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[PbP] Battle Royale - Ending

KitanoKitano Registered User regular
edited July 2010 in Critical Failures
Battle Royale – Players Handbook

I) Overview

A) Battle Royale. The infamous ‘game’ spoken only in hushed tones, a rumored event that has more truth than one would like to believe. Many battles have been fought and many lives lost to The Program, and each time it is played the toll increases. A new tournament is about to start and the rules have been changed… do you have the wits to survive Battle Royale?

II) Participants Roles and Win Conditions
A) Players may now choose their own destinies in this game – no more random selection of abilities. At the start of the game, all players have the opportunity to take a lover or declare a rival. Some players might be lone wolves looking out for only themselves. All roles offer their own selection of special abilities to take to the game; even dedicated students have their own abilities to take. Upon signing up, PM your role choice to Kitano. If you wish to be a Lover, you may change your choice to lover upon a PM agreement with you and your partner before Day 0 begins. Once all players have chosen a role, all players are divided randomly into schools; roles that players select have no bearing on what school a player gets assigned to.

1) Dedicated Student – Play the part of an average student, dragged into the game against your will. While you may not have any extreme advantages over the rest of the field, together with your teammates or other allies, you may stand a chance of survival. Just beware of lone wolves and other possible traitors...

2) Lovers – There may be someone involved in Battle Royale that you cannot bear to be separated from. The relationship between the two of you will provide you with strength to survive the game as you look out for each other’s safety. But if you lose your partner, there may be consequences. A pair of players may take the Lovers role by mutual agreement in PM to Kitano. Both players must agree to this in a PM.

3) Lone Wolf – There are certain exceptional students who have no need for allies that will only slow their progress, students that are in the game only for themselves. Some students have been rumored to sign themselves or their own schools up for The Program just for the thrill. These dangerous players will not stop until they stand alone at the game’s end. These requests are granted on a percentage chance. If you are not granted the request, you will be given a Dedicated Student role.

III) Participant Rules and Mechanics

A) Overview
1) Players have a variety of actions they can take each day of the game. Daily actions have been split into two phases: Action and Movement. In the Action phase, players can search the area, make attacks against other players, or try to discern other players’ roles. In the Movement phase, players will have a number of different options, from regular movement, running between areas, or digging in ones defenses. Unlike previous games, players can act in both phases.

2) Normally, players may hold up to three items in their inventories at a time. Item management can be performed during turns, usually as free actions. Trading and dropping items will never take up a person’s other actions. Some items may be used automatically or as a free action, but others are required to be used in place of or part of a regular Action.

3) Players also have the usual voting abilities, but their effects have been slightly changed. Three types of votes are in place: one will mark other players with a reward for elimination, another will drop a bonus item into a selected zone, and the last will select zones for closure.

B) Free Actions
1) Manage Inventory – You may pick up items you find in an area or drop them from your held inventory. You will have exclusive control of these items until the end of the day – nobody will be able to find or take items not in your possession until then. However, items that are not in your inventory at the end of the day may be lost to other players even if you remain in the zone.

2) Use Item – Certain items are freely usable, taking no regular action time to execute. See specific item descriptions for details.

3) Trade Item – Items may be traded between players freely or given from one player to another. To make a trade, one player should PM their trade partner and Kitano the details of the deal (what items are being given/traded). The second player should verify the trade to Kitano and the original player. When both players have agreed to the trade, consider it done. If a player is only giving an item to another, consent is not required. If the person receiving an item is now above their carry limit, it will be considered a dropped item unless the player updates their inventory in a PM to Kitano. If the person receiving the item does not want it, they should submit a PM to give it back or give it to someone else.

C) Action Phase – In the Action Phase, players choose one of the following actions: (Default is Defend)
1) Attack – The most basic action, you will Attack a target with a selected weapon or default unarmed attack; some weapons provide multiple hit attempts that can be distributed between multiple targets. Every attack has a certain probability of success depending on weapon type, equipment, and abilities. Each hit attempt has a maximum hit chance of 95% and minimum hit chance of 5%. Attacks are normally resolved in the order of Ranged first, Melee second, and Explosives last; this may be modified depending on zone. If you kill your opponent, you will take their items, as long as you don’t move out of the zone. Otherwise, you will take as much as you can carry randomly from their inventory and move as normal. Bonuses to hit and dodge are calculated as products instead of sums. For example, if a player has a bonus 10% to hit with an attack that has a base 60% chance to hit, the attack chance will be 60% + (60%*10%) = 66% or a bonus +6% chance to hit. Multipliers for hit and dodge use the base attack chance. So if the target of the above attack also has a 20% dodge modifier, it means they reduce the chance to hit by 60%*20% = 12%. Overall, this attack has a 54% chance of hitting (60% + 6% - 12%).

2) All-Out Attack – For those who want to aggressively hunt their foes, the All-Out Attack will allow players to make 50% more hit attempts, rounded up. For example, an attack with one hit per round normally (including the default attack) will make two hit attempts instead; an attack with three hits per round normally will make five hit attempts instead. One-use items cannot be used with an All-Out Attack action. All attacks made during an All-Out Attack suffer a -10% Hit Penalty. If you make an All-Out Attack, you may not make a Run or Hold Ground action in the Movement Phase; you may only Move or take no action in that phase.

3) Aimed Attack – For those who wish to take care in making sure they hit their target. One-use items cannot be used with an Aimed Attack action. If you make an Aimed Attack, you may not make a Run or Hold Ground action in the Movement Phase; you may only Move or take no action in that phase. The Aimed Attack action works as follows:

Melee - +20% bonus to hit, maximum damage is reduced by 1. Example, the Knife will no longer have the ability to hit for 2, it will only hit for 1; the Metal Pipe can no longer hit for 3 damage, instead it’ll hit for 1-2. If the roll comes up for the maximum damage, it instead becomes the lower amount (if you hit for 3 with the metal pipe, instead it will deal 2 damage).

Ranged - +20% bonus to hit, -50% attacks rounded up. The Handgun will now only be able to make 2 attacks, but with the 20% bonus which will be 60%+(60%*20%) = 72% chance to hit.

Explosives - +20% bonus to hit primary target, -20% chance to hit secondary targets in splash damage. Example, the Grenade now has a 70%+(70%*20%) = 84% chance to hit the primary target, but the secondary targets now have a 50% - (50%*20%) = 40% chance of being hit.

4) Set Trap – This special action allows you to set up a Trap from your inventory in your current area. Since this will take time and concentration, you will be unable to make a Run action in the Movement Phase.

5) Use Item – Other items that cannot be used in a free action may be used in the Action Phase.

6) Defend – If you need to defend against an attack, the Defend action will allow you to increase your chances of avoiding attacks. You gain a -10% Dodge Bonus against all attacks made against you.

7) Cover – You can also defend other people from attacks with a Cover action. Any attacks made against a specified target will instead be directed against you. You gain a -15% Dodge Bonus against all attacks made against you or your target. Two (or more) players may Cover each other to essentially Defend themselves with a -15% Bonus rather than the -10% Bonus of the regular Defend action.

8) Search – With a Search action, you attempt to find useful items that may be hidden within an area. You will also have a higher chance of obtaining any dropped items other players have left behind and a higher chance of obtaining Reward Vote items, by counting yourself as if you were two players.

9) Analyze – You may investigate your fellow players with an Analyze action. The specified target’s role and school will be learned, though specifics about their health and special abilities will remain hidden. You will also learn what concealed items that player may be carrying. You will also gain a -20% Dodge Bonus against that specific player’s attacks against you, but not against other players’ attacks.

10) Heal – You may yourself or another player in the same zone 1 Health Point (cannot exceed maximum). Since this will take time and concentration, you will be unable to make a Run action in the Movement Phase when using a Heal action.

D) Movement Phase – In the Movement Phase, players choose one of the following actions:
1) Move – The basic movement action, you will Move one zone. If you are making an Attack, All-Out Attack, Aimed Attack, Cover, or Analyze action, you may attempt to follow a target if they move, and will follow as closely as possible – if they do not move, then you will not move either. If your target is Running three or more zones, you will end up in the second zone they move to.

2) Run – If moving is not enough, you can Run extended distances to evade enemies, up to three zones in total. However, to move long distances you need a lightened inventory: if you are holding a full inventory of three items, you must drop something to use this action. Please specify the number of zones you will be running and what you plan on dropping if necessary. Make sure you also declare the route you are taking. During a Run action, you also gain a -10% Dodge Bonus against all attacks. If you are making an Attack, Cover, or Analyze action, you may attempt to follow a target if they move, and will follow as closely as possible – if they do not move, then you will not move either. If they move less than your maximum follow distance you will only drop an item if it is necessary to chase, and if your target moves only one zone, you will not drop any items. You may not make a Run action if an All-Out Attack, Aimed Attack, Set Trap, or Heal action was taken in the Action Phase.

3) Hold Ground – If you do not wish to move, you can make a Hold Ground action to boost your defensive capabilities. You gain a -20% Dodge Bonus against all attacks made against you in the Attack Phase. You may not make a Hold Ground action if an All-Out Attack or Aimed Attack action was taken in the Action Phase.

4) Escape – Details are very limited when it comes to escaping the facility. Requirements for a successful escape include having your collar deactivated, but other information may become available through player interactions or details found during the game.

E) Voting Phase
1) Vote for Marking – Vote someone to be marked for elimination by voting for them in bold red. The player with the most votes at the end of the day will be marked for elimination by the other players: the player that eliminated the marked player will win a random item as a reward. In the case of multiple players simultaneously taking the bounty, the reward will randomly go to one of the players. If there is a tie in the vote, multiple players may be marked. This is subject to change if Kitano is not pleased with the daily results.

2) Vote for Zone Closure – Vote for zones on the facility to be closed be voting for them in bold yellow. The zones with the most votes will be shut down the following day, and no travel will be allowed in those zones for the rest of the game. Moving through or stopping in a closed zone will result in death! Be sure to move if the zone you’re in is about to close. The number of zones that close each night is dependent on the number of players remaining, usually one or two each night. This is subject to change if Kitano is not pleased with the daily results.

3) Vote for Reward – Vote for a player be awarded a bonus item in bold lime. The player with the most votes will have a reward item given to them. Only one package will be given on any given night. A tie can result in no bonus or a RNG deciding who gets it. This is subject to change if Kitano is not pleased with the daily results.

4) NOTE! You are not required to vote for anything. Inactivity is punished by fellow students and/or zone closings. The days will end at 10pm CST.

F) Order of Actions
1) All Free Actions happen before any other actions are resolved.

2) Action Phase actions are resolved with Use Item and Heal first, followed by Attacks and All-Out Attacks simultaneously, finishing with the Set Trap, Search, and Analyze actions. Attacks are resolved in the order of Ranged, Melee, and Explosives, except when the area changes this order, or if certain items supersede the order.

3) Movement Phase actions are resolved simultaneously.

4) Vote results are carried out.

IV) Areas of the facility

A) Facility Map
compoundday0.png

B) Facility History

1) The location being used for this Program is home to an abandoned military training facility out in the desert. While it was in operation, the facilities were used for survival training. Its isolated location was perfect for such training, but it hasn’t been used for years now. Once the Program was started, plans were made to use the facility as a staging location. The same isolation that made the facililty a good place for the military now makes for a place where Battle Royale can be played without disruptions.

C) Area Details

Stables - +10% Melee Hit Bonus
Helipad - +10% Ranged and +5% Explosive Hit Bonus
Caves - +1 Melee Attack (After All Out or Aimed Attack is calculated, then add 1 more attack)
Armory - No special attack modifiers. Ammunition rumored to be here.
Jungle - Melee -> Ranged -> Explosives
Pond - Explosives do not work here
Tank Yard - +10% Explosive Hit Bonus, -1 to Explosive Damage

V) Items in the Game

A) Melee Weapons
1) Unarmed Melee – If you hold no weapons, you can still make a default unarmed attack against one player with a base hit chance of 50%, dealing [1 (50%) / 2 (50%)] damage. (Average: 0.75 damage/attack)

2) Fire Axe – The axe can be swung once each day at one player with a 60% base chance to hit. A hit deals [2 (40%) / 3 (60%)] damage. (Average: 1.56 damage/attack)

3) Sledgehammer – The hammer can be swung once each day at one player with a 50% base chance to hit. A hit deals [3 (40%) / 4 (60%)] damage. (Average: 1.8 damage/attack)

4) Brass Knuckles – Brass Knuckles allow for one additional attack to be made per day using the Unarmed Melee statistics.

5) Knife – The knife can be slashed three times each day at one or multiple targets at a 60% base chance to hit with each swing. Each hit deals [1 (70%) / 2 (30%)] damage. (Average: 0.78 damage/attack)

6) Baseball Bat – The bat can be swung twice each day at one or multiple targets at a 70% base chance to hit with each swing. Each hit deals [1 (20%) / 2 (80%)] damage. (Average: 1.26 damage/attack)

7) Metal Pipe – The pipe can be swung twice each day at one or multiple targets at a 70% base chance to hit with each swing. Each hit deals [1 (20%) / 2 (60%) / 3 (20%)] damage. (Average: 1.4 damage/attack)

8) Switchblade – The switchblade can be used twice per day against one or multiple targets at a 80% base chance to hit with each swing. Each hit deals [1 (70%) / 2 (30%)] damage. The Switchblade is always concealed from view (except with an Analyze action against you). (Average: 1.04 damage/attack)

B) Ranged Weapons
1) Handgun – The basic Handgun can be fired up to three times per day at one or multiple targets at a 60% base chance to hit with each shot. Each hit deals [1 (20%) / 2 (60%) / 3 (20%)] damage. There are a total of 6 bullets in the magazine. (Average: 1.2 damage/attack)

2) Revolver – The classic Revolver can be fired up to two times per day at one or multiple targets at a 60% base chance to hit with each shot fired. Each hit deals [2 (40%) / 3 (40%) / 4 (20%)] damage. This weapon comes with 4 bullets. (Average: 1.68 damage/attack)

3) Shotgun – The powerful Shotgun can be fired up to two times per day at one or multiple targets at a 60% base chance to hit with each shot fired. Each hit deals [2 (20%) / 3 (60%) / 4 (20%)] damage. This weapon comes with 4 cartridges. (Average: 1.8 damage/attack)

4) Rifle – The deadly and accurate Rifle can be fired up to two times per day at one or multiple targets at a 70% base chance to hit with each shot. Each hit deals [2 (20%) / 3 (40%) / 4 (40%)] damage. This weapon comes with 4 bullets. (Average: 2.24 damage/attack)

5) Uzi – The rapid-fire Uzi can be fired up to ten times per day at one or multiple targets at a 40% base chance to hit with each shot. Each hit deals [1 (20%) / 2 (60%) / 3 (20%)] damage. This weapon comes with 20 bullets in the magazine. (Average: 0.8 damage/attack)

6) Crossbow – The Crossbow can be fired up to two times per day at one or multiple targets at a 60% base chance to hit with each shot. Each hit deals [1 (20%) / 2 (60%) / 3 (20%)] damage. This weapon comes with 4 bolts. (Average: 1.2 damage/attack)

C) Explosives
1) Molotov Cocktail – Toss this at a target in your zone for a 70% base chance of dealing [2 (30%) / 3 (30%) / 4 (40%)] damage. Any players attacking or being attacked by that player in Melee (excepting yourself) also take a 40% base chance of suffering [1 (50%) / 2 (30%) / 3 (20%)] collateral damage. The Molotov Cocktail is used up after being thrown. (Average: 2.17 damage/attack, 0.68 damage/attack collateral)

2) Grenade – Toss this at a target in your zone for a 70% base chance of dealing [3 (10%) / 4 (30%) / 5 (30%) / 6 (30%)] damage. Any players attacking or being attacked by that player in Melee (excepting yourself) also take a 50% base chance of suffering [2 (20%) / 3 (50%) / 4 (20%) / 5 (10%)] collateral damage. The Grenade is used up after being thrown. (Average: 3.36 damage/attack, 1.6 damage/attack collateral)

3) Flamethrower – This item activates in the Melee Attack Phase. Fire this at a target in your zone for a 60% base chance of dealing [3 (20%) / 4 (30%) / 5 (30%) / 6 (20%)] damage. Any players targeting you or your target in Melee also take a 60% base chance of suffering [2 (20%) / 3 (20%) / 4 (40%) / 5 (20%)] collateral damage. The Flamethrower has enough fuel for two volleys. (Average: 2.7 damage/attack, 2.16 damage/attack collateral)

4) Smoke Grenade – This item activates at the start of the Action Phase, before all other attacks. Throw this at a target in your zone for a 70% base chance of negating their Action Phase actions for the night. If caught, they also suffer [0 (50%) / 1 (50%)] damage from smoke inhalation. Any players attacking or being attacked by that player in Melee (excepting yourself) also suffer a 50% base chance of having their Action Phase negated and [0 (50%) / 1 (50%)] collateral damage. The Smoke Grenade is used up after a single use. (Average: 0.35 damage/attack, 0.25 damage/attack collateral)

D) Traps
1) Poison Vial – You may attempt to poison another player in your zone, dealing [3 (10%) / 4 (10%) / 5 (40%) / 6 (40%)] damage. There will be an unmodifiable 100% chance of affecting your target unless you are a target of their Attack or Analyze action, in which case the attack automatically fails. A Poison Vial is used up after each attempted use. Poison Vials do not count against your carrying capacity. The Poison Vial is always concealed from view (except with an Analyze action against you). (Average: 5.1 damage/hit)

2) Land Mine – You can set up a Land Mine on the path between your current zone and an adjacent zone (you need not move along that path to set the trap). Any player moving along that route has a 50% chance of triggering the trap, taking [4 (20%) / 5 (40%) / 6 (40%)] damage and stopping their movement for the night (ending their move in the zone the trap was set). Only one person will be hit by the trap, after which it is used up. The Land Mine is removed from your inventory after it is set. (Average: 5.2 damage/hit)

3) C-4 – Plastic explosive with a timer. When setting C-4, specify a day for it to go off. This may be the same day as when the C-4 charge is set. At the end of the Movement Phase of that day, the set C-4 will explode, with an unmodifiable 80% chance of hitting any person in that zone. Each person hit will suffer [3 (10%) / 4 (40%) / 5 (30%) / 6 (20%)] damage. The C-4 is removed from your inventory after it is set. (Average: 3.68 damage/attack)

E) Defensive Items
1) Metal Pot Lid – This item negates the first hit by a Melee Weapon each day.

2) Bulletproof Vest – This item negates the first two points of damage against all hits by Ranged Weapons except Crossbows.

3) Camouflage – This item provides a -10% Dodge Bonus against all attacks while worn.

4) First Aid Kit – This item may be used with a Heal action in the Action Phase to heal either you or another player in the same zone up to 2 Health Points of damage instead of just 1 (still cannot exceed maximum). The First Aid Kit is used up after use.

F) Support Items
1) Backpack – You may store up to two items inside a Backpack, concealing them from view (except against an Analyze action used on you). However, items stored in a Backpack cannot be used while stored – be sure to note what items are equipped and which are stored each day. Items contained inside a Backpack do not count against your carrying capacity.

2) Binoculars – The Binoculars allow you to see the players in the zones adjacent to yours. This is a free action provided with your nightly results.

3) Deactivator – This item is used with the Use Item action of the Action Phase. Your collar will be deactivated, allowing you to potentially escape from the facility. You may use the device twice before it breaks down.

4) Megaphone – This item is used with the Use Item action of the Action Phase. The Megaphone distracts all players in the zone, giving a -10% Hit Penalty with their attacks. A player will not be subject to the hit penalty on consecutive days.

5) Tracking Unit – The Tracking Unit gives you the option of learning how many players are in each zone or learning the location of a specific player. The first option will be chosen by default; be sure to specify if you are performing the second option with your daily actions. Use of the unit is a free action provided with your nightly results.

G) Gimmick Items
1) Paper Fan – Accurate, but not so powerful comedy device. The Paper Fan is used as a Melee Weapon and has a 100% base chance of hitting a single target for [0 (50%) / 1 (50%)] damage. (Average: 0.5 damage/attack) This weapon also gives you a +5% dodge bonus against other melee weapons due to it being light-weight and flexible.

2) Paintball Gun – Not powerful or accurate, the Paintball Gun can still be used to mark opponents, reducing their ability to avoid attacks. The gun is used as a Ranged Weapon and can be fired up to five times per day at one or multiple targets at a 40% base chance to hit with each shot. A person hit by a paintball suffers a +10% Dodge Penalty against all attacks.

3) Headband – Focus your energy by wearing a patterned headband. Equip the Headband to gain a +5% Hit Bonus with all weapons, but also suffer a +5% Dodge Penalty against all attacks. The Headband does not count against your carrying capacity and can be worn optionally.

4) Pretty Ribbon – Just wearing it makes you feel more graceful. Equip the Pretty Ribbon to gain a -5% Dodge Bonus against all attacks, but also suffer a -5% Hit Penalty with all attacks you make. The Pretty Ribbon does not count against your carrying capacity and can be worn optionally.

Kitano on
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Posts

  • KitanoKitano Registered User regular
    edited July 2010
    Student Registry:

    1. JaysonFour - Day 1
    2. Shushnik - Day 2
    3. jdarksun - Day 5
    4. Darian
    5. Rend- Bounty has been placed on his head
    6. Egos
    7. Void Slayer - Day 2
    8. Ringo - Day 1
    9. The Anonymous - Day 5
    10. Plutonium - Day 1
    11. Undead Unicorn - Day 2
    12. Maximus - Day 4
    13. Snowdown - Day 5
    14. romanqwerty
    15. Hippie - Day 3
    16. Mr. Defecation - Bounty has been placed on his head.
    17. simulacrum - Day 4
    18. Lucedes
    19. Drez - Day 2
    20. MrBlarney

    Narration:

    Day 0
    Day 1
    Day 2
    Day 3
    Day 4
    Day 5
    Day 6

    Rules Clarifications

    Please direct all orders PMs and private rules questions to Kitano. Clarification questions may also be posted in this thread in bold orange.

    Q: What time does the day close?

    A: Each day closes at 10PM CDT / 11PM EDT / 8PM PDT / 3AM GMT.

    Kitano on
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited July 2010
    The map will be up as soon as I get my ass in gear and finish it.

    FunkyWaltDogg on
  • RendRend Registered User regular
    edited July 2010
    Lets do this.

    Rend on
  • ShushnikShushnik regular
    edited July 2010
    I have one simple request, and that is to have sharks with frickin' lazer beams attached to their heads

    Shushnik on
  • smeejsmeej Registered User regular
    edited July 2010
    I am born again!

    smeej on
    IT'S A SAD THING THAT YOUR ADVENTURES HAVE ENDED HERE!!
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited July 2010
    Well.. I am going to sign up if there is room, but no way I am trusting anyone this time. :lol:

    Traps:

    4) Shark with laser beam attached to head – You can set up a Shark with laser beam attached to head on the path between your current zone and an adjacent zone (you need not move along that path to set the trap). Any player moving along that route has a 60% chance of triggering the trap, taking [2 (50%) / 3 (30%) / 4 (20%)] damage and forcing them to drop a random item 70% of the time. The trap will hit two people but only one at a time, after which it is used up. The Shark with laser beam attached to head is removed from your inventory after it is set. (Average: 2.7 damage/hit)

    Void Slayer on
    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited July 2010
    I owe it to the people to give them a target on which to avenge themselves

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • The AnonymousThe Anonymous Uh, uh, uhhhhhh... Uh, uh.Registered User regular
    edited July 2010
    You know what, fuck being a nice guy. I'm going to slaughter every last one of you!

    The Anonymous on
  • PlutoniumPlutonium Registered User regular
    edited July 2010
    Totally in!

    Plutonium on
  • Undead UnicornUndead Unicorn Registered User regular
    edited July 2010
    I'm in

    Undead Unicorn on
  • KitanoKitano Registered User regular
    edited July 2010
    Reminder when you sign up, please choose a role and PM to me. If you wish to consider trying the Lover role, you'll need to find someone else and you're welcome to wait until we fill the roster up.

    Kitano on
  • MaximusMaximus Engineer of the Harbinger Engine RoomRegistered User regular
    edited July 2010
    Sign Up!

    Maximus on
  • SnowdownSnowdown Registered User regular
    edited July 2010
    DOWN! er Sign Up!

    Snowdown on
  • KitanoKitano Registered User regular
    edited July 2010
    We've added the map and details now.

    Kitano on
  • The AnonymousThe Anonymous Uh, uh, uhhhhhh... Uh, uh.Registered User regular
    edited July 2010
    Come on, people! We need you to sign up! Once in a lifeti- oh God, deja vu.

    The Anonymous on
  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited July 2010
    All our phalla players from last game disappeared.

    Where are you Gumpy? We must fiiiiiiiiight!

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • romanqwertyromanqwerty Registered User regular
    edited July 2010
    Sign Up

    Will send PM in an hour or so once i've worked things out.

    romanqwerty on
  • HippieHippie Registered User regular
    edited July 2010
    sign?

    Hippie on
  • M.D.M.D. and then what happens? Registered User regular
    edited July 2010
    !sign up

    M.D. on
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited July 2010
    We just need four more players and we can get started.

    FunkyWaltDogg on
  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited July 2010
    Four more you say?

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • FunkyWaltDoggFunkyWaltDogg Columbia, SCRegistered User regular
    edited July 2010
    Four more I say!

    FunkyWaltDogg on
  • InfidelInfidel Heretic Registered User regular
    edited July 2010
    Busy now so I was passing, and still am.

    Good luck, students!

    Infidel on
    OrokosPA.png
  • simulacrumsimulacrum She/herRegistered User regular
    edited July 2010
    Signing up

    simulacrum on
  • The AnonymousThe Anonymous Uh, uh, uhhhhhh... Uh, uh.Registered User regular
    edited July 2010
    Still need, like three people to sign up...

    The Anonymous on
  • KitanoKitano Registered User regular
    edited July 2010
    Still need, like three people to sign up...
    In addition, there are five or so players who have signed up but have yet to send a PM with their choice of role.

    Kitano on
  • LucedesLucedes might be real Registered User regular
    edited July 2010
    !signup

    Lucedes on
  • DrezDrez Registered User regular
    edited July 2010
    Ardor just recommended me. I'm in if there's still a slot.

    !sign up

    Drez on
    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
  • ArdorArdor Registered User regular
    edited July 2010
    Anyone know one more person willing to join so we can get started?

    Ardor on
  • MrBlarneyMrBlarney Registered User regular
    edited July 2010
    I wasn't planning on joining, but if you need another player, I'll join up.

    MrBlarney on
    4463rwiq7r47.png
  • M.D.M.D. and then what happens? Registered User regular
    edited July 2010
    egos and me are butt buddies

    M.D. on
  • smeejsmeej Registered User regular
    edited July 2010
    Do we have a reservist yet? Turns out I'm going to be pretty busy the next few days and would rather let someone who'd actually play get in.

    smeej on
    IT'S A SAD THING THAT YOUR ADVENTURES HAVE ENDED HERE!!
  • ArdorArdor Registered User regular
    edited July 2010
    We don't right now and are waiting for role PM's from everyone. We'll let you know when we are ready to get going for the Day 0.

    Ardor on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited July 2010
    Reserve up, if needed. I do know how everything works.

    Darian on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited July 2010
    Also, anyone looking for a friend? PM me to get hooked up!

    Darian on
  • KitanoKitano Registered User regular
    edited July 2010
    Darian is in for smeej.

    Kitano on
  • KitanoKitano Registered User regular
    edited July 2010
    Day 0 - The Game Begins

    You wake up with a start to what looks like some kind of building, surrounded by an imposing perimeter fence, beyond which lies a featureless desert.. What you thought was a simple field trip proved to be anything but, as a confusing chain of events carried you into a small group military transports, and then to a well-used barracks under military guard. You and 19 other students are funneled into this building and threatened with violence for any kind of disobedience. Taking a quick look around you in your dazed and confused state, you don't seem to recognize anyone at first glance.

    As everyone stands around watching the armed military forces, a figure walks into the room. One who seems familiar by face, but his introduction sends a chill down your spine. You've heard that name before. Everyone has.

    "Good Morning Students. My name is Kitano and I welcome you to this year's Battle Royale. You're special, you know; very few get to participate in this event, and you should be proud to have been signed up for the latest installment. In fact, this event is so popular, there are even a few who signed themselves up!"

    You glance around nervously; Who signed you up? And more importantly, who around here signed themselves up?

    "Students. The game is simple. You have 7 days to determine a winner. At the end of Day 7, if the win conditions of this game are not met, the remaining students left alive will be killed. I will accept the last school standing, which can include a lover pair associated with the school, as a winning condition. Keep in mind that not everyone here will accept that and the game will not end until everything is settled. Also, the individuals who signed themselves up for this game for fun and sport are much tougher than in previous games. Keep an eye out.

    When I call your name, you will be given a bag filled with supplies, a map, and most importantly, an item to help you win the game.

    The game begins as soon as your name is called.

    Do not disappoint me, students."

    Nervously, you look around to figure out who your other classmates are, but after one hasty glance at each of the others, your name gets called. You find yourself rushing up to the front for your bag, then out the door as quickly as you can. Once you have a second to rest, perhaps you'll remember more about the students you saw.


    What I need from everyone today to begin the game.

    1) Your basic role information is in the PM you will be receiving shortly. Reply back to Kitano with any class bonuses you wish to choose, along with your chosen rival, if you want one.
    2) In your reply, please also indicate the zone you wish to start in. If you don't tell me where you want to start, your starting zone will be assigned randomly.
    3) If you have not yet taken a Lover and you are a Dedicated Student, you and another Dedicated Student can become Lovers by mutual agreement (meaning, I need confirmation via PM from both of you). Once Day 0 ends, your chance to take a Lover ends as well. After I confirm Lovers status, you'll receive a PM with additional information.

    Once everyone has submitted their choices, the game will begin. The days end at 10pm CDT each night.

    Kitano on
  • KitanoKitano Registered User regular
    edited July 2010
    Since I seem to have forgotten to mention it: for now, Day 0 ends at 10PM CDT tomorrow (Monday) evening. That time may be pushed back further, but it definitely won't end any sooner.

    Kitano on
  • KitanoKitano Registered User regular
    edited July 2010
    There's at least one player who has not gotten back to me yet. If it is ok with all of you, I'm sending those players a PM now and I'm willing to give them an hour before starting the game.

    Kitano on
  • M.D.M.D. and then what happens? Registered User regular
    edited July 2010
    one, those

    how many is it?!?!?

    kidding, it's cool

    M.D. on
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