This Looking For RP topic is marked as closed, meaning it is no longer seeking new players.
Hello RPR, your favorite Diabolical Loli here looking to find as many impassioned individuals as possible for the idea I propose - I noticed that there does not really seem to be a hub for roleplayers who love the thrill of the fight here on rpr. Of testing their wit and mettle against other characters and roleplayers in a combative and competitive setting. I would like to change that.
In the spirit of hoping to do that, I am proudly attempting my first go at hosting an arena. The arena can be thought of as a multiversal nexus; a place at the crossroads of all times and spaces where beings from all over the multiverse can meet to test their mettle. That is what this is.
However, before we jump into all that, lets cover the base stuff first, like how one will set up a fight and how the outcome will be determined. Challenges can be given by either searching for them here in this thread, via pm's, or any other means of privately setting up a match. Fights can be initiated as either Ranked or Unranked, and this distinction should be made first upon dishing out a challenge, because before the fight thread can be officially posted one or both contendors will need to notify me(unless it is unranked) or another judge/officiator. Once fight conditions are set and agreed upon, either of the combatants may start their fight threads.
That about covers the basics for initiating a match, but what about the details surrounding them? Well first and foremost, you will need a completed character sheet with all of the powers and abilities of that character present on it. Then, a tier or Power Scale should be chosen. This is one of the most important factors for initiating a fight, as characters at or around the same power level would make for the fairest matchups. While general terms for power used are Realistic(regular humans or mortals with no powers, only weapons and close quarters combat), Mild Powers(Superhumans, wizards and mages and magic, but to a controlled and 'mild' scale. No dimension warping or reality collapsing here) and Powered(this is where the Superman's and Goku's would belong), these can be very vague and in fact counter intuitive. It is important to use and map out your own personal understanding of these general power levels to better help you find good matches.
Now for the fun part. The rules. These will be the default rules for the Arena unless the participating fighters of a match mutually agree on another.
Concerning the delivery of attacks: all attacks must cover distance, be it as energy or in a physical form. You may not summon an attack any closer than three feet from your opponent. No attacks can have an instantaneous effect or damage. If you seek to surround your opponent with an attack, then this must be set up before the attack phase - you'll need to surround him and then attack him in separate turns.
In regard to healing: healing of a fatal wound is not allowed, even if it's not instantly fatal. This does not apply to severed arms or legs below the knee. Healing will take several turns, although the number required will be less if a prepped regeneration spell is used. The current breakdown is:
four turns: catastrophic damage - severed limbs, lacerations that would require dozens or even hundreds of staples or stitches, fourth degree burns, or third degree burns over 35% of the body
three turns: significant damage - severe lacerations, partially severed limbs, badly broken bones, and third degree burns under 35% of the body
two turns: moderate damage - lacerations that would require stitches, broken bones, significant damage to connective tissue, and blindness
one turn: mild damage - minor cuts and sprains
Barriers: General barriers will be able to stop attacks with the same amount of preparations as the barrier. This will exhaust it entirely. Each attack that the barrier stops will subtract from its power. Specialized barriers will have more stopping power as per their speciallization, and specialized attacks will have more penetrating power. That is, an attack created to break rocks will easily destroy an earthen barrier, whereas a reflective barrier would work exceptionally well against a light-based attack.
Efficacy of attacks: The complexity and power of attacks is determined by the amount of effort a character puts in. No attack will have anything above building-busting capabilities, which will be the hard cap in any fight. Any attack is potentially fatal. Whether an attack or defense is actually effective depends entirely on the internal logic within the player's posts and whether their character's preparations support what they're attempting to accomplish.
Quick-draw: Quick-draw attacks are unprepped attacks. Players are allowed to conjure energy attacks without prepping, but they won't have much power behind them and can be countered with a quick-draw defense. On that note, quick-draw defenses can reduce the damage from prepped attacks, although it is rather insignificant. For the purpose of calculations, quick draw attacks and defenses are worth one "advantage" of power.
Preparations: Preparations are a measurement of a character's actions toward setting up their attacks/defenses. They are literally preparing to do something. As such, a preparation must feasibly contribute to the desired end goal. Ideally, someone should be able to infer the end goal based on piecing together the character's preparations, and a degree of specificity is required to accomplish this. Judges will weigh their decisions based on how specific a preparation is to what the character is attempting to achieve. Compare the following preparations:
Magic +1
Fire Magic +1
Fire Wall +1
Assuming the end goal in each of the three cases is to create a fire wall, preference toward effectiveness will go to the third and most specific case. While the first two examples are not disallowed, there is a penalty in effectiveness that comes at a cost to the flexibility of more generic preparations. When a character is preparing, please note the preparation in a spoiler tag at the bottom of the post, and be able to support that preparation in the IC narrative.
Judges: Judges are here to interpret the rules and to arbitrate the direction of a fight if need be. With that in mind, we will often refuse to make a judgment if you haven't spoken with your opponent first. We view fights objectively and usually find that neither person is entirely right. If you come to the judges, you'll most likely end up making a forced compromise. You might be better conceding some points to your opponent.
The judges do not follow each and every fight, so don't expect us to call your opponent on something without you alerting us. We will listen to concerns of people not involved in the fight, but will only get involved if it features obvious rule violations, like time manipulation or string theory.
Judges will also not rule on posts that happened before the current phase. That means, you can't argue five turns back and say your opponent should be dead then. While the earlier posts will be taken into consideration, we do not alter the course of a fight retroactively.
Clarity: Be clear about what's happening in your posts. Some things you might want to consider including are distances, velocities, and dimensions. If you're not sure what your opponent's intent was, then you should ask him. Likewise, if someone comes to you asking for information then you are required to respond. There will be no exploitation of ambiguity; we will punish the fighter that is overly ambiguous, and we will also punish the fighter that punches self-serving and arbitrary values into an opponent's attack. If you don't know, then ask! We will not side with you if you don't.
Victory: Death, incapacitation, submission, and disqualification are all avenues to victory. Your opponent can be disqualified for going over the time limit several times or by breaking the rules two or more times.
And that about wraps it up! If you'd like to join just post what character you will be using here!
In the spirit of hoping to do that, I am proudly attempting my first go at hosting an arena. The arena can be thought of as a multiversal nexus; a place at the crossroads of all times and spaces where beings from all over the multiverse can meet to test their mettle. That is what this is.
However, before we jump into all that, lets cover the base stuff first, like how one will set up a fight and how the outcome will be determined. Challenges can be given by either searching for them here in this thread, via pm's, or any other means of privately setting up a match. Fights can be initiated as either Ranked or Unranked, and this distinction should be made first upon dishing out a challenge, because before the fight thread can be officially posted one or both contendors will need to notify me(unless it is unranked) or another judge/officiator. Once fight conditions are set and agreed upon, either of the combatants may start their fight threads.
That about covers the basics for initiating a match, but what about the details surrounding them? Well first and foremost, you will need a completed character sheet with all of the powers and abilities of that character present on it. Then, a tier or Power Scale should be chosen. This is one of the most important factors for initiating a fight, as characters at or around the same power level would make for the fairest matchups. While general terms for power used are Realistic(regular humans or mortals with no powers, only weapons and close quarters combat), Mild Powers(Superhumans, wizards and mages and magic, but to a controlled and 'mild' scale. No dimension warping or reality collapsing here) and Powered(this is where the Superman's and Goku's would belong), these can be very vague and in fact counter intuitive. It is important to use and map out your own personal understanding of these general power levels to better help you find good matches.
Now for the fun part. The rules. These will be the default rules for the Arena unless the participating fighters of a match mutually agree on another.
Concerning the delivery of attacks: all attacks must cover distance, be it as energy or in a physical form. You may not summon an attack any closer than three feet from your opponent. No attacks can have an instantaneous effect or damage. If you seek to surround your opponent with an attack, then this must be set up before the attack phase - you'll need to surround him and then attack him in separate turns.
In regard to healing: healing of a fatal wound is not allowed, even if it's not instantly fatal. This does not apply to severed arms or legs below the knee. Healing will take several turns, although the number required will be less if a prepped regeneration spell is used. The current breakdown is:
four turns: catastrophic damage - severed limbs, lacerations that would require dozens or even hundreds of staples or stitches, fourth degree burns, or third degree burns over 35% of the body
three turns: significant damage - severe lacerations, partially severed limbs, badly broken bones, and third degree burns under 35% of the body
two turns: moderate damage - lacerations that would require stitches, broken bones, significant damage to connective tissue, and blindness
one turn: mild damage - minor cuts and sprains
Barriers: General barriers will be able to stop attacks with the same amount of preparations as the barrier. This will exhaust it entirely. Each attack that the barrier stops will subtract from its power. Specialized barriers will have more stopping power as per their speciallization, and specialized attacks will have more penetrating power. That is, an attack created to break rocks will easily destroy an earthen barrier, whereas a reflective barrier would work exceptionally well against a light-based attack.
Efficacy of attacks: The complexity and power of attacks is determined by the amount of effort a character puts in. No attack will have anything above building-busting capabilities, which will be the hard cap in any fight. Any attack is potentially fatal. Whether an attack or defense is actually effective depends entirely on the internal logic within the player's posts and whether their character's preparations support what they're attempting to accomplish.
Quick-draw: Quick-draw attacks are unprepped attacks. Players are allowed to conjure energy attacks without prepping, but they won't have much power behind them and can be countered with a quick-draw defense. On that note, quick-draw defenses can reduce the damage from prepped attacks, although it is rather insignificant. For the purpose of calculations, quick draw attacks and defenses are worth one "advantage" of power.
Preparations: Preparations are a measurement of a character's actions toward setting up their attacks/defenses. They are literally preparing to do something. As such, a preparation must feasibly contribute to the desired end goal. Ideally, someone should be able to infer the end goal based on piecing together the character's preparations, and a degree of specificity is required to accomplish this. Judges will weigh their decisions based on how specific a preparation is to what the character is attempting to achieve. Compare the following preparations:
Magic +1
Fire Magic +1
Fire Wall +1
Assuming the end goal in each of the three cases is to create a fire wall, preference toward effectiveness will go to the third and most specific case. While the first two examples are not disallowed, there is a penalty in effectiveness that comes at a cost to the flexibility of more generic preparations. When a character is preparing, please note the preparation in a spoiler tag at the bottom of the post, and be able to support that preparation in the IC narrative.
Judges: Judges are here to interpret the rules and to arbitrate the direction of a fight if need be. With that in mind, we will often refuse to make a judgment if you haven't spoken with your opponent first. We view fights objectively and usually find that neither person is entirely right. If you come to the judges, you'll most likely end up making a forced compromise. You might be better conceding some points to your opponent.
The judges do not follow each and every fight, so don't expect us to call your opponent on something without you alerting us. We will listen to concerns of people not involved in the fight, but will only get involved if it features obvious rule violations, like time manipulation or string theory.
Judges will also not rule on posts that happened before the current phase. That means, you can't argue five turns back and say your opponent should be dead then. While the earlier posts will be taken into consideration, we do not alter the course of a fight retroactively.
Clarity: Be clear about what's happening in your posts. Some things you might want to consider including are distances, velocities, and dimensions. If you're not sure what your opponent's intent was, then you should ask him. Likewise, if someone comes to you asking for information then you are required to respond. There will be no exploitation of ambiguity; we will punish the fighter that is overly ambiguous, and we will also punish the fighter that punches self-serving and arbitrary values into an opponent's attack. If you don't know, then ask! We will not side with you if you don't.
Victory: Death, incapacitation, submission, and disqualification are all avenues to victory. Your opponent can be disqualified for going over the time limit several times or by breaking the rules two or more times.
And that about wraps it up! If you'd like to join just post what character you will be using here!
Mundane? What's that? Magic permeates every part of the setting. Almost everyone has access to strong magic.
Far future, perhaps galactic teleporters and fast terraforming
The RP is entirely based around combat and nothing else, such as an arena where nothing else happens.
Details: Freeform, adjustable length posts, long-term RP partner preferred.
A new challenger has appeared!
Lol but seriously thanks for taking the time to read and join. You can start challenging others here starting right now(Even lil old me if you'd like ;]). Just keep in mind that there are no innate character restrictions in this arena. Canons are allowed, so even if you dont have a sheet on hand suitable for combat, you can always use a canon to fulfill your face punching desires!
To challenge someone(you can also do Open Challenges), simply state that you want to fight here(or in pm's), then whether you want the fight to be ranked or unranked, and finally the desired power level you'd like to fight on. I will likely create a sub-thread that records all arena stats and member records once we get a few ranked fights going.
Lol but seriously thanks for taking the time to read and join. You can start challenging others here starting right now(Even lil old me if you'd like ;]). Just keep in mind that there are no innate character restrictions in this arena. Canons are allowed, so even if you dont have a sheet on hand suitable for combat, you can always use a canon to fulfill your face punching desires!
To challenge someone(you can also do Open Challenges), simply state that you want to fight here(or in pm's), then whether you want the fight to be ranked or unranked, and finally the desired power level you'd like to fight on. I will likely create a sub-thread that records all arena stats and member records once we get a few ranked fights going.
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