealt, and the war of attrition will have been all but won before it even starts.

"Follow through!" Shuckle continues to speed up, flying at Gulpin with an increasingly magnificent plume of rocks and dust trailing behind.
Troy

Seeing as how Shuckle wasn't poisoned, it would seem that Defense Curling in the face of a special move payed off, or at least wasn't punished. Either way, with a second hit of rollout, it will have been damage-efficient, and Yawn is a relatively slow move. Although Troy doesn't doubt Shuckle's ability to withstand a direct attack or two while asleep, it would be nice to avoid the scenario altogether. With that in mind... "Spin as fast as you can! Tear up the arena and use it against the bubble."

Shuckle attempts to speed up, spinning around the arena, back towards Troy, before coming back towards the bubble and swerving, kicking up as must dust and debris as possible towards the bubble and Gulpin.

Popped or not, the bubble and the dust should provide a workable level of visual obscurity to make Rollout difficult to defend against.

"Now back around." Shuckle continues the swerve, circling around in an arc in order to spin towards Gulpin while avoiding proximity with the bubble and any effects it may have as it may or not pop.

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