Look here to figure out where your character starts.
Each Arena has an a description, followed by a mechanic you can use in fights. Different mechanics give different units advantages and disadvantages.
The arenas are all surrounded by a permeable opaque barrier of night, and can be left at any time by pinging the runner, and noting if you are going to the "left" or "right". If you choose to go to the Dead Center, just move your character there without pinging us. If you are leaving Dead Center, ping the runner so we can roll you a 1d12 and tell you where to go, unless you have a map of the arena at which point you may choose where you're going.
If you and another player also agree, you can OOCly determine the outcome of a fight, as well, but if there is disagreement it is better to roll for it.
During round 1 of the interview, if your character said they would
Go to the beach, start at the Rocky Shore. Go to Egypt, or somewhere warm, start at the Sandwastes Go to a busy place like a city or specifically Tokyo, start at the Shibuya Scramble. Go somewhere peaceful, start at the Temple. Go to Heaven or the imeeji backstage/HR/etc, start at the Abyss. Go to wide open or mountainous, start at the Battlefield Go to France, or a theater, start at the Puppet Theater. Go to a Labyrinth, start at the Labyrinth Go to a foreign city, start at the Urban Jumble. Go to the Fright Zone, start at the Scrapyard Go to the Cognitive World, start at the Tunnels Go to a forest or somewhere with animals, start at the Underbrush
If you mentioned none of these, start at the Dead Center.
A plane of nothing but cement, nothing here except a black box in the center, with an indentation for you to put your palm-- there's a door like the one on your mailbox. If you try, maybe something will come out? But this seems like a bad place to linger, the air strangely stale and heavy.
Mechanics All powers are off in this area.
Roll a d6 and ping the mods and tell us your roll if you want to pick up an item here. 1-3= 1 item; 4-6= 2 items. You may do this once per round."
Heat shimmers in the air as wind whips through the sand dunes-- the sandwastes. In the distance, until you hit the permeable wall of the arena to let you into other areas, you can see only sand and more sand. Walking through it might not be so bad, but exerting yourself in an environment this tough will take its toll.
Mechanics Wind ripping through this area combined with the heat do damage to those that remain here too long. During combat, take -1 HP after every move.
The tunnels are dark, the sort of place that makes your hairs stand on end from the tension. You hear echoes of footsteps in here, and cannot tell if they are your own. Grafitti adorns the walls, almost but not quite distracting from the cracks in the concrete-- there's definite weak spots.
Mechanics You may cause cave-ins in the tunnels, and doing so prevents others from following you. You must roll a successful strength and strategy check to do this, unless you're BE=DE, who can just assume they know the correct spot if they use Achilles Radar. When you cause a cave-in, roll the damage dice. A 4-6 on the damage dice means the cave-in only does damage to the other party, doing 3 damage. Roll 2-3 and the cave in does 3 damage to you both. Roll a 1 and it does 3 damage only to you.
Skeined with gunfire divots, foxholes burrowed into the earth, though the battlefield is long abandoned it is undeniable what it once was. Nature has started to reclaim it, grass and shrubbery sprouting from the ground, but this makes it no less dangerous-- watch your step.
Mechanics "If you a character was pushed or falls into a foxhole, roll the dice-- if you roll 3 or less, take -2 speed on your next turn. If you roll a 1, you have twisted your ankle, and the -2 speed modifier applies for the whole round of the game.
You may also hide in the foxholes. This is a +1 to speed if you attempt to ambush others, or if you're LiliS and have an illusion ability to cover them up, you may give yourself a +3."
A city with an old world European feel, it's more strange than threatening. Three cities are jumbled into one here-- a city for giants, a city for people, and a miniature city. The minature city exists in narrow alleyways and miniature furniture, where a human may be able to stick an arm in to reach inside, but not follow. The giant city towers above the other two, with steps like walls that might give you a good vantage point, but you'll have to hoist yourself up there to begin with...
Mechanics "To climb up walls in areas that are meant for people larger than you, make a strength check, unless you have also been enlarged-- then there is no need to roll.
If you shrink, you may enter alleyways meant for people smaller than you. Roll agility-- if you roll successfully, you may escape into the small zone. If you roll poorly, you are still in reach to people outside."
The scrapyard is piled with old machinery, some of it more whole than others. Much of what is scattered about is unidentifiable metals, but there are also many cars stacked atop each other, search lights, and stereos with microphones attached-- the only recognizable objects.
Mechanics future is now may resuscitate or combine any of the machines they like, as long as they have the appropriate power. Machine list: - Cars: can go where a car can go, reasonably. Roll damage dice if you hit someone with it to see how much it did. Roll damage dice to see how hurt you are when you crash. - Searchlights: Light up dark places. If you shine it in someone's eyes, they take -2 precision - Stereos: Noisy. You can one-way talk to people the next section over in either direction with this.
[immediately picking out enough working pieces of cars to fuse into one that works! hopefully. gonna pile a metal pole, a stereo and two search lights into the front seat, before fusing a leftover seat belt to a large enough piece of metal to make a shield, shaping it into a circle for better maneuverability.
gonna use technokninesis on the entire contraption to see if it works. it's slow, but it seems to be powering up at least. (rolled 1 + 4 + 6).
he has a car! going to use technokinesis and his own meager driving skills to leave the area. still going left!]
Waves crash down upon the rocky shore, surging forward then retreating in a continuous current. Scattered throughout the craggy rocks and cliffs are tidepools, cold and salty.
Mechanics BARiTONES may use their water to wine ability on the tidepools here.
If a character that needs to breathe rolls a failure on a roll underwater, they take two damage from taking water into their lungs, or just lack of oxygen.
The forest floor, with light filtering in through branches above. Rustling through the underbrush are sleek feline forms, deer, and other wildlife, their eyes peering at you and always watching warily. They do not attack, and keep their distance-- just barely. Nonetheless, it is disconcerting.
Mechanics If in animal form, WILD CITY gets +3 to agility and +3 to strategics on their first turn of an ambush, as they can blend in with the wildlife.
A maze of twisty stone passages, all alike. The labyrinth walls go up to the ceiling, insurmountable and indestructible. It's a good place to get lost, or lose someone tailing you-- unless, of course, you get cornered.
Mechanics If you roll successfully while trying to shake off a pursuer, with the damage dice 3 or higher, you disappear into the maze and cannot be followed If you roll 2 or lower on the DMG dice, you have escaped into a dead end-- you cannot disengage and cannot attempt to escape again during the encounter.
The Shibuya Scramble, the world's busiest intersection, is here. Complete with a hologram crowd! People bustle back and forth throughout the streets, making it easy to lose track of people here. The tall skyscrapers provide a good vantage point.
Mechanics "The buildings may be climbed with a strength roll, unless you have Stability or some similar ability that nulifies the need.
If you have some way to blend into the crowd, +2 on agility and strategics rolls on the first turn of combat to ambush.
Using Verticality to get to the top of one of the taller buildings, then, to set up with that gun. Might as well get somewhere where it'll take someone a While to get to her when she INEVITABLY FUCKS IT UP. ]
Red velvet curtains pull to the sides of a proscenium arch. On stage, a milleau of human-sized puppets are operated by a bevy of strings above, in movements sometimes jerky, sometimes smooth. They seem magnificently life-like, the uncanniness of their movements aside. But still, they do not acknowledge you as you pass through, and if you cut their strings they fall lifeless to the floor.
Mechanics If you choose to raid the bodies for parts, sensitIV can replace lost limbs here. Or just give themselves extra limbs if they choose to, you know.
[Alright, since he's got a bucket and a knife, Nya's very first instinct is to actually try something he's been thinking about, setting his bucket down in order to cut down one of the puppets, looking pretty disgusted with this whole thing.]
"The temple has a large bell in the center, inscribed with laws-- many of them archaic, irrelevant to your situation here. Laws involving food preparation, laws involving cattle trade, laws involving how deeply one must bow to a father-in-law... But in each of the four cardinal directions there are four long scrolls unfurled and hanging like tapestries.
The four large scrolls of oaths on the walls read:
Oath of the Loyal: For so long as you swear loyalty to me and stay by my side, may you be granted glory and strength. Oath of the Gentle: I undertake this vow-- for if I raise a blade against another, may I be pained in kind. Oath of the Brave: I swear I am no coward- for so long as the battle rages, I will not turn tail and flee. Oath of the Lover: By this vow I am bound- should you or I be harmed, let us share the pain and halve our burden.
Beneath those oaths are smears of blood, thumbprints and handprints.This might be a really good or really bad place to meet one of Taisho Roman Revolution."
Mechanics "If a member of Taisho who has the Swear on Your Honor ability gets another to sign their name or smear their blood on one of those contracts, the following effects will be granted or inflicted:
Oath of the Loyal: +2 strength for as long as the signee stays in the same area as their contractor, without betraying them.
Oath of the Gentle: Any damage the signee does with a blade damages them too. Damage dealt barehanded, through skill use, or with any non-bladed tools or weapons is unaffected.
Oath of the Brave: Characters that sign this contract cannot attempt to retreat from combat until the other party surrenders, flees, etc.
Oath of the Lover: When either the signee or the contractor takes damage, the damage is halved, with half the damage going to the other contracted party."
Many bridges crisscross above a chasm, deep and dark. Looking over the edge, you cannot see the bottom. The good news is, there are so very many bridges-- though none of them of them have rails, each of them a precarious narrow stone path. But with so many, surely one of them may catch you if you fall...
Mechanics If you dodge successfully while in this arena, also make a strategics roll. If you fail the strategics roll, your character has fallen off the edge of the bridge, and the number on the damage dice shows how much damage they take from landing on the next lowest bridge platform. If you fail three rolls, your character falls into the abyss and dies, regardless of current HP.
Disregard this if your character has an ability like Verticality that would allow them to avoid falling entirely, or if they are saved from the edge.
IC INSTRUCTIONS DISPLAYED ON PHONES
With one~ special exception! We'll be awarding one best struggle to survive! Once you're dragged into the fray, don't give up, everyone!
Earn a win, and your whole unit gets fully healed!
Direct and passive suicide are discouraged, but~ I guess I can't stop you! Lilith will deal with that, but I don't think she'll be happy!
Oh, and killing a unitmate intentionally will disqualify you for winner.
Happy hunting, everyone!
OOC Instructions
Each Arena has an a description, followed by a mechanic you can use in fights. Different mechanics give different units advantages and disadvantages.
The arenas are all surrounded by a permeable opaque barrier of night, and can be left at any time by pinging the runner, and noting if you are going to the "left" or "right". If you choose to go to the Dead Center, just move your character there without pinging us. If you are leaving Dead Center, ping the runner so we can roll you a 1d12 and tell you where to go, unless you have a map of the arena at which point you may choose where you're going.
General combat mechanics are here. Please determine your stats first thing. If your character has purchased powers, mechanics to use them are here.
If you and another player also agree, you can OOCly determine the outcome of a fight, as well, but if there is disagreement it is better to roll for it.
WHERE DO I START?
Go to the beach, start at the Rocky Shore.
Go to Egypt, or somewhere warm, start at the Sandwastes
Go to a busy place like a city or specifically Tokyo, start at the Shibuya Scramble.
Go somewhere peaceful, start at the Temple.
Go to Heaven or the imeeji backstage/HR/etc, start at the Abyss.
Go to wide open or mountainous, start at the Battlefield
Go to France, or a theater, start at the Puppet Theater.
Go to a Labyrinth, start at the Labyrinth
Go to a foreign city, start at the Urban Jumble.
Go to the Fright Zone, start at the Scrapyard
Go to the Cognitive World, start at the Tunnels
Go to a forest or somewhere with animals, start at the Underbrush
If you mentioned none of these, start at the Dead Center.
DO I HAVE EXTRA POWERS?
Either way, all powers you have purchased you keep.
DO I HAVE ITEMS?
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Thorn
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THE DEAD CENTER
Mechanics
All powers are off in this area.
Roll a d6 and ping the mods and tell us your roll if you want to pick up an item here. 1-3= 1 item; 4-6= 2 items. You may do this once per round."
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... might as well try that box, then. Rolled a 5! ]
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nothing for it but to go look at that box. rolled a 6!]
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rolled a 5 ]
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[Hmm. Approaching that box.]
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Nya has a bucket on his head and two extra arms when he gets here, and I rolled a 2 for the item!]
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[. . . heads to the box and places his hand on top of it, with a roll of 5]
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The Sandwastes
Mechanics
Wind ripping through this area combined with the heat do damage to those that remain here too long. During combat, take -1 HP after every move.
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The Tunnels
Mechanics
You may cause cave-ins in the tunnels, and doing so prevents others from following you. You must roll a successful strength and strategy check to do this, unless you're BE=DE, who can just assume they know the correct spot if they use Achilles Radar. When you cause a cave-in, roll the damage dice. A 4-6 on the damage dice means the cave-in only does damage to the other party, doing 3 damage. Roll 2-3 and the cave in does 3 damage to you both. Roll a 1 and it does 3 damage only to you.
Re: The Tunnels
I mean. drive. driving left. slowly]
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The Deserted Battlefield
Mechanics
"If you a character was pushed or falls into a foxhole, roll the dice-- if you roll 3 or less, take -2 speed on your next turn. If you roll a 1, you have twisted your ankle, and the -2 speed modifier applies for the whole round of the game.
You may also hide in the foxholes. This is a +1 to speed if you attempt to ambush others, or if you're LiliS and have an illusion ability to cover them up, you may give yourself a +3."
Re: The Deserted Battlefield
[cups his hands around his mouth and yells at the sky]
HEY!!! JUST SO YOU KNOW, THIS IS STUPID!!
[mars is stupid]
[mars is also jumping into a foxhole for cover]
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The Urban Jumble
Mechanics
"To climb up walls in areas that are meant for people larger than you, make a strength check, unless you have also been enlarged-- then there is no need to roll.
If you shrink, you may enter alleyways meant for people smaller than you. Roll agility-- if you roll successfully, you may escape into the small zone. If you roll poorly, you are still in reach to people outside."
Re: The Urban Jumble
[He finishes up reading the rules on his phone, then surveys the area - and after a moment, attempts to climb one of these giant stairs.]
[Rolled a 5!]
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The Scrapyard
Mechanics
future is now may resuscitate or combine any of the machines they like, as long as they have the appropriate power.
Machine list:
- Cars: can go where a car can go, reasonably. Roll damage dice if you hit someone with it to see how much it did. Roll damage dice to see how hurt you are when you crash.
- Searchlights: Light up dark places. If you shine it in someone's eyes, they take -2 precision
- Stereos: Noisy. You can one-way talk to people the next section over in either direction with this.
Re: The Scrapyard
[immediately picking out enough working pieces of cars to fuse into one that works! hopefully. gonna pile a metal pole, a stereo and two search lights into the front seat, before fusing a leftover seat belt to a large enough piece of metal to make a shield, shaping it into a circle for better maneuverability.
gonna use technokninesis on the entire contraption to see if it works. it's slow, but it seems to be powering up at least. (rolled 1 + 4 + 6).
he has a car! going to use technokinesis and his own meager driving skills to leave the area. still going left!]
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The Rocky Shore
Mechanics
BARiTONES may use their water to wine ability on the tidepools here.
If a character that needs to breathe rolls a failure on a roll underwater, they take two damage from taking water into their lungs, or just lack of oxygen.
THE UNDERBRUSH
Mechanics
If in animal form, WILD CITY gets +3 to agility and +3 to strategics on their first turn of an ambush, as they can blend in with the wildlife.
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still going left!]
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THE LABYRINTH
Mechanics
If you roll successfully while trying to shake off a pursuer, with the damage dice 3 or higher, you disappear into the maze and cannot be followed If you roll 2 or lower on the DMG dice, you have escaped into a dead end-- you cannot disengage and cannot attempt to escape again during the encounter.
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The Shibuya Scramble
Mechanics
"The buildings may be climbed with a strength roll, unless you have Stability or some similar ability that nulifies the need.
If you have some way to blend into the crowd, +2 on agility and strategics rolls on the first turn of combat to ambush.
Re: The Shibuya Scramble
Using Verticality to get to the top of one of the taller buildings, then, to set up with that gun. Might as well get somewhere where it'll take someone a While to get to her when she INEVITABLY FUCKS IT UP. ]
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The Puppet Theater
Mechanics
If you choose to raid the bodies for parts, sensitIV can replace lost limbs here. Or just give themselves extra limbs if they choose to, you know.
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Damn Producers...
[Might as well tear off those arms for himself!]
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1/3
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The Temple of Law
The four large scrolls of oaths on the walls read:
Oath of the Loyal: For so long as you swear loyalty to me and stay by my side, may you be granted glory and strength.
Oath of the Gentle: I undertake this vow-- for if I raise a blade against another, may I be pained in kind.
Oath of the Brave: I swear I am no coward- for so long as the battle rages, I will not turn tail and flee.
Oath of the Lover: By this vow I am bound- should you or I be harmed, let us share the pain and halve our burden.
Beneath those oaths are smears of blood, thumbprints and handprints.This might be a really good or really bad place to meet one of Taisho Roman Revolution."
Mechanics
"If a member of Taisho who has the Swear on Your Honor ability gets another to sign their name or smear their blood on one of those contracts, the following effects will be granted or inflicted:
Oath of the Loyal: +2 strength for as long as the signee stays in the same area as their contractor, without betraying them.
Oath of the Gentle: Any damage the signee does with a blade damages them too. Damage dealt barehanded, through skill use, or with any non-bladed tools or weapons is unaffected.
Oath of the Brave: Characters that sign this contract cannot attempt to retreat from combat until the other party surrenders, flees, etc.
Oath of the Lover: When either the signee or the contractor takes damage, the damage is halved, with half the damage going to the other contracted party."
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[can he steal tapestries]
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BACK AGAIN
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The Abyss
Mechanics
If you dodge successfully while in this arena, also make a strategics roll. If you fail the strategics roll, your character has fallen off the edge of the bridge, and the number on the damage dice shows how much damage they take from landing on the next lowest bridge platform. If you fail three rolls, your character falls into the abyss and dies, regardless of current HP.
Disregard this if your character has an ability like Verticality that would allow them to avoid falling entirely, or if they are saved from the edge.
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[I guess let's try to cross a bridge. He'll take the right!]
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