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". It is possible to move to or from the Dead Center from any other area. 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 and enter your character's stats for round 5 here. If your character has purchased powers, mechanics to use them are here.
If your character died in a previous round, rulings on rejoining are here.
If you and another player are in agreement, you can OOCly determine the outcome of a fight, as well, but if there is disagreement it is better to roll for it.
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.
Those that follow are shorter, choked; then, barely more than gasps as she tries to suck in air, why is breathing so hard! Nemesis just--stays, huddled into a ball, hands clawed into her knees and just shaking and shaking and shaking]
[ Going to hide his machete on his capsized boat and carry the golf club over, letting Cardigan go to catch up to Nemesis while he goes to stick his hand in a mystery box. ]
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.
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.
[SAME PROCEDURE AS BEFORE he's. he's reassembling a car.
rolled 1 + 3 for strategics success on making it work with technokinesis and a 6 on how well it works, and it seems to be working pretty well!
he's also building a shield again, and collecting some scrap metal along with a metal pole as a weapon. he'll pile it all into the car with a search light and a stereo.
also going to set up a few minor alerting traps at the entrance, that'll make a lot of noise if people walk into them]
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.
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.
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.
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.
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". It is possible to move to or from the Dead Center from any other area. 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 and enter your character's stats for round 5 here. If your character has purchased powers, mechanics to use them are here.
If your character died in a previous round, rulings on rejoining are here.
If you and another player are in agreement, you can OOCly determine the outcome of a fight, as well, but if there is disagreement it is better to roll for it.
DO I HAVE EXTRA POWERS?
Either way, all powers you have purchased you keep.
DO I HAVE ITEMS?
Re: DO I HAVE ITEMS?
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Intensity
Re: Intensity
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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.
Re: THE DEAD CENTER
Those that follow are shorter, choked; then, barely more than gasps as she tries to suck in air, why is breathing so hard! Nemesis just--stays, huddled into a ball, hands clawed into her knees and just shaking and shaking and shaking]
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going to items!! rolled a 5 ]
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[ rolling for items! 5, get! ]
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rolled a 3 for item!]
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[He doesn't even go for the box, just makes straight for Nemesis.]
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[looking up from his phone and glancing around in swiftly-growing horror. this... is bad. this is really bad?
okay. okay okay. first off: the door, which gets a 6.]
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After a moment of looking around, Cobalt is going to go for the box, since there isn't anything else to do here.
Rolled a 6]
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[ Rolled a 2! ]
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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.
Re: THE SANDWASTES
[ heading to dead center, kthnx. ]
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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.
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
where the hell am i
]
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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
rolled 1 + 3 for strategics success on making it work with technokinesis and a 6 on how well it works, and it seems to be working pretty well!
he's also building a shield again, and collecting some scrap metal along with a metal pole as a weapon. he'll pile it all into the car with a search light and a stereo.
also going to set up a few minor alerting traps at the entrance, that'll make a lot of noise if people walk into them]
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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.
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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.
Re: THE UNDERBRUSH
... where we going, anyway?
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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.
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
[Get it together. Get it together, get moving, do better this time -]
[He takes a shaking breath in, and then another - gets his legs up under him and stands, shaky - heading for the center, decidedly limping.]
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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.
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.
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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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
. . . oh hell.
[DEEP SIGH]
[to dead center with him]
Re: THE DESERTED BATTLEFIELD
Re: THE DESERTED BATTLEFIELD
Re: THE DESERTED BATTLEFIELD
Re: THE DESERTED BATTLEFIELD
Re: THE DESERTED BATTLEFIELD
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