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Tempest, the place where mortals can become gods. It is an unfriendly place, full of trial and tribulation. The seven planes of the wind are inhabited by men all struggling to reach godhood. This feat has been achieved by nine so far, and seven these nine now preside over Tempest as its rulers. It is said that a new god cannot arise until one of the current gods steps down or is killed, as a god must have a plane to rule and there are only seven. However, be it by glitch or miracle, a man has proclaimed himself the tenth god. the other gods, angry with his proclamations, tried to assassinate him. However, he showcased his godly powers--abilities which prevent any god from being killed outside the Rules of Immortality which state that all attacks on a god must be "absolute." In other words, fighting him in any way other than a fair one on one challenge will result in death. Unwilling to risk themselves against him but slowly losing followers, the gods had to come up with a plan. So they put out a challenge to the entire realm, a contest to determine the strongest. Whoever won would be sent to fight the tenth god and, should they win, granted godhood over their choice of plane. The contest would begin with individual challenges. For thirty days after the announcement, participants were to challenge whoever they could find and rack up as much Favor as they could manage. The top 8 would then by invited to a tournament across the land to fight for who was the greatest warrior
This RP will be about those 8 people
Setting:
Unsurprisingly I'm sure, the planes are each based on one of the Seven Deadly Sins. The following list has them in order of lowest ranked to highest ranked as of the beginning of the RP. The percentages represent how many Tempest residents follow the presiding god
Plane of Sloth 1%, Ruled by the Sixth God
Plane of Wrath 3%, Ruled by the Eighth God
Plane of Envy 6%, Ruled by the Fifth God
Plane of Lust 14%, Ruled by the Third God
Plane of Gluttony 15%, Ruled by the Ninth God
Plane of Greed 22%, Ruled by the Seventh God
Plane of Pride 26%, Ruled by the First God
Plane of Nil 13%, Ruled by the Tenth God
Currency:
There are two types of currency in Tempest: Favor and Dirks. Dirks are small, manmade coins that come in several values and are used to trade for items and services. Favor is a purely electronic currency that can only be earned via mech combat. They are spent when modifying mechs. Since the players are the top 8 mech fighters, neither of these matter too much, but you should still know
Phases:
This RP will run in three phases, which I may cut off should they begin to take too long. The main one is the Combat phase. This is when fights occur and things take forever. Since it's the most important, I'll give you the most time here. Next up is the Travel phase. During this phase you'll be able to interact with the others as well as make modifications to your mech. Finally, the Audience phase, during which you will be granted a short audience with a Plane's god. The phases will loop Audience>Combat>Travel
Audience Phase
Combat Phase
Travel Phase
Everything is Combat:
Keep in mind that everything about this RP is about the tournament. Even social interactions are in fact social warfare. Thus, this RP is going to have a bit of disruption to the immersion in favor of mechanics
Mechs:
Each character will posses a suit of battle armor, usually a humanoid not much larger than they are, unique to them (think like IS or Accel World) which is usually referred to simply as a mech. No mech is ever at a truly unwinnable disadvantage to another mech, however there is a system in place for helping determine the basics of a mech's strengths and weaknesses. The following are the ratings you will be asked to provide. There will be a bit more info on this in the character creation section. But for now just know that the standard "meta" is to have high firepower and high armor with a defensive special ability
Speed: Pretty easy to comprehend, gives an idea of how fast you can move. Keep in mind that this is about mobility, not reflexes every mech is even when it comes to the speed of their joints
Melee: A mech's affinity for close ranged fighting. Takes into account strength and weaponry combined, so keep in mind that a high melee mech may still be physically weak or that an unarmed mech may still be able to overpower you in melee combat. Also keep in mind that melee weapons basically just means "not guns." Weapons that are thrown or have a long reach such as knives or flails still qualify as melee
Firepower: How much a mech can shoot. Lasers, projectile weapons, and explosives all go under this category
Armor: How much of a beating a mech can take. Most mechs have all-purpose armor, but there are specialty armors which can be used to keep this rating deceptively low for certain opponents (EX: anti-projectile armor that is useless against anything else is a low rating, but a projectile only user will be in trouble) There are also forcefields for dealing with energy-based attacks such as lasers and explosives
Special Ability: An ability more or less unique to each mech (there's multiple people who can fly and stuff like that, but generally Tempest's residents go for more unique abilities, especially in the Plane of Pride) This ability can be used to cancel a weakness, play to your strengths, etc. A mech comes built in with an ability when a person activates it that is meant to fit that person, but the ability isn't hard to change with enough Favor.
Signature Attack: Much like the above, but specifically an attack. A lot of people use this as a large finishing ability, but it can more or less be anything. The only catch is that it must have specific conditions under which it can be activated, thus the common condition of, "I'm going in to finish them off."
Rules:
Keep calm. I know you don't want to lose, but you're going to lose. If all else fails I can flip a coin to decide a winner, or you could try to work things out calmly
No metagaming. This one is pretty big since metagaming is actually sort of in the rules. Keep in mind that, unless someone tells them, your character will only know the ratings of the other player's mechs, not their exact abilities. So even if you know that their "melee" is actually shuriken, don't have your character go in expecting attacks from afar
Try to keep Suism to a minimum. Instead of the default "no Sues" I'm going to keep in mind that Suism is a fluid concept and that there's no line where things go from "not-Sue" to "Sue." So instead, just try to keep yoursuelf in check. I'll certainly let you know if you go overboard
No godmodding, powerplaying, and etc. The other generic RP taboos. Just because I'm not going out of my way to explain them doesn't mean you should do them
MURDER I mean, um, have fun and stuff
Character Sheet:
Forum Name: [Yes, this is necessary]
Character Name: [Aliases only are allowed in the case of a concealed identity]
Alias: [Your character's professional name, usually related to their mech's appearance]
Age: [should be no less than 14 and no more than 30]
Gender: [Gender, that thing where you generate derp]
Sin: [Which of the seven sins your character is most guilty of, limit two of anything because otherwise we'll have to much of everything]
Appearance: [What your character looks like]
Mech Appearance: [What they look like in their mech]
Personality: [Doesn't need to be extensive, but do use complete sentences]
Motivation: [Why your character joined the tournament]
Mechs Stats: [You have seventeen points to distribute across these stats, we've been over them so I won't explain them again. These can be modified slightly over the course of the RP. Put points into each and then explain what the mech has to fit these ratings]
Speed: [six point bonus: Teleport once per fight]
Melee: [six point bonus: Instantly disengage from the enemy once per fight]
Firepower: [six point bonus: Auto-land a hit once per fight, overrides character dodges but doesn't prevent blocking such as with Armor's six bonus]
Armor: [six point bonus: Become completely invulnerable to any and all attacks once per fight]
Signature Attack: [Note, costs two points and may not be removed once added, although it may be altered]
Special Ability: [Although not hard to change, you will likely not be granted to opportunity to do so]
Character Stats: [surprise! Your character has stats too, well, more like abilities really. These are inherent and cannot be changed. You only have three points for these. When using limited-use abilities, please use brackets to note that you've done so]
Observance: [How much your character notices things. One point allows your character to learn another character's age and gender, even if they are behind a mask or other disguise. Two points lets your character to learn the conditions for an enemy's signature attack after they've used it once. And three points allows you to learn what sort of weapons your next opponent will use during the Travel phase]
Reflex: [How quickly your character reacts. One point lets your character almost instantly switch between weapons if they have multiples. Two points allows your character to avoid any non-signature hit in a fight no matter how unlikely, once per fight of course. Three points allows the two point effect to occur a second time
Social: [Your character's social skills. One point allows verbal warfare during combat, letting your character attempt to psyche the other out. Two points allows you to dodge any and all questions asked of you, letting you keep your secrets--albeit seeming a tad suspicious in doing so. Three points lets them discern another character's Sin after a single conversation]
Other: Anything else to share?
And that should be everything, feel free to ask questions because I'm sure I forgot something