The Death Game
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							<h1 class="p-title-value"><span class="label label--skyBlue" dir="auto">Futuristic</span><span class="label-append">&nbsp;</span>The Death Game
	
	

	

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(This is where the roleplay will take place. Don't post here yet, please.)<br>
<br>
Character List<br>
<br>
(1/5 minimum)<br>
<br>
-Keira Simmons, Female, 22<br>
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<i>Welcome to the Death Game.</i><br>
<br>
50,000 people of various ages, 25,000 boys and 25,000 girls, about 90% of which had history with video games of some kind whether they hated them or played them competitively, were removed from their homes in the dead of night and taken to a remote place on Earth. One boy and one girl were each put into a room with a Virtual Reality Chamber inside it. The chamber was designed to create an immersive digital experience that felt almost real, and was completely successful, but it needed testers - A lot of them and all of them had to be long-term workers.<br>
<br>
So the company that made the Virtual Reality Chamber, or VRC, kidnapped 50,000 people from across the globe to see if any negative side effects came up, or if anything didn't work. They had the full intention of returning everyone home if they proved strong enough to undertake the challenge of their first and greatest gaming challenge: The Death Game, in which 50,000 characters fight to survive in a virtual fantasy world. To 'win' the game, The Seven Crystals must be found and brought to the center of the world, at which point everyone will be freed. However, this is no easy task, and the life expectancy for the grand quest that will be collecting all seven crystals is less than 50%.<br>
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Will you survive? Will you find the crystals and save everyone in The Death Game? Or will you be just another stepping stone along the way...?​</div><br>
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<div style="text-align: center"><br>
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<i>Pictured above: Female Tester #14,097 being overseen by one of the developers.</i><br>
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The Virtual Reality Capsule, or VRC, is the machine that was mass-produced for testing. 50,000 were created to look as they were shown above - What is not shown, however, is what keeps the players trapped inside. Normally, a number of mechanical arms hold the player's limbs in place so their actions in-game do not translate to real world actions, and were also used to put the less willing testers into their capsules. A number of wires, as well, wires similar to those used for mocap, are attached in various places across the body for more smooth and accurate movement as well as accurate simulation of pain. Most players are trapped in these VRCs for the entire game, however some were removed and interrogated at a random point of the game.</div>
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Area One was the area where all 50,000 players spawned - Where exactly in the area they spawned varied. In each square there was about 1,041 players, however, and out of the 50,000 players that started in the game, 10,000 of them died in The Beginning.<br>
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The Beginning is a valley, essentially - It is a densely populated forest with two rivers running through it, one major and one minor, both of which link in Area 4 (The Lake). As forests cover the lands, it can be quite hard to determine where one is - Unless a map is owned or Navigation has been learned.<br>
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Horizontal = A, B, C, D, E, F, G, H<br>
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Vertical = 1, 2, 3, 4, 5, 6<br>
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Points of Interest<br>
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F4 - Dungeon<br>
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D6 - Southern Path (Area 5 - The Desert)<br>
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A3 - Western Path (Area 3 - The Great Plains)<br>
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H1/2 - Eastern Path (Area 2 - The Mountains)<br>
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D1 - Northern Path (Area 7 - Ascendance)<br>
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EXP required for leveling up in the Beginning<br>
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Level 2 - 200 EXP<br>
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Level 3 - 250 EXP<br>
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Level 4 - 350 EXP<br>
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Level 5 - 400 EXP<br>
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Level 6 - 450 EXP<br>
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Level 7 - 500 EXP<br>
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Level 8 - 550 EXP<br>
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Level 9 - 600 EXP<br>
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Further experience gained will be saved for the next area and awarded when one enters the next area.<br>
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<b>Enemies</b><br>
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<b><br>
</b><br>
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<i>Forest (Light Green)</i><br>
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<b>Bat, Level 1 - 1-8 EXP, 0 Gold</b> - Bats are typically found in large groups, usually around 20 to 50 of them are in one said group, as they cannot fight effectively on their own. If one is wearing proper armor, bats should be little more than a nuisance.<br>
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<b>Zombie, Level 1 - 10-20 EXP, 20 Gold </b>- Zombies are slow but they hit hard. They can generally be found either alone or in groups of three - They can only be killed by decapitation or by damaging the brain beyond repair, through use of a sharp weapon or blunt weapon respectively. Cutting off limbs of the zombie does little more than make the living zombie less capable but still a threat.<br>
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<b>Hollow, Level 2 - 15-25 EXP, 100 Gold </b>- Skeletons, or hollows, are quick and usually wear little if any armor. Most wield either a shortsword or a composite bow, either of which it can be a great threat with, but hollows can be easily defeated, as they are almost entirely focused on offense over defense. Hollows are probably the most common enemy in the Beginning.<br>
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<b>Rogue, Level 3 - 30-50 EXP, 200 Gold </b>- Rogues are almost always former player characters that had taken to thievery and murder to survive in the game. As such they have been punished with the fate of fighting forever in the game as an NPC. Their skills and equipment vary greatly, but since their levels are fixed at 3, they can be easily defeated by a well-equipped fighter.<br>
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<i>Rivers (Blue)</i><br>
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<b>Piranha, Level 8, 100 EXP, 0 Gold </b>- Piranhas are the only reason one should never set foot in the rivers of the Beginning. They can be caught by fishers and easily dispatched while out of water, but they only provide experience when they are killed in water at their strongest. Piranhas deal heavy damage and could kill lower leveled players in only a few hits, making them deadly opponents for Area One settlers.<br>
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<i>Dungeon (F4)</i><br>
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<b>Golem, Level 6, 60-65 EXP, 500 Gold </b>- Golems are creatures made of boulders, held together by some sort of magical force. They can be easily killed if the magical binding the boulders are bound by or even if the limbs, or boulders in this case, are broken by a strong hammer - However fighters with sharp weapons like swords will struggle to defeat these gargantuan creatures. They pale in comparison to the dungeon's boss, however...<br>
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<b>Demon Hand, Level 100, ∞ EXP, 0 Gold </b>- Demon Hands can be found lurking about in the dungeon. If one is found or grabbed by a Demon Hand, do not expect to survive unless you are incredibly skilled. Seeing as Demon Hands cannot be killed and will completely disable anything it grabs, which it will then carry into the afterlife, they must be the most challenging opponent in the entire game. Worst of all, they can be found in every dungeon... Luckily there are only two in each dungeon, belonging to the dungeon's boss. When the boss is slain, the hands are as well (But no experience is rewarded for their demise). Demon Hands can be made to flee if their fingers are broken by blunt weapons or if the eye on the back of their hand is pierced with a sharp weapon.<br>
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<b>Lizalfos, Level 8, 350 EXP, 750 Gold </b>- Lizalfos is a homage to the Legend of Zelda, as all the mini-bosses in the game's dungeons are. Lizalfos can be found in the room just before the boss room, wielding a longsword in one hand and a kite shield in the other. It cannot talk and shrieks violently on occasion, and it specializes in acrobatics to disorient its opponent. As with all minibosses, one must be on their guard when fighting Lizalfos.<br>
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<b>Colossus, Level 12, 1000 EXP, 2000 Gold </b>- Colossus is the strongest enemy in the Beginning. The challenger(s) must climb the Colossus in order to pierce its heart and kill it, but as they climb the Colossus they must also worry about the threat of being crushed by the Colossus' hands as it tries to remove the numerous fighters climbing on its body and piercing its skin. If one is crushed by the Colossus, they should expect to die. However, players that are grabbed and removed may be lucky and survive... If they aren't thrown into a wall or the ceiling.<br>
<br>
More in-game locations will be added as they become relevant.<br>
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If you've read this far, great! Now it's time to learn the game mechanics and the rules, so you're not completely lost. If you didn't read this... I'll know. Trust me.<br>
<br>
<br>
1. Literacy is a must! Put your best effort into each and every post. If you make mistakes, go back and edit them. If your post is too short and you want to make it longer, please, do that. How short is too short, you may be asking - Post a paragraph at the very least for every post you make. One-liners are completely forbidden unless specified otherwise!<br>
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2. No godmodding! You're not going to win every fight, you're not going to dodge every hit, you're not going to succeed at everything. Acknowledge that when you're roleplaying by making little mistakes every now and then.<br>
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3. No bunnying! You control your character, not other peoples' characters. If you're going to do something that involves controlling another person's character (For example, tying them up or something), you should ask them in a PM or in OOC if that's all right and how their character resisted if at all.<br>
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4. If you have to ask if there's a rule against it, there probably is. Loopholes won't be tolerated either. And by the way, do keep in mind I can remove you from the roleplay for any reason I choose - I'll keep away from personal reasons, of course, but if you do something I don't approve of, I'll most definitely let you know.<br>
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5. Check back to the rules every now and then! I'll add new rules when they apply.<br>
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Now for the fun stuff... The game mechanics! Woo!<br>
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I spent a loooooooong time writing these, so please read them. If not because you need to for the roleplay, do it out of respect. Please? Okay? Okay.<br>
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Huge credit to Trevor B Harper for the inspiration he gave me for lots of the stuff you'll see below!~<br>
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Attributes are the abilities that govern your character's abilities. At base they must be Z0 (The worst they could possibly be) and at best they can be A5 (Absolute perfection). 20 points are allowed to be placed wherever one desires.<br>
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Z0 is the very worst an attribute can be. A letter (Take Z, for instance), is an attribute rank. Attribute ranks have been added because they take up less space on a character sheet and A3 looks better than 1309823982383498.<br>
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ZYXWVUTSRQPONMLKJIHGFEDCBA<br>
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Z = 0, Y = 1, X = 2, W = 3, etc, etc...<br>
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For example...<br>
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U4 would mean one would have put 29 points into a stat because U=5 and every rank is 5, so 5x5+4=29.<br>
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If any of your attributes are the worst they can be (Z0), it is advisable you raise them by at least one. Having a stat below Z1 will make you incredibly vulnerable in that area (If it's Intellect and you don't use magic, that's OK, but other stats need to be at least Z1 if you don't want to be incredibly weak).<br>
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# of points added initially, through racial bonuses and through level-ups should be added beside the attribute in [+0] form, the 0 replacing the amount of points allocated<br>
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# of points added through equipment and artificial bonuses like active abilities should be added beside the attribute in (+0) form, the 0 replacing the amount of points allocated<br>
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# of points added through passive abilities should be added in {+0} form, the 0 replacing the amount of points allocated<br>
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The final product of the [+0], (+0) and {+0} must be the number and rank beside the stat or it must be fixed (And will be fixed if the poster fails to comply)<br>
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Attributes and what they dictate<br>
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Strength - Dictates melee and ranged attack damage and it can increase knockback for major hits.<br>
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Endurance - Dictates the amount of damage one can take in battle before falling and, to an extent, the potency of healing items.<br>
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Agility - Dictates the speed at which one can move and the odds of successful dodges occurring.<br>
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Dexterity - Dictates attack speed and the range of ranged weapons one uses.<br>
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Intellect - Dictates magical attack power and how efficiently one can create (Through crafting or forging). It also affects the range of magical attacks.<br>
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Spirit - Dictates magical defense and increases the power of healing through magical means as well as how effectively one can enchant.<br>
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Talents are must-know things. They allow easy traversing of environment, as your character does not know how to do most things by default. They can fight and survive, yes, but do they know how to swim? Climb? Hunt?<br>
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Every three levels a Talent can be chosen, and a Talent of your choice can be learned from level one (The wisest choice is usually Hunting unless you plan to find a personal hunter).<br>
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Talents Available<br>
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-Swimming (Your character will drown if they try to swim without this Talent, or if they are wearing heavy armor while swimming or are in deep enough water they will die)<br>
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-Climbing (Your character cannot climb rocky walls or other rough surfaces without this Talent, but they can still climb simple things like trees and ladders)<br>
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-Navigation (Your character feel the area around them become familiar in an instant - Must be re-earned in each new area)<br>
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-Cooking (Your character can prepare food of all kinds, though their ability to cook depends on the user's cooking ability in real life)<br>
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-Crafting (Your character can create most nonmetal things, from a wooden pole to a house)<br>
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-Forging (Your character can create most metal things, which mostly means weapons, armor and jewelry)<br>
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-Enchanting (Your character can bring existing weapons up to par or better with newfound weapons, implying the proper materials are available)<br>
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-Intense Training (If you don't have any interest in the talents that are available, you can use your Talent choice to add an extra two points to one of your stats! Woo!)<br>
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Weapons of choice can be anything. Honestly, they can. As long as they aren't too, er, out there, like using megaton bowling balls or feathers as weapons, you can use them - Better weapon models might just be a little hard to find for more exotic weapons. Things like swords, hammers, maces, axes, knives and other common weapons will be frequently found, while other weapons like, say, quarterstaves and whips will be less common, but they will still exist. You will encounter numerous weapons of such types on your journeys if you live long enough...<br>
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Just don't use a megaton bowling ball feather. You'll thank me later!~<br>
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Crafting is a Talent that allows the creation of various nonmetal things, which can mean anything from wooden tools and weapons to full houses. It's useful at the beginning of one's journey in the Death Game as it can allow for a camp to be set up in less than minutes.<br>
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Forging, however, is more useful later in the game. It requires Crafting or someone with Crafting to make a forge for you, but it allows the creation of metal objects like weapons, armor and jewelry, which will be necessary later on.<br>
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Weapon combos are incredibly useful - By combining equipped weapons, a single weapon can be created that does the job of the weapons combined better. For example, longsword + spear = lance. Talk to <a href="https://www.rpnation.com/profile/6246-haruhi-suzumiya/" class="link link--internal" data-proxy-href="/proxy.php?link=https%3A%2F%2Fwww.rpnation.com%2Fprofile%2F6246-haruhi-suzumiya%2F&amp;hash=92974be17f9677d34b8fada75b0034ec">@Haruhi Suzumiya</a> (Me) to see if your weapon combos make sense (Ideally before you use them).<br>
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Equipment will be another of the factors in life-or-death scenarios. Whether you taunt the world in light armor or hide behind thick layers of steel and heavy armor, whether you carry a dagger or a greatsword bigger than you are, whether you wear enchanted jewelry or not, you could very well die for just about any reason.<br>
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And that is why you have armor! And weapons. So you can defend yourself from harm.<br>
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The Equipment Screen should look like this.<br>
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Weapons<br>
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Primary Weapon:<br>
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Secondary Weapon:<br>
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Tertiary Weapon:<br>
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Combination Weapon: (If applicable)<br>
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Body (What equipment actually factors into defense)<br>
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When you start off, this should be 'Nothing' across the board.<br>
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Head:<br>
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Chest:<br>
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Back:<br>
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Hands:<br>
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Legs:<br>
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Feet:<br>
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Vanity (What your character appears to be wearing)<br>
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Vanity is what you'll be adding to for your character sheet. You should have 'Nothing' across the board for Body, as everyone is supposed to start with no armor!<br>
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Head:<br>
<br>
<br>
Chest:<br>
<br>
<br>
Back:<br>
<br>
<br>
Hands:<br>
<br>
<br>
Legs:<br>
<br>
<br>
Feet:<br>
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<br>
Abilities are things that one can use to make themselves more competent in battle. They can either be active, where the ability only comes into effect when the user activates it or certain conditions are met (In either case, active abilities are stronger), or they can be passive, where the effects do not need to be activated and no prerequisites must be met for them to work (Weaker but always in use).<br>
<br>
<br>
Abilities can be anything from a simple stat boost to a special attack, so go wild with your imagination - Keep in mind that if a damaging ability does more than 200% damage, the ability will have either a long cooldown (Period when you can't use the ability) or will fatigue your character (Make them weaker for a brief time, like cooldown but worse).<br>
<br>
<br>
Abilities that increase stats can only increase said stats by 1 for every level (Abilities can level-up up to level 5, and every time their potency becomes greater), and abilities that add, for example, 1 more this for every 4 that, the most you can do is 1 more x for every 5 y (x and y being attributes of some kinds). Any more would be unfair to you and any less would be unfair to your opponents.<br>
<br>
<br>
Attribute-increasing abilities cannot break the cap of A5 or they would make overpowered characters, and overpowered characters are only cool to their creators. Sorry!<br>
<br>
<br>
Examples of abilities<br>
<br>
<br>
(You can make custom abilities for use in the roleplay!)<br>
<br>
<br>
Spin Attack, Active Ability<br>
<br>
<br>
The user spins around swiftly, slashing horizontally or vertically in a full circle. This attack deals 150% &gt; 160% &gt; 170% &gt; 180% &gt; 200% damage as it levels up, starting with Ability Level 1 and ending at Ability Level 5. Using this ability in great succession will leave the user dizzy and susceptible to 2x the normal damage an attack would deal, making this ability one to use sparingly.<br>
<br>
<br>
Knowledge is Power, Passive Ability<br>
<br>
<br>
For every 5 Intellect/Spirit, the user gains 1 free Strength point!<br>
<br>
<br>
Fast Hands, Passive Ability<br>
<br>
<br>
The user gains 1 free Dexterity point for every level of this ability.<br>
<br>
<br>
<b>Other Important Stuff</b><br>
<br>
<br>
-Three points per level can be put into attributes.<br>
<br>
<br>
-Every three levels (3, 6, 9, 12, 15, 18, 21, 24, 27, 30, etc.), one can choose to either level up an ability or create a new one.<br>
<br>
<br>
-A more in-depth explanation of Alchemy and Enchanting will be made when the explanation is needed.<br>
<br>
<br>
-No one should have the ability to forge anything yet. Crafting what is required for forging will be enabled in Area Two.<br>
<br>
<br>
-I'll handle NPC characters if the need arises, but if the NPC's role is minor or you know exactly what you want the NPC to say, then go ahead and play them, especially if you need to make your post a bit longer.<br>
<br>
<br>
-Find some way to make your character's lines pop out! Whether you make them speak in a different color from action and setting descriptions or if you make text bold, you could make things a lot easier for people to respond to what your character is saying.<br>
<br>
<br>
Congrats! If you've read everything, go on over to the character sheet page! If there isn't a character sheet up yet, there will be one soon!</div>
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				<a href="/threads/tomorrow-and-yesterday-is-a-yuri-crime-roleplay-it-is-a-mix-between-ghost-in-the-shell-and-cyberpunk-walk-in-roleplaying.551766/" class="" data-tp-primary="on" data-xf-init="preview-tooltip" data-preview-url="/threads/tomorrow-and-yesterday-is-a-yuri-crime-roleplay-it-is-a-mix-between-ghost-in-the-shell-and-cyberpunk-walk-in-roleplaying.551766/preview">Tomorrow and Yesterday is a Yuri crime roleplay. It is a mix between Ghost in the Shell and Cyberpunk. Walk-in Roleplaying</a>
	

	

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