How To Play
#1
TABLE OF CONTENTS


I. Map and Movement

II. Fights

III. Shuffle System
[URL="http://www.cdbzrpg.com/forum/showpost.php?p=519988&postcount=5"]
IV. Challenges[/URL]

V. Alliances & “Do Not Kills”
[URL="http://www.cdbzrpg.com/forum/showpost.php?p=519990&postcount=7"]
VI. Point System[/URL]

VII. Bunkers

VIII. Items, Weapons, Character NPCs
[URL="http://www.cdbzrpg.com/forum/showpost.php?p=519993&postcount=10"]
IX. Judgment Criteria[/URL]

X. Other Information
#2
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MAP & MOVEMENT
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  • MAP. The map is comprised of four different areas covering equal parts, sectioned off into squares: A, B, C, and D. Each area, referred to as “Sectors,” has a unique and defining characteristic and environment. These climates are as follows: City, Jungle, Mountain, and Arctic. A translucent energy wall divides each Sector, so transitions between environments will be sudden, like walking from a blue room to a red room. The energy barriers prevent anyone from teleporting through them. At the very center of the map is the Coliseum, which is a giant arena structure floating in the sky. Sectors will be marked respectively by in-game date and thread title. While each Sector is assigned a letter, this is for categorization purposes, and they will be referred to by name of their climates rather than the letter.


    [Image: Dantes-Abyss-2009-Merged.png]
    - Credit for map creation goes to Vad.



  • MOVEMENT. At the beginning of the game, players will be randomly assigned a Sector as their starting point. From there, movement is fairly free range; you choose when to enter and when to leave. Since the center of the map is an intersection for all four Sectors, you can move to and from any Sector you’d like at any time. As with every prior version of Dante’s Abyss, collars will be incorporated into the game. They serve multiple functions, including emitting a tracking beacon, letting the tournament staff know where you are at all times. Any attempt at removal is futile, and very dangerous.

    There is no “grid system” where you have to follow squares or move around like a chessboard; therefore, people will not have to clear their movements through me. The only thing I require is that movements can only be done in role-plays, and must be clearly stated in quotes at the bottom of the transitioning role-play using this format: [Name] moves from [Sector] to [Sector]. For example:
Ander knew he didn’t have much time left. He hurried along quickly, just hoping to survive.

Quote:Ander moves from Tundra Sector to City Sector

It is very important that you do so in order for me to maintain accurate records!

Movement plays a large part in the strategy aspect of the game, and provides a player with a limited degree of control with other components. It is wise to keep track of who is in what Sector.
#3
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FIGHTS
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Players will be writing their own fights. The post format will be handled similarly to normal fights, in that each participant gets equal posts in an alternating fashion. Fights are one-on-one only, and as such “alliance fights” will not be allowed. This is due to the nature of the format, as well as time constraints. There is, however, a provided alternative to alliances, which is explained in the corresponding section.

While players have complete control over their movement, they have limited control in selecting their opponents. Each player will be matched up using what is known as the “Shuffle System,” which is explained in its own section. Fights will also take place on designated days, called “Combat Days.” Combat Days will not be announced in advance, so they may appear at any time, and they affect the entire map. When a Combat Day occurs, each player enters into a mandatory Fight. Match ups will be announced in a separate “Fight” thread; this is also where the respective players will post, so as not to confuse them with regular role-plays. Once a Shuffle has matched players, you cannot refuse or back out. Each collar houses a special teleportation device with a unique signal. When the announcements are made, the signal in each opponent’s collar will sync up, and they will be teleported to a random area in their Section, enclosed by a Stasis Field three miles in diameter. The Stasis Field is impenetrable and inescapable, and will not dissipate until remotely deactivated by the tournament staff.

After the announcements, players will have a time limit and a certain number of posts with which to complete their bout. The time limit is 48 hours from announcement, and the post number will change as the tournament progresses. In the early stage of the game, it will start out as 1 post per person, and after enough people are eliminated, it will be upgraded to 2 posts per person. Finalists and Coliseum fighters will get their own special rules.

How you choose to spread out your time is up to you; players can write their entire fight in a few hours if they both happen to be able. Once the time limit is up, however, the threads will be locked and the fights will be judged. I will write out the conclusions, which will likely be a couple of paragraphs. All fights will be judged at the 48-hour mark, regardless of early completion. Should participants be unable to complete the maximum number of posts, the fight will be judged regardless once the clock runs out based on the number of posts present. If one player does not post anything, it’s an automatic loss, and their fate will be determined entirely by their opponent’s writing quality and strength. If neither player posts anything, it results in an automatic non-kill defeat for both players with an added penalty. Judgment criteria will be listed in its own section, so people are completely aware of what factors into fights.

A fight will always result in a victor and a loser; there will be no “draws.” A victory can play out as a “kill victory” or a “non-kill victory,” and similarly a defeat can result in a “kill defeat” or a “non-kill defeat.” “Kills” do not translate into actual death; they are merely eliminations. The reason for the distinction is that closer fights will result in non-kills, but if there’s a larger difference in strength and writing skill, fights will result in a kill. All death is fake death.

In order to accurately portray characters as close to their writer’s visions as possible, after announcements and before the final judgment, participants will be allowed to PM me how their character will react to both a win and a loss against the particular opponent they’re fighting. They should include all four scenarios: kill victory, non-kill victory, kill defeat, and non-kill defeat. They may also include a favored finishing move, victory dialogue, defeat dialogue, or last words. If your character wouldn’t realistically kill the opponent you’re paired with because of the nature of their relationship, I have an alternative way of elimination that doesn’t require you to deliver the finishing blow. If your character wouldn’t realistically even fight the opponent you’re paired with, there’s not much I can say except to try and figure it out, because if neither of you fights, you both lose.

These PMs do not affect the results in any way, but merely allows me to respect the character for how they would actually conduct themselves in specific situations. If participants choose not to PM me, then I will have to give it my best guess based on your character profiles and previous role-plays. Please direct all game-related PMs to “DA 2009.”

  • COLISEUM FIGHTS. These can be considered as “lucky” or “unlucky” depending on your point of view. Coliseum Fights are a result of pairing up two odd-numbered fighters left over from a Shuffle. Coliseum Fights are always 72 hours long with a maximum of three posts per person. However, they will also always result in elimination – one of you will not be walking away. If neither fighter posts during a Coliseum Fight, both of them are eliminated. Because of the nature of the Coliseum, collars are temporarily deactivated during this time, and as such these players are safe from being dusted. The Coliseum is approximately the size of a large football stadium, and a Stasis Field surrounds the entire outside of the structure.


  • NPC FIGHTS. These will only be used if there is one odd-numbered player left over from a Shuffle. A list will be created in advance and displayed for the public to see. A player will follow the guidelines as they would normally for Fights, except that they only post for themselves against the NPC. So if the current rule is one post per player, the participant only posts once within the 48-hour time limit and they’re done. If it’s a two-post fight, the participant posts twice. Players cannot be eliminated by NPCs, but they can lose against them. Conversely, players cannot earn a kill-victory against NPCs, and as such, the NPC list will remain the same for the entire game. NPC Fights are judged exactly the same way as normal Fights.


  • FINALS. The last three players of the game will be considered the finalists. When this occurs, the finalists will engage in a free-for-all, with a 72-hour time limit and a two-post maximum. The weakest player as determined by the free-for-all will be eliminated, and the final two will go in a heads-up match with a 96-hour time limit and a three-post maximum. The winner of the heads-up match will be judged via my written post, which will be left open for the winner to write the finisher.


  • TECHNIQUES AND ABILITIES. All Techniques and Abilities are fair game, except for those that involve Combat Ability and Power Points, as well as any form of travel teleportation. Techniques and Abilities will have no affect on the outcome of Fights, but merely allow you to role-play your character as you normally would with minor restrictions.
#4
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SHUFFLE SYSTEM
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This is system with which match-ups are determined. It is largely random (as the name “Shuffle” implies), but certain aspects are calculated based on player movement. Since it is not necessary to understand how the Shuffle System works to play the game, the section will be divided into two parts: “what you need to know to play,” and “how it works.”

WHAT YOU NEED TO KNOW TO PLAY

All a player needs to be concerned about regarding the Shuffle System is moving around and role-playing. On a Combat Day, each group of fighters within their Sectors will be entered into what is called a “Shuffle.” Shuffles are limited by Sector, so players within each Sector can only fight others within that same Sector. Let’s say Raditzu, Reijin, Bardock, and Bra are all in the City Sector on a Combat Day. Those players will only be able to fight each other. When a Combat Day occurs, the Shuffle will activate, and each of those names will be entered into a double-blind system using random generators. In layman’s terms, their opponents will be randomly selected.

This is where movement tracking can become a key part for strategy: while you cannot directly choose your opponent, you can choose the group of opponents you’re willing to face. Anyone can potentially fight anyone, so long as they are within the same Sector. There is one possible exception, which is explained in a later section.

Due to the nature of movement and elimination rate, there will probably end up being odd numbers left over from a Shuffle: one player, two players, or three players. If one player is left over, this means that one Sector had an odd number of people in it, while the other three Sectors had even numbers. In this case, that player will be given an NPC Fight, which can be considered something of a “bye,” because you cannot be eliminated. The NPC will be randomly selected from the NPC list. If two players are left over, this means two Sectors had an odd number of people in it, while the other two had even numbers. These two players will automatically enter a Coliseum Fight. If three players are left over, this means three Sectors had an odd number of people in it, while the last Sector had an even number. Two players will be randomly selected to enter a Coliseum Fight, while the third player will be given an NPC Fight.

This information is all you need to know in order to play. You will not be required to do anything involving a Shuffle (except fight, of course); all of the “behind-the-scenes” work in the system will be left up to me. However, if you would like to know how the system itself works, I have included an explanation out of courtesy, and to add another strategic element to the game.

In order to reassure people that I won’t be “fixing” the fights in any way, shape, or form, I will be screen recording each time I use the Shuffle System in case anyone questions the validity of a match-up.


HOW IT WORKS

Let’s say Raditzu, Reijin, Bardock, and Bra are all in the City Sector on a Combat Day. The Shuffle will activate, and the four fighters will be given a number based on the order in which they moved into the Sector. For example, if Raditzu moved into City Sector at 5:30 on Saturday, and Reijin entered City Sector at 5:42 on Saturday, Raditzu is considered “(1) Raditzu” and Reijin is considered “(2) Reijin.” These numbers will determine what is called a “Sector Order.” For example, a Sector Order could look something like this:

(1) Raditzu
(2) Reijin
(3) Bardock
(4) Bra

It is not necessary for players to keep track of Sector Order, as that’s my job, although you may do so if you wish. After they are given their numbers, they are sorted into categories ‘A’ and ‘B’ by means of a random generator. Sector Order will determine which players are generated first. There is a possibility of two numbers coming up against a name, a 1 or a 2. 1 equals ‘Category A’ and 2 equals ‘Category B.’ If I were to generate Raditzu first, it would look something like this:

(1) Raditzu = 1

Raditzu got a 1, so he is in ‘Category A.’ The contestants will be sorted until there are equal names in each category, until it looks something like this:

Category A: (1) Raditzu, (3) Bardock
Category B: (2) Reijin, (4) Bra

‘Category A’ fighters will be matched up against ‘Category B’ fighters. Another random generator will be used to determine who fights whom. Since Raditzu is first in the number order, his match-up is determined first. Whatever number of 2 and 4 that comes up will be his opponent. Let’s say the number is 4, so he’ll be matched up against Bra. By default, Reijin and Bardock will be matched up together. In short, this is a double-blind system to ensure that fights are completely random.

Now, I know what you’re thinking: why is the system so convoluted? Why not simply match players up by their initial Sector Order (e.g., Raditzu draws a 3 so he fights Bardock)? Well, there are a couple more factors to it, and I’ll explain them in a little bit.

After the Shuffle is complete, the fights will be announced.

Inevitably, Shuffles may end up with an odd number of people, or there may only be one person in a Sector. This can result in one of three scenarios: one person is left over from a Shuffle, two people are left over from a Shuffle, or three people are left over from a Shuffle.
  • One person. If one person is left over from a Shuffle, they will be given an approximation of a “bye,” in which they’ll simply fight a random NPC. Each NPC will be given a number, and the odd-numbered player with be matched up to an NPC via the NPC number. For example, the NPC list could look something like this:

    (1) Crusher, (2) Surfer, (3) Babelicious

    Let’s say the fighter is Kami, and his random generator pulls up the number 3. This means Kami will fight Babelicious.


  • Two people. If two people are left over from a Shuffle, this results in a Coliseum Fight.


  • Three people. If three people are left over from a Shuffle, two will be entered into an Coliseum Fight and one will be given an NPC Fight. Their Sector Order will be translated into numbers 1-3. If it was originally:

    (5) Kami - (2) Goku - (3) Vegeta

    then the order would re-translate into:

    (1) Goku - (2) Vegeta - (3) Kami

    The first person in the order will always be in the Coliseum Fight. So, Goku is automatically in. A random generator will be used, and whichever player’s number comes up between 2 and 3 will be his opponent. The player left over will fight an NPC instead.

DNK Pairs. If two people are alone in a Sector, and they both have each other on their DNK List, one of two things will occur: if there is another odd person from a different Sector, the DNK pair will enter into a Coliseum Shuffle with the third person. The DNK pair will draw to see who fights the odd man, and the one left over will get the NPC Fight. If there are no odd numbers, both of the DNK pair will enter an NPC Fight.

If all of this sounds a little complicated, have no fear. As I said, you will not be required to do anything except role-play and move around; all of the number generating and tracking will be left up to me. The explanation is here to provide people with an understanding of how it works.
#5
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CHALLENGES
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“Challenges” is a completely optional supplement to the Shuffle System. Like the previous section, this will be divided into two separate parts as well.

WHAT YOU NEED TO KNOW TO PLAY

Part of the “control” players have over who they fight is in movement; you choose the group of players you’re willing to go up against. The second part is in Challenges. At the very beginning of the game, each player can create and submit to me via PM what is called a “Challenge List.” This is entirely optional, so if you choose not to do so, you may forego it if you like. The Challenge List is composed of three names of players you’d like to fight, ranked in the order you’d like to fight them. Your list would look something like this:

Quote:1.) Raditzu
2.) Koola
3.) Bra

I will not reveal these lists to anyone during the course of the game, which is why they’re submitted over PM. Players may publicly reveal their own lists if they choose, but for strategic purposes, it may be best not to do so. Once these lists are made, you cannot change them, so choose wisely.

If you end up in a Shuffle with somebody on your Challenge List, the chances of you fighting that person will be greater than normal. The signal in your collar will be “attracted” to the signals in the collars of those on your list, meaning there are increased odds of them syncing up into the same Stasis Field. It is not, however, a guarantee. The reason your list is ranked would be in case you end up in a Shuffle with multiple people on your list; priority is given to whoever is the highest. Challenges only work once, so should you fight someone from your list, their name will be crossed off. Should you be in the same Shuffle with them after the fact, normal Shuffle procedures apply instead.

This information is all you need to know in order to play. You will not be required to do anything regarding Challenge Lists except to write them and PM them to me at the start of the game; all of the “behind-the-scenes” work in the system will be left up to me. However, if you would like to know how the system itself works, I have included an explanation out of courtesy, and to add another strategic element to the game.

If proof is necessary for the validity of Challenge Lists, I will keep copies of the initial PMs and can screenshot them for reference.


HOW IT WORKS

Remember how I said there was a reason for the Shuffle System to be double blind? This is it! If somebody ends up in a Sector with a person from their Challenge List, and the two players end up in opposing Categories, the Challenge will be given automatic priority over the Shuffle. Let’s use our old example and say that Reijin put Raditzu on his Challenge List.

Category A: (1) Raditzu, (3) Bardock
Category B: (2) Reijin, (4) Bra

Since Reijin “Challenged” Raditzu, Rei and Rad will automatically be matched up, and Bra and Bardock will be matched up by default. However, there may be situations arising with multiple Challenges, which will result in one of three scenarios. Each one can be effectively and fairly solved, even if all three are occurring at once.
  • A player is Challenged by more than one person. The person who is ranked first in the Sector Order is given priority. In our example, let’s say both Reijin and Bra Challenged Raditzu. Reijin is higher than Bra in the Sector Order, so his Challenge will be given priority over Bra’s. Therefore, Reijin automatically fights Raditzu and any others will be matched up by Shuffle (if there’s more than one pair left) or default (if there’s only one pair left).


  • Each player Challenges a different person. As with before, the person who is ranked first in the Sector Order is given priority. Let’s say Reijin Challenged Raditzu, but Raditzu Challenged Bra. Since Raditzu is ranked higher than Reijin, his Challenge is given priority over Reijin’s Challenge. Therefore, Raditzu automatically fights Bra and any others will be matched up by Shuffle (if there’s more than one pair left) or default (if there’s only one pair left).


  • A player is opposing a Category with multiple people from his/her Challenge List. The Challenges are determined by the ranking from a player’s List. Whoever is higher on the list gets priority in the Challenge. Let’s say Raditzu’s list looked like this: 1.) Reijin, 2.) Bra, 3.) Koola. Reijin is higher on Raditzu’s list, so he’ll always fight Reijin over Bra and Koola, and if Reijin is not present, he’ll always fight Bra over Koola. Any others will be matched up by Shuffle (if there’s more than one pair left) or default (if there’s only one pair left).

The double blind aspect of the Shuffle System is in place to prevent people from automatically fighting whoever they Challenge, because you cannot fight or Challenge anyone in the same Category as you. Additionally, since Challenges can only be done once, you should pick your movements and timing carefully.

If this too sounds a little complicated, don’t worry. You will not be required to do anything except write a Challenge List; all of the sorting will be left up to me. The explanation is here to provide people with an understanding of how it works.
#6
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ALLIANCES & “DO NOT KILLS”
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It is stated that all Fights are to be one-on-one; therefore, there are no “alliance fights.” People may role-play and move around together in groups outside of Fights if they like, so long as you understand two things: your comrades cannot help you on Combat Days, and partners that move around together also run the risk of being matched up in a Shuffle.

Because alliances are also for preservation of character relationships in addition to strategic benefit, this is the alternative provided as a compromise. It is also divided into two separate parts for your comprehension.

WHAT YOU NEED TO KNOW TO PLAY

In place of alliances, there is a “Do Not Kill” List (or DNK List for short), which is complementary to a Challenge List. It is also completely optional.

On a Challenge List, players get to put three names of people they want to fight. On a DNK List, players get to put two names of people they do not want to fight, ranked in the order they do not want to fight them. So a list should look something like this:

Quote:1.) Videl
2.) Vegeta

If you end up in a Shuffle with somebody on your DNK List, the chances of you fighting that person will be lower than normal. The signal in your collar will be “repelled” from the signals in the collars of those on your list, meaning there are decreased odds of them syncing up into the same Stasis Field. It is not, however, a guarantee. The reason your list is ranked would be in case you end up in a Shuffle with multiple people on your list; priority is given to whoever is the highest. DNKs only work once, so should you fight someone from your list, their name will be crossed off. Should you be in the same Shuffle with them after the fact, normal Shuffle procedures apply instead.

DNK Lists do not apply to Coliseum Fights or the finals. Once you are in the Coliseum or become a finalist, you have to fight your opponent(s) no matter what.

There is a slight catch to this system: DNK Lists must match up. For example, both Raditzu and Reijin would have to have each other on their lists in order for a Do Not Kill to occur. The reasoning behind this is that if one person doesn’t want to fight, and the other has no problem with it, a fight would inevitably occur anyway. This will also prevent people from putting their competition on these lists in hopes to avoid them. It means that DNK Lists are a pact of trust between people: you trust the other to put your name down, since they are privately submitted to me via PM and I will not reveal DNK Lists to anyone until the game is over. In our example, Reijin could choose not to put Raditzu’s name on his DNK List, meaning they could be matched up during a Shuffle. Even worse, Reijin could put Raditzu’s name on his Challenge List, meaning a fight might be guaranteed instead of avoided. Due to the randomness of the Shuffle, a betrayal cannot be triggered at will, but is a possibility. The randomness provides some measure of defense against people trying to dupe you, but the only way to make sure is to stay out of the same Sector!

Unlike Challenge Lists, which must be submitted before the game starts, DNK Lists may be created during the game, or may be submitted incomplete (i.e., one name is filled in, and one is left blank). Once a name is put into a list and submitted, though, it cannot be changed.

This information is all you need to know in order to play. You will not be required to do anything regarding DNK Lists except to write them and PM them to me at the start of the game; all of the “behind-the-scenes” work in the system will be left up to me. However, if you would like to know how the system itself works, I have included an explanation out of courtesy, and to add another strategic element to the game.

If proof is necessary for the validity of DNK Lists, I will keep copies of the initial PMs and can screenshot them for reference.


HOW IT WORKS

The system works exactly like Challenges, except the opposite. Players who are in an opposing Category to someone on their DNK List cannot be matched against them. Priority is given to Sector Order and the ranking of these lists. The higher person in the Sector Order will get their Do Not Kills over anyone below them. Also, if two people in the opposing Category happen to be both names on your list, the higher-ranking name will be given the Do Not Kill and there is a possibility you may have to fight the other. Like Challenge Lists, they can be used only once. If you’ve used up a Do Not Kill and enter another Shuffle with them, you will be bound by normal Shuffle procedures.
#7
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POINT SYSTEM
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The Point System is used to calculate how well a player will do in a Fight against another player (or NPC, if that be the case). This is a very important aspect of the game.

Combat Ability will play absolutely no part in this Dante’s Abyss. Instead, it will be substituted for an in-game statistic called a “Point Value” that determines your character’s overall strength. As such, any Technique or Ability related to Combat Ability or Power Points is not allowed. This way, everyone starts on a level playing field.

There will be a “pre-game session” during sign-ups before everyone is released onto the battlefield, and the quality of the pre-game posts will determine your starting Point Value, as judged by myself. Starting values are determined on a fixed scale from 1-10. So, Raditzu may start out with 4 points, while Reijin may start out with 8 points. This gives Rei an advantage over Rad in the first Combat Day if they end up matched together. After your starting Point Value is awarded, you earn and lose points solely based on your fights: if you win fights, you earn points, but if you lose fights, you lose points. More points are awarded for kills, and conversely more points will be taken away if you die. The number of points you can earn or lose is predetermined and will always be worth the same amount. The more fights you win, the stronger you become, and the better chance you have of making it to the finals. Therefore, it is encouraged that you write to the best of your ability as often as possible and pick your Sector movements carefully.

If at any point and time a person’s Point Value drops to zero, they are automatically eliminated. The catch is, your starting Point Values will not be revealed until the end, so the only points you can track are the ones you win or lose. Therefore, it will be harder to gauge the strength of other players. NPCs are also given Point Values, which will not be revealed to players until the end of the game. Their Point Values will range from weak to strong, so it is possible to lose against an NPC if the disparity between theirs and yours is too high.

The final Point Value of your fighter will help determine your prize range, with the best prizes going to the top three finalists. If you are eliminated, the kill-defeat points will be subtracted from your current Point Value and drop to your final Point Value. Points and Point Values will always be whole numbers. The system goes as follows:

Quote:Kill Victory: +4
Non-Kill Victory: +2

Non-Kill Defeat: -2
Kill Defeat: -4
  • ROLE-PLAY QUALITY. While points are used as an important factor in the outcome of fights, role-playing quality factors in as well. Each player will also get what is called an “RP Score,” which is outlined in the Judgment Criteria section. Half of your RP Score is added to your Point Value during judgments. This results in a slight “boost” to your Point Value, which may be the difference between victory and defeat, or elimination and staying in the game. It also removes the vagueness of just how your role-plays can help affect your performance.


  • POINT PENALTIES. Point penalties are given out if neither player posts during their fight, which results in an automatic non-kill defeat. The point subtraction for non-kill defeat will be doubled for one-post fights (-4), and tripled for two-post fights (-6). This does not apply towards Coliseum Fights, because if neither player posts, both players are eliminated instead. Point penalties may also be used for clear violations of game rules (although this should not happen, as everything is fairly straightforward), forum rules, or un-sportsmanlike conduct.
#8
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BUNKERS
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You’ve seen some of the different functions that collars can accomplish with other aspects of the game, but of course, they also serve a very deadly purpose. Each collar is fitted with timed explosives. Every 4 OOC days, the timed explosives are programmed to remotely detonate, “dusting” (disintegrating) the player. If a player’s collar is detonated, they are automatically eliminated and ejected from the game, as well as taking a -8 deduction from their final Point Value. In order to prevent the explosives from going off, players will need to enter bunkers to reset the charges at least once every 4 OOC days. Each Sector will be given one bunker for this purpose. All a person needs to do is role-play entering the bunker, similar to how they would role-play a movement, and must clearly state doing so in quotes on the bottom of the role-play using this format: [Name] enters the [Sector] bunker. For example:

Ander knew he didn’t have much time left. He hurried along quickly, just hoping to survive.

Quote:Ander enters the City Sector bunker.

The only stipulation is that the coding of the collar signal is very temperamental, so you cannot use the same bunker twice in a row. This means if you use the City Sector bunker to reset the charges, you must use a different Sector’s bunker to reset the charges the next time, or it will not count. Only one reset will work per 24-hour period.

Bunkers can also be remotely activated or deactivated at any point and time, which requires the players to pay attention to which Sectors have bunkers able to reset their charges. If a player enters a deactivated bunker, it will not count towards their collars. Activations and deactivations will be announced, but it’s up to players to keep track of them.

Keep in mind: you cannot enter a bunker on Combat Days or during a Fight, because you will be trapped in a Stasis Field. If the OOC timer on the collars is up during a Fight, anyone who has not visited an active bunker will automatically be dusted and their opponent will receive points for a kill-victory. Anyone who enters the Coliseum will automatically have their collar explosives temporarily deactivated, and as such will be safe from dusting if the timer overlaps. The winner’s charges will then be reactivated and reset to sync back up with the rest of the clocks for the other collars. If the next dusting is 24 hours after the Coliseum judgment, a grace period will be given and the collars will sync up for the following 4-day clock.

An announcement will be made when the OOC timers start at the beginning of the game, but after that, no reminders will be given. It is up to the players to keep track of the collar clocks. The clock is the same for every player.
  • GAME OVER. The bunkers also house an additional feature, called the “Game Over” button. If a person wants to exit the saga, they hit the “Game Over” button and it’s an automatic self-elimination. Their Point Value will be cut by -4, and what remains will be their final Point Value. For example, if Raditzu had 10 points, his final Point Value would be 6. This option is only included as a courtesy to anyone who, for whatever reason, would go inactive during the saga. The “Game Over” button must be used within a bunker, and cannot be used during Fights or on Combat Days.
#9
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ITEMS, WEAPONS, CHARACTER NPCS
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Outside paraphernalia, such as shop items unrelated to Combat Ability or Power Points, are allowed, provided they have a useful and functional purpose. For instance, a Stasis Grenade would be pretty moot. You can also bring anything your character normally keeps on his or her person. They will, however, be for flavor and role-play purposes only, and they have no affect on the Fights themselves.

Everybody will be given a standard Ki Rifle, which is also for role-play purposes only and has no affect on Fights. This is to provide a somewhat realistic way for people who can’t use Ki to defeat their otherwise Ki-endowed opponents, or for those who don’t have very many Techniques against someone who may have a lot. Should you elect not to use the Ki Rifle, you don’t have to, and can simply just throw it away.

As for character NPCs, they are not allowed, including Saibamen and other such toadies. If they’re voices in your head or spirits shacking up in your body, that’s fine, but they cannot be a separate physical entity.
#10
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JUDGMENT CRITERIA
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RP SCORE

Each role-play you make, whether it’s inside or outside of a Fight, will be given a numerical score ranged from 1-10 judged by me based on their quality. Multiple posts will have their scores averaged among them. This will result in your “RP Score.” Half of that score will be added to your Point Value during a Fight as an added “boost.” The score will reset after every Fight judgment, and start from zero. For example, let’s say Raditzu made two posts after the game started, and made one more post for his Fight. His scores were 7, 4, and 9. The average is 6.6, and cut in half that’s 3.3, which is rounded down to 3. If his Point Value is 7, then his RP Score of 3 is added onto that to make a total Point Value of 10, which is what is used for his Fight judgment. After the Fight, his RP Score is reset to 0 and his Point Value goes back to 7, meaning his next role-plays will contribute to his RP Score for the next Combat Day.

You do not, however, need to know this information in order to play, as it will be my responsibility to keep track of RP Scores and Point Values.


CRITERIA
  • Length. Length does not matter to me, so long as it is a minimum of 300 words. If you like short role-plays, write short role-plays. If you like long role-plays, write long role-plays. Anything form-related inside of a quote does not count towards the 300-word minimum, by the way.


  • Grammatical soundness. I’m not going to nitpick if you misplace an apostrophe or misspell a word, but if I have trouble reading your role-play, I’m not going to give it a very high score.


  • Comprehension. This is kind of like grammatical soundness, except with content. I have to be able to understand the point you’re trying to get across or have an idea what is going on with your role-play. For example, if you’re in the Arctic Sector, and you’re talking about sunshine and rainbows or something, there needs to be some kind of logical connection.


  • Don’t be repetitive. It’s hard for any writer, but try not to use the same scenario over and over again. If you’re brooding in a corner somewhere on the field, it’s probably not a good idea to brood in the corner for the entire duration of the game. Shake it up once a while.


  • Be yourself. I enjoy different kinds of writing styles. If you like to write humor, write humor. If you like dark, emo drama, then write dark, emo drama. It usually works best when it either perfectly fits the character, or ironically contrasts the character. You don’t have to be afraid to write outside of your comfort zone, either.
#11
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OTHER INFORMATION
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I have a life and a job that alternates days and nights outside of this RPG, so I will not always be available 24-7. I will do my absolute best to try and get on at least once a day, and I will make sure to read every single post made within the DA forums, and respond accordingly if necessary. I live on the West Coast of the United States, so everything is run on Pacific Standard Time, which means everybody except for the Oregonites down below are ahead of me. For you East Coasters, you’re three hours ahead. For the Brits, I think it’s about seven hours ahead, and the Aussie is over twelve hours ahead. I forget which provinces the Canadians live in.

Sometimes, the PM system will need to be used. Any and all game-related PMs should be made to “DA 2009.” This should primarily be used for Fights and submissions of lists and profiles. However, you are also more than welcome to use PMs for anything you’d like to ask or discuss privately, unless it involves asking me what you should do with your character or role-plays. If you have a problem with me or the way I run the game, please do not rant about it on the forums; I’d prefer it if you used the PM system, because that way it can be settled discreetly and without dragging anyone else into it. Please understand that I’m the only one judging, and this is my first saga; when you sign up, you are acknowledging that I have the final say.

I will not discuss anything over AIM, so please do not ask me to hop on for game-related reasons. If I feel something is necessary to talk about over AIM, I’ll ask you.

Other than that, have fun, and I hope you guys enjoy it!


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