Post by Candy Biu on Aug 18, 2010 2:46:01 GMT -5
This roleplay may not be completely canon to Brawl City.
Brawl City, The Slums. A dilapadated, run down section of city, notorius for crimes of both the supernatural and ordinary. A section of the city not maintained by Bulldozer and his crew. Many houses hide dark secrets, and most have tunnels dug underground, used for hiding when Brawls take place, escape routes when utter destruction is imminent, or simply a connection to the North Eastern Underground District. Most remain unpainted, and are in a constant state of disrepair. Boarded windows, twisted, warped wood, sheet metal with holes torn through. Most new Brawlers get their start here, seeking to uplift this decrepit section of the city, wipe out crime, or take down one of the big-name villains. Fresh out of Brawl School (a simple program to teach Brawlers the laws of Brawl City that revolve around Brawling within the city), you stand at the end of the largest bridge leading into the slums, looking over the terrible, rank sector of Brawl City. The bus that brought you here, along with all the other Brawlers that requested to come to this section, turns around and leaves, its engine quickly melding in with the rest of the traffic. You're on your own now, left to decide what to do as Brawlers leave or start to form groups. They begin leaving, using various powers to transport themselves into the heart of the slums. Some run, some fly, some jet off with jetpacks.
This is only a general idea of what is going on. If you feel your character should be in the slums for a different reason, was transported differently, or whatever, please feel free to make it happen. I'm not limiting you to going through Brawl School, simply because of the sheer uniqueness of every character so far. The only thing that really must be the same no matter what is your location - staring from the end of the massive bridge into the Slums.
The Dice and Point-Buy System
You will be assigned a number of points (once I decide what I feel will be a good balance) to distribute between various stats, powers, and skills. Each is rather self-explanatory. Stats define how strong, smart, or agile your character is. Powers define what powers your character has. Skills are skills that will help your character in a different fashions.
Stats
The various stats and what they do are as follows:
BRAWN: Physical strength. Comes in handy for lifting and heavy hitting.
STAMINA: Your physical endurance and ability to shrug off physical damage.
AGILITY: A measure of how quickly you can move, and how easily it is for you to dodge attacks. Also used for fine movements.
INTELLIGENCE: Are you a scientist or a sluggish dolt? Higher intelligence means you can solve more difficult problems faster, and can think on your toes better.
FORTITUDE: Your ability to resist mental, magical, and other non-physical damage.
META: A level of control metaphysical "elements". Metaphysical "elements" includes magic, psionic abilities, and the elements.
You start with 0 points in each stat. An average citizen ranks 3 in each stat - below this and you will receive penalties. Meta is an exception to this rule.
Powers
You do not have to purchase powers. "Powers" you may want or like may be included in skills! Powers are more of the supernatural abilities, whereas being super awesome at something would most likely come from your skills.
Elements: A power allowing you to control the elements. Feel free to get creative!
Magic: Your ability to control the Æther to produce what most consider magic. Broken into schools. NOTE! You do NOT have to put points into elements to use elemental-themed spells (like fireball or lightningrod). Elemental powers are for DIRECT control over elements! However, including elemental powers will help in casting elemental spells.
Psionics: The ability to use your mind as a weapon, or the greatest defense.
_______: Feel I'm missing something that should be a power? Write it here, give a description, and I'll ok it! I may or may not break it into sub-powers like I have so far.
Skills
You do not have to purchase any skills. All skills listed are organized by their relevant stat and are brawl-related. Non-brawl-related skills (like bartering) do not exist (with a few exceptions), simply to cut down on the complexity of this RP.
BRAWN-BASED:
STAMINA-BASED:
AGILITY-BASED:
INTELLIGENCE-BASED:
FORTITUDE-BASED:
MISCELLANEOUS:
Equipment
Put simply, anything your brawler has that is not a direct part of their person. Clothing included. You will be required to purchase it with Brawlios. However, because of the variance to the backstories, you may or may not be required to purchase X or Y, or you may have less money than someone else. You will be allowed to purchase items from the Brawl Store - however, prices may change due to there being an actual economy in Brawl City now, rather than everything being cheap so that people can buy them, even with lower post counts. The only exceptions to this rule are assist trophies. No assist trophies.
A few examples - Grim's character, depending on how soon after his escape, may have no money, but he also does not need to purchase any equipment he owns. Please just use your brain when coming up with prices for items. If you don't know what an item is or should be worth, contact me about it. I will be combing through rosters and making note of any changes you should make. To give you an idea of what something may cost - an average pair of clothing (T-shirt, jeans, sneakers, includes undergarments) is roughly 20 Brawlios. Average is about 250 brawlios - do not try to go over this without a good reason. The higher you want to go the better reason you need.
Dice Rolling
Here's how it generally works. Take a d20. Reroll a 1 (automatic failure) or 20 (automatic success). Rerolls stack; 3 1's in a row can result in your death. Apply all buffs from your relevant stats, and powers/skills. Apply all nerfs from relevant opposing stats, powers/skills, environmental difficulties, and whatnot. Compare results to difficulty check (DC) of action (easier actions have a lower DC). A note about the rerolls: You do not reroll a roll that adds up to 1 or 20 after buffs and nerfs, only if the initial roll was a 1 or 20. The final result may be well beyond 20 or negative.
"Levels of Success": The farther you are from the DC (either positive or negative) shows how successful (or how terribly you fail) you are at doing what you need to. If the DC is 10 and you roll a 10 or 11, you succeed, but not very well. However, if you roll a 24, you're going to perform much better. If you roll a 1, you're likely to hurt yourself.
All rolls will be done by myself on Invisible Castle and the results pasted at the end of the post. This is to make sure that there is no lying nor cheating happening in regards to the rolls.
Posting Etiquette
Use either single () or double (()) parentheses around any idle chit-chat ("out of character" or "ooc") once the RP itself has started. I personally use single, but many people prefer double to differentiate from simple in-line notes.
Use italics for character actions. Not everyone I RP with follows this "rule" - it's entirely up to you.
Use bold for character speech.
Use bold italics for thoughts or mental communication (telepathy).
Posting is done in third person. "John Doe attacked Josh Doe."
Be decisive and use complete actions. "John Doe stabbed Josh Doe!", as opposed to "John Doe readied his knife."
Be detailed. "John Doe slid his pocketknife out of its pocket, flicking it open quickly. He snapped his arm forward and across, slashing at Josh Doe's upper torso."
Character Sheet:
Copy and paste this into your post, filling it out as needed. It should automatically format.
Brawl City, The Slums. A dilapadated, run down section of city, notorius for crimes of both the supernatural and ordinary. A section of the city not maintained by Bulldozer and his crew. Many houses hide dark secrets, and most have tunnels dug underground, used for hiding when Brawls take place, escape routes when utter destruction is imminent, or simply a connection to the North Eastern Underground District. Most remain unpainted, and are in a constant state of disrepair. Boarded windows, twisted, warped wood, sheet metal with holes torn through. Most new Brawlers get their start here, seeking to uplift this decrepit section of the city, wipe out crime, or take down one of the big-name villains. Fresh out of Brawl School (a simple program to teach Brawlers the laws of Brawl City that revolve around Brawling within the city), you stand at the end of the largest bridge leading into the slums, looking over the terrible, rank sector of Brawl City. The bus that brought you here, along with all the other Brawlers that requested to come to this section, turns around and leaves, its engine quickly melding in with the rest of the traffic. You're on your own now, left to decide what to do as Brawlers leave or start to form groups. They begin leaving, using various powers to transport themselves into the heart of the slums. Some run, some fly, some jet off with jetpacks.
This is only a general idea of what is going on. If you feel your character should be in the slums for a different reason, was transported differently, or whatever, please feel free to make it happen. I'm not limiting you to going through Brawl School, simply because of the sheer uniqueness of every character so far. The only thing that really must be the same no matter what is your location - staring from the end of the massive bridge into the Slums.
The Dice and Point-Buy System
You will be assigned a number of points (once I decide what I feel will be a good balance) to distribute between various stats, powers, and skills. Each is rather self-explanatory. Stats define how strong, smart, or agile your character is. Powers define what powers your character has. Skills are skills that will help your character in a different fashions.
Stats
The various stats and what they do are as follows:
BRAWN: Physical strength. Comes in handy for lifting and heavy hitting.
STAMINA: Your physical endurance and ability to shrug off physical damage.
AGILITY: A measure of how quickly you can move, and how easily it is for you to dodge attacks. Also used for fine movements.
INTELLIGENCE: Are you a scientist or a sluggish dolt? Higher intelligence means you can solve more difficult problems faster, and can think on your toes better.
FORTITUDE: Your ability to resist mental, magical, and other non-physical damage.
META: A level of control metaphysical "elements". Metaphysical "elements" includes magic, psionic abilities, and the elements.
You start with 0 points in each stat. An average citizen ranks 3 in each stat - below this and you will receive penalties. Meta is an exception to this rule.
Powers
You do not have to purchase powers. "Powers" you may want or like may be included in skills! Powers are more of the supernatural abilities, whereas being super awesome at something would most likely come from your skills.
Elements: A power allowing you to control the elements. Feel free to get creative!
- "Avatar": A special rule power that allows you to simultaneously purchase points in all elements. Requires at least 3 points in every element before you can purchase Avatar points.
- Earth: Your ability to control the earth. Includes rocks, dirt, sand, concrete, and the like.
- Fire: Your ability to control fire and explosions.
- Water: Your ability to control water. Includes ice, as well as other liquids. Controlling liquids that have low water contents (like blood) require greater Water powers.
- Air: Your ability to control gaseous matter. Gasses the are much heavier or much lighter than air require greater Air powers.
- Thunder: Your ability to call upon the energy of the world and cause lightning.
- ________: Feel I am missing an element? Write it in here, give a description, and I'll ok it! (may not play into "Avatar")
Magic: Your ability to control the Æther to produce what most consider magic. Broken into schools. NOTE! You do NOT have to put points into elements to use elemental-themed spells (like fireball or lightningrod). Elemental powers are for DIRECT control over elements! However, including elemental powers will help in casting elemental spells.
- "Archmage": A special rule power that allows you to simultaneously purchase points in multiple schools of magic. Requires at least 3 points in the first four schools before you can purchase Archmage points. Purchasing Archmage points only affects the first four schools.
- Conjuration: Using magic to create something. More complex objects require greater knowledge in Conjuration. Includes things like magical shields.
- Evocation: Your typical "magic": fireballs, magic missile, and the like.
- Illusion: The ability of using magic to create the sense that something is what it isn't, including making something seem like it's there when it's not, and vice versa.
- Transmutation: A school of magic for turning objects into other objects. More complex objects require a greater knowledge of Transmutation.
- Necromancy: "Black" magic associated with death and undeath.
- Healing: "White" magic. Used to heal. Does not affect undead in special fashions.
- ________: Feel I'm missing a school? Write it here, give a description, and I'll ok it! (may not play into "Archmage")
Psionics: The ability to use your mind as a weapon, or the greatest defense.
- "Psyker": A special rule power allowing you to purchase multiple points in all Psionic abilities at once. Requires at least 3 points in all abilities before you can purchase Psyker points.
- Telepathy: The ability to read the minds, emotions of other people. Greater Telepathy allows you to influence and dominate a person.
- Telekinesis: The ability to move objects around. Greater Psychokinesis allows you to control larger or more complex objects (like people).
- Psychokinesis: The ability to create objects out of psionic energy. Much like Conjuration.
- Divination: The ability to use your mind's eye to figure out that which you don't know. Includes things like inducing OBE's.
- ________: Feel I'm missing an ability? Write it here, give a description, and I'll ok it! (may not play into "Psyker")
_______: Feel I'm missing something that should be a power? Write it here, give a description, and I'll ok it! I may or may not break it into sub-powers like I have so far.
Skills
You do not have to purchase any skills. All skills listed are organized by their relevant stat and are brawl-related. Non-brawl-related skills (like bartering) do not exist (with a few exceptions), simply to cut down on the complexity of this RP.
BRAWN-BASED:
- Brawling: Brawling is your ability to fight mano-a-mano (hand to hand). More exotic fighting techniques require higher brawling skills.
- Melee: The measure of your ability to use melee weapons, improvised or not. Wielding more exotic weapons effectively requires higher melee skills.
- Wrestling: Your ability to grapple with other characters. Not directly lethal.
- Lifting: Straight up heavy lifting. While heavy lifting is available without this skill, adding points here allows you to go well above and beyond the norm, picking up steamrollers and slam them on people's heads.
STAMINA-BASED:
- Tough: A measure of how much damage you can simply shrug off. Brawlers are naturally able to dismiss more damage than normal people, but higher toughness allows you to shrug off even more than a "normal" brawler.
AGILITY-BASED:
- Running: Flat-out sprinting. This skill is for running faster than an average person (and even Olympic sprinters). Higher running skills allow you to run faster for longer. (This is a non-brawl-related skill - at least, not directly brawl-related).
- Dodge: Your training or utter luck in dodging out of the way of something. Allows you to react faster and dodge more effectively. High levels of dodge even allow you to (attempt to) dodge bullets.
- Accuracy: Wanna shoot shit up? This is the skill for you! Includes most, if not all ranged weaponry.
INTELLIGENCE-BASED:
- Adaptability: How adaptable the character is. The more adaptable, the easier it is to improvise solutions or equipment.
- Memory: A measure of your character's ability to remember things. Higher scores in memory improve chances of success on repeat situations.
FORTITUDE-BASED:
- Ironwill: Your mental integrity. Higher willpower allows brawlers to mentally block damage caused by the metaphysical.
MISCELLANEOUS:
- FABULOUS: A measure of how fabulous a character is. Secretly affects abilities. Maximum alloted points: 10.
- Regen: Your latent, passive healing ability. All Brawlers have some of it (that's why there are so many still alive). You automatically start with one point in regen.
Equipment
Put simply, anything your brawler has that is not a direct part of their person. Clothing included. You will be required to purchase it with Brawlios. However, because of the variance to the backstories, you may or may not be required to purchase X or Y, or you may have less money than someone else. You will be allowed to purchase items from the Brawl Store - however, prices may change due to there being an actual economy in Brawl City now, rather than everything being cheap so that people can buy them, even with lower post counts. The only exceptions to this rule are assist trophies. No assist trophies.
A few examples - Grim's character, depending on how soon after his escape, may have no money, but he also does not need to purchase any equipment he owns. Please just use your brain when coming up with prices for items. If you don't know what an item is or should be worth, contact me about it. I will be combing through rosters and making note of any changes you should make. To give you an idea of what something may cost - an average pair of clothing (T-shirt, jeans, sneakers, includes undergarments) is roughly 20 Brawlios. Average is about 250 brawlios - do not try to go over this without a good reason. The higher you want to go the better reason you need.
Dice Rolling
Here's how it generally works. Take a d20. Reroll a 1 (automatic failure) or 20 (automatic success). Rerolls stack; 3 1's in a row can result in your death. Apply all buffs from your relevant stats, and powers/skills. Apply all nerfs from relevant opposing stats, powers/skills, environmental difficulties, and whatnot. Compare results to difficulty check (DC) of action (easier actions have a lower DC). A note about the rerolls: You do not reroll a roll that adds up to 1 or 20 after buffs and nerfs, only if the initial roll was a 1 or 20. The final result may be well beyond 20 or negative.
"Levels of Success": The farther you are from the DC (either positive or negative) shows how successful (or how terribly you fail) you are at doing what you need to. If the DC is 10 and you roll a 10 or 11, you succeed, but not very well. However, if you roll a 24, you're going to perform much better. If you roll a 1, you're likely to hurt yourself.
All rolls will be done by myself on Invisible Castle and the results pasted at the end of the post. This is to make sure that there is no lying nor cheating happening in regards to the rolls.
Posting Etiquette
Use either single () or double (()) parentheses around any idle chit-chat ("out of character" or "ooc") once the RP itself has started. I personally use single, but many people prefer double to differentiate from simple in-line notes.
Use italics for character actions. Not everyone I RP with follows this "rule" - it's entirely up to you.
Use bold for character speech.
Use bold italics for thoughts or mental communication (telepathy).
Posting is done in third person. "John Doe attacked Josh Doe."
Be decisive and use complete actions. "John Doe stabbed Josh Doe!", as opposed to "John Doe readied his knife."
Be detailed. "John Doe slid his pocketknife out of its pocket, flicking it open quickly. He snapped his arm forward and across, slashing at Josh Doe's upper torso."
Character Sheet:
Copy and paste this into your post, filling it out as needed. It should automatically format.
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Appearance:[/b] THIS CAN BE A PICTURE OR A WRITTEN DESCRIPTION. EITHER IS ACCEPTABLE.
[b]Biography:[/b]
[b]Equipment:[/b]
[b]Stats:[/b] You are alloted 30 points to spend in both your stats and your skills. Use them wisely.
[ul][li]BRAWN:
[/li][li]STAMINA:
[/li][li]AGILITY:
[/li][li]INTELLIGENCE:
[/li][li]FORTITUDE:
[/li][li]META:[/li][/ul]
[b]Powers:[/b] ONLY LIST THE POWERS YOU SPEND POINTS IN.
[b]Skills:[/b] ONLY LIST THE SKILLS YOU SPEND POINTS IN.
[b]EXP/Funds:[/b] This is for any leftover points and/or Brawlios you may or may not have left over from character creation. Put both in this field: EXP first, Funds second.
Lol, got you. I'm not revealing the secrets to how I'm working the behind the scenes stuff like health and whatnot.