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Random Roleplay Battle Royale I

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Random Roleplay Battle Royale I

Post by Dr. Phazon on Fri 06 May 2011, 1:22 pm

Today is not your lucky day, is it? Last night as you were walking home from whatever it is you do with your sorry excuse for a life, when a burlap sack was tossed over you before you got clubbed in the head and KO'd. You awoke with the worst headache of your life, made worse by the sound of helicopter blades whirring above. You were seated in a large helicopter with a bunch of other people, all of you buckled down nice and tight with rope so that you won't flail about your arms or fall out of the chopper whenever there was turbulence. You're welcome.

As soon as it was noticed you were awake, one of the big scary men with guns who weren't tied down buckled in got up and untied you. Before you had the chance to thank him, he grabbed you by your hair and dragged you over the the helicopter's side door. "Take a good look." he says, before sticking your head out of the aircraft. You screamed and squirmed like a terrified little baby, but you did get a look below before getting pulled back into the helicopter ten seconds later, tied buckled back up, and thrown back into your seat. As you glanced at the others sitting next to you, you gathered they had gotten the same treatment from their messed up hair and the look of shock on their faces.

Spoiler:

Key:
Tan = Sandy Beach
Grey = Cliff
Green = Grassy Plain
Light Green = More trees than the plain, less than the forest
Dark Green = Dense Forest
Black = Building (X3 = Research Lab, P9 = Tower, E13-E14 = Hospital, E14-E15 = School, S19-V23 = Beach Huts, D24 = Lighthouse)
Blue = Water
Brown = Mountain

The numbers overlayed on the map itself correspond to elevation.

That island down there, hope you got a good look at it. Because you're going to need every advantage you can get for what's coming up next...


--Random Roleplay Battle Royale--

Welcome to the first game of Battle Royale to be hosted on Random Roleplay. For those not familiar with it, this is a forum game based on an old novel where a bunch of people were taken to a remote island to fight to the death. The premise of this game is much the same. Here's how it will work: every player will receive a PM stating the name of their character, a brief description of them, and a notable talent they have that may be useful during the game. Once everyone has been given their role, the game will start proper. Don't tell anyone what your role is outside of the game; in fact don't even speak of the game at all. Doing so is grounds for immediate death. All actions you do will be submitted in the form of PMs to the host (that's me!), so that no one will know who you are playing as, or any of your actions. The reason for all this secrecy is to make sure no one can cheat and, more importantly, to maintain a sense of confusion among the players, just like they would have in real life.

When the game actually starts, everyone will be located within the school building at E14-E15. Each player is released one by one to the island, and also given his/her choice of one of several suitcases to take with them. Each suitcase contains a weapon of one kind or another, as well as an additional item. Once each player has sent in their PM to the host indicating their action, all actions will occur simultaneously (with the exception of the first turn, because you are all released from the school building one by one). The host will PM everyone back with their new situation, and the next turn will begin. Each turn consists of you sending one PM to the host detailing your actions. What you can do will be detailed later. You may send more than one PM, but only the most recent will count. Therefore, if you decide you forgot to do something or change your mind about what you want to do, you can send a new PM to the host, and he will ignore your previous PM for that turn. All PMs must be named with the format of "[Your name on this forum] - Turn X". The format is for the host's convenience, so please adhere to it.

On this island, you are mostly free to roam about, except that you cannot leave the island and you cannot return to the school after leaving. Other than that, you may do as you please to further your own goals, whether they be killing everyone else or finding a way to escape. Trying to escape, however, is ill-advised because everyone has a collar around their necks that is used to track them. Should you leave the island while the collar is active, it will explode. Any attempts to remove the collar will result in the same. The winner (and there can only be one) will have their collar deactivated and be taken back to their home.

There should be no actual posting of your actions in this thread. Rather, all manners by which you play this game should be done in the form of PMing your actions to the host. This thread is for sign-ups prior to the game's start and for announcements by the host about things which will be shared knowledge for all players. IE, things broadcasted over the speakers located all over the island.

Now, moving on to the actions you can do during your turn. To put it simply, your imagination is your limit, for the most part. Any Action PM I can make sense of will be executed, if possible. There are a few restrictions on movement, however:

You can only move, at most, 5 squares in one turn. However, at the dense forest and the mountain areas, that number is cut to 3.

You can move diagonally.

You cannot move from one square to another if the square you attempting to enter has an elevation that is more than one more than the elevation of the square you are moving from. For example, you can move from -1 elevation to 0 elevation, but not from -1 to 1 elevation. This rule also would technically apply to movements where you would drop in elevation by the same amount, but it would be done by jumping from a great height and may result in your death.

Movement is currently the only action that has restrictions on it. You can perform any action you think of if you specify it in your PM and it is possible to do. You must specify, however. For example, if you PM the host saying that you 'wish to look in that bush over there', and the host responds with 'You found a gun.', your next PM will have to specify that you want to pick up the gun if you wish to take it with you. Otherwise, it will be left behind. And on the subject of items, you may only carry two items with you at a time. For something like a gun that has ammo, the gun and the ammo count as one item.

Another action worth discussing is combat. How combat works depends on what sort of weapon you have. Weapons will be divided into three categories: ranged weapons, melee weapons, and special weapons.

Ranged weapons can be used on a target in a distance, and their particular range as well as damage is specified when you receive the weapon at the school by a note in the suitcase. Ranged weapons found elsewhere may not have such information with them, which means you must experiment to find out. Ranged weapons include any sort of weapon that fires a projectile at a distant target, such as guns and bows. While ranged weapons differ in range and damage, they all share the common feature that the need to be prior to firing if your target is more than one square away. You cannot aim and fire in the same turn.

Melee weapons, also have range limits (in almost all case, one square) and damage amounts that are specified via note, but to make up for their lower range as compared to the ranged weapons, they do not need to be aimed. They also do not require ammo. Melee weapons include most weapons that don't fall into the ranged weapon category, such as clubs, swords, and your own fists.

Special weapons are simply weapons that don't fit into either of the other categories, such as explosives or traps. The relevant information will be mentioned via the note they come with.

The lethality of a weapon is not given in the form of a number that indicates how much damage a weapon deals. Rather, the lethality of a weapon is an indication of how likely that weapon is to kill a target. For example, "Guaranteed Kill" means just that, a 100% chance that weapon will kill anyone it hits.

One final action worth talking about is gathering sustenance. Players can die of hunger or thirst in this game. Everyone starts off with 10/10 Food and 5/5 Water. Those are not items to be consumed, those are indications that you are both completely full and well hydrated. At the beginning of each turn, you will lose one Food and one Water. If you have 0 of either at the beginning of a turn, you die. Be sure to keep yourself nourished, because a game of everyone dying of hunger and thirst is a dull one.

On the note of dull games, some of you may think that if there is no posting of your actions for everyone to see or discussion of the game, then this game will be boring. However, you will be interacting with all the other players, you will just being doing so only through the host. And additionally, information about the events of the games, such as deaths of other players, will be given in the thread by the host as the game goes on and when the game ends for everyone to look over and discuss.

That covers almost everything that will be needed to play this game. There is only one final thing that needs mentioning, and that is that everything mentioned above should be taken with a grain of salt. It should be assumed that there is the possibility of an exception to almost any of the rules. Because of this and the fact that your actions are completely free-form, you should be careful about making assumptions about your situation.
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Dr. Phazon
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Re: Random Roleplay Battle Royale I

Post by Dr. Phazon on Fri 06 May 2011, 1:29 pm

Alright, first thing first, everyone who wants to play should PM me as such. Don't post in the thread that you want to join, send me a PM. I'll wait to start the game until we have what I feel is enough players, so I'm not going to set a definite deadline.

Remember everyone, no discussion of this game with anyone in anyway except for me via PM. It may seem confusing and unnecessary to do things this way, but it's to keep any information your character shouldn't know out of your own head. It makes for a better game that way, and everything will be revealed by the end of the game.

Also, once enough people have joined, it will still take a while for the game to start. I'll have to cook up the character PM for everyone, as well as the suitcases in the school.
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