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.
She recieves her SPF a million sunscreen, so she'll be fine in any of the arenas.
And also an AXE.
[ Axe- If your character has strength above six, add +3 to damage and +2 to strength. If your character has strength below six, failing a roll means you take +1 HP damage from hurting yourself. ]
C gets Sunscreen. I mean. Chloroform, that's the thing.
[ Chloroform Grenade - Roll strength to see if you throw this far enough. If you fail, you are in range and also get knocked out. If you succeed, only the person you threw it at gets knocked out. This can be avoided if you have done something IC to make certain you are out of range even if you do not have the throwing strength. ]
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?
no subject
no subject
no subject
2! I was a little too quick on the draw, I'm very excited
(no subject)
Re: DO I HAVE ITEMS?
5 = "...Whatever you have planned, we're going to do our best as usual."
Re: DO I HAVE ITEMS?
[ Knife - If your character knows how to use a blade, +2 damage. Otherwise, +1 and if you fail a roll with this, you are disarmed. ]
Re: DO I HAVE ITEMS?
5: https://imeeji-frontstage.dreamwidth.org/143389.html?thread=97155101#cmt97155101
Re: DO I HAVE ITEMS?
And also an AXE.
[ Axe- If your character has strength above six, add +3 to damage and +2 to strength. If your character has strength below six, failing a roll means you take +1 HP damage from hurting yourself. ]
Re: DO I HAVE ITEMS?
Re: DO I HAVE ITEMS?
Thorn
A communication device, a weapon I know how to use, and a map of the island.
Question 5:
No.
Re: Thorn
no subject
no subject
Re: DO I HAVE ITEMS?
Re: DO I HAVE ITEMS?
[ Knife - If your character knows how to use a blade, +2 damage. Otherwise, +1 and if you fail a roll with this, you are disarmed. ]
Re: DO I HAVE ITEMS?
Re: DO I HAVE ITEMS?
Please ping the runner if you use this.
Re: DO I HAVE ITEMS?
https://imeeji-frontstage.dreamwidth.org/143389.html?thread=97160477#cmt97160477 - 5
Re: DO I HAVE ITEMS?
[ Chloroform Grenade - Roll strength to see if you throw this far enough. If you fail, you are in range and also get knocked out. If you succeed, only the person you threw it at gets knocked out. This can be avoided if you have done something IC to make certain you are out of range even if you do not have the throwing strength. ]
Re: DO I HAVE ITEMS?