[ORP - Dueling Arena] War Games (Open to All!)

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[ORP - Dueling Arena] War Games (Open to All!)

Post by Jun »

In a hazy maze of mangroves and brush, half-swamp, half-land, all dark, the three siblings, Red Ring of Death, Cue Queue, and Cry More, meet for war games. When they run together, they are Cue Death Cry. Would you like to…play?

Bored of hunting, and coming into the habit of sparring with each other, Death, Cue, and Cry found this patch of land - full of coverage and obstacles, yet still with plenty of ground to run on - to duel upon. Over time, their sparring habit has developed into…specialised professions, but they still meet here for war games. But fighting only with each other all the time loses its novelty, and, seeking easy entertainment, they have designated their patch of the swamp…an arena.

…And you're invited to have a go.


ImageImageImage


:: Directory ::

. dueling rules .
. rp format .
. ways to play .
. cue death cry .
. sign-ups .
. faq .

[ Original on Gaia here - look this was actually written 8 years ago I'm transferring RPs QAQ ]
Last edited by Jun on Wed Jul 01, 2020 10:30 pm, edited 1 time in total. word count: 166
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Jun »

. DUELING RULES .

Each participant has a total of 5 hit points (HP).
Every attack that lands takes away one HP. When your HP falls to 0, you are out of the game.
For your attack to land, you must hit the dice check number of 6.
Which dice you roll to achieve this depends on your rank. Your rank is determined by your In-Character (IC) reasoning, so please be fair!

Skilled Kin roll: 12-sided
Athletic Kin roll: 10-sided
Average Kin roll: 8-sided
Tragic Kin roll: 6-sided

IC-correspondence: Skilled Kin are excellent and well-rounded fighters whose skills are professionally incorporated into their lives. Athletic Kin possess skills that are notably above-average, but are not as professionally honed as that of Skilled Kin, nor are they necessarily well-rounded - you can be faster and stronger than average, for example, or just faster, or just stronger. Average Kin are basically Joe Kimeti, your ordinary Kin, which is to say, most Kin - probably even you. Tragic Kin…oh boy: Kin who are especially unathletic, uncoordinated, wimpy, unlucky - who couldn't land a blow if their lives depended on it, unless through some extreme stroke of chance (that rolls a perfect 6 XD). Or colts/fillies. But those play by their own rules (see below in Ways to Play) - and, no, you can't beat up on a colt/filly in the arena if you're not one, no matter how annoying they are. ; )


How do I improve my rank?

Want to go from an Average Kin to an Athletic Kin? We can't help you, only you can help you - largely because the ranks are determined solely by your IC reasoning anyway. You can simply go away, come back and say 'So-and-so was so humiliated by his defeat, he spent weeks training in the wilderness under the Eye of the Tiger and has come back a much more Athletic kimeti', and voila - there you are. XD Of course, there's no way we can regulate this - we beg that your IC reasoning be fair, but the only person who's being affected by unfair/non-IC reasoning is you anyway (or the friends you are sparring with!).


Totally Optional Terrain Advantage Extra For Returning Sparrers

Terrain Advantage: if you play here more than 3 times, you unlock terrain advantage. Terrain advantage boosts your defense - being more familiar with the lay of the land allows you to use landscape features to avoid attacks. In game mechanics, it modifies the dice roll made to attack you. In the case of Tragic Kin, terrain advantage also boosts your attack, with the dice roll you make to attack also modified because, let's face it, you need all the help you can get.

All Kin: Playing more than 3 games unlocks terrain advantage of -1 from opponent's roll made to attack you, except when opponent is a Tragic Kin
(i.e. Opponent rolls 6: -1 from your terrain advantage = 5. Dice check fails, attack does not land.)
Athletic + Skilled Kin: Playing more than 5 games unlocks terrain advantage of -2 from opponent's roll made to attack you, except when opponent is a Tragic Kin
Skilled Kin: Playing more than 10 games unlocks terrain advantage of -3 from opponent's roll made to attack you, except when opponent is a Tragic Kin
Tragic Kin: Playing more than 3 games unlocks additional terrain advantage of +1 to your attack dice roll
(i.e. You roll 5: +1 from your terrain advantage = 6. Dice check succeeds - Holy Swampmother I actually hit him?!?!?)

Terrain advantage is a totally optional aspect of the game - it is meant to be incentive, however crappy, for duelists to return. However, it is also sorta unnecessarily complicated, so feel free to totally ignore it. If you are a returning duelist with over 3 games under your belt who would like to use it, do declare your intention, make sure your opponent is aware and willing, and roll away!
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Jun »

. RP FORMAT .

Arena RPs are supposed to be fast and short - others want to take their turn too, so don't leave it hanging for days! It's a fight, so get it over with - you wouldn't leave your MMO guild-mates waiting around in a raid, would you? ; )

Fight formats go like this, with the reaction to the attack roll on the onus of the recipient, so that nobody controls another person's Kin. If the dice check fails, the receiving Kin dodges the blow (do not say the attacking Kin misses, as that would be controlling the other person's Kin). To prevent cheating charges - you cannot delete a post. If you accidentally post without rolling, just edit the roll-less post to reflect that, and repost the content in a new rolled post:

1. Opening post (owner of Herp):
Post Text: Must contain RP (unless start of duel has been RPd already), rank, dice, HP, and the phrase 'roll for initiative'
START POST TEXT
Herp is ready to fight!

[ Athletic Kimeti: 10-sided Atk roll - 5HP

ROLL FOR INITIATIVE - 20-SIDED ] 
END POST TEXT
Post Action: Roll a 20-SIDED dice for initiative - whoever rolls a higher number gets the first blow (in case of draw, reroll, RP portion not necessary)
(e.g. Initiative roll: 17)

2. Opening post 2 (owner of Derp):
Post Text: Must contain RP (unless start of duel has been RPd already), rank, dice, HP, and the phrase 'roll for initiative'
START POST TEXT
Derp is ready too!

[ Athletic Kimeti: 10-sided Atk roll - 5HP

ROLL FOR INITIATIVE - 20-SIDED ] 
END POST TEXT
Post Action: Roll a 20-SIDED dice for initiative - whoever rolls a higher number gets the first blow (in case of draw, reroll, RP portion not necessary)
(e.g. Initiative roll: 8 )

3.  Battle Posts (owner of Herp, who rolled higher and is striking first):
Post text (must contain some RP and HP): Herp attacks!. [ Attack roll: 7 ]
Response post (owner of Such-and-such): Such-and-such staggers from the blow. He attacks. [ Attack roll: 5 ]
Response post (owner of So-and-so): So-and-so dodges! He attacks. [ Attack roll: etc. ]
…and so on until one member (or one group, or everyone-but-one-member in a multiple solo (e.g. 1-on-1-on-1) fight) runs out of HP…
Response post (owner of Such-and-such): Such-and-such is hit. He collapses to the ground, spent.

4. Wrap-up post(s): However you want to do it, up to you whether all parties involved posts a conclusion, or if just one does.

This RP can be as elaborate or as minimal (as evinced above) as you'd like - just remember to finish it up fast so others can play! With the dice-roll action going on, we are going to tentatively say only one match can take place at any time - but anyone can RP watching a match. If one-match-at-a-time fails spectacularly, we'll change the rules around in the future.

Note: You do not have to finish up all your HP to end a match, you can end a match any time with an RP'd reason. By agreement: either the party with less HP at match termination loses, or no winner is called.

Death and Cue fight an example match below, pegged at Skilled Kin level with no extra modifiers.
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Jun »

. WAYS TO PLAY .

Standard matches
Come here with your friend! Or your friends! Or groups of friends! These are the easiest because you can beat up on each other however you like ( 1-on-1, 1-on-1-on-1, 2-on-1, 2-on-2, 3-on-2, whatever) as long as you play by the rules. If no one else is currently using the arena, you can just charge in straightaway.

Sign-up duels
RP your kimeti signing up for a duel and when there are enough opponents, we will match kimeti off in groups as evenly as possible and let you at it.
See Sign-ups below for other duelists looking for a match!

The Junior Leagues
Death, Cry, and Cue don't care much for kids. But there's something about the sight of colts and fillies struggling futilely with each other that amuses them (or Death, at least). Perhaps it reminds them of their humble beginnings - though, of course, they doth protest their beginnings were hardly that humble, and in fact, not humble at all. Either way, in the arena, adult kimeti are prohibited from raising a hoof to colts and fillies, and they are allowed to spar by their own set of rules.

Dice check: 4 . HP: 5

Stronger Colt/Filly: 8-sided
Weaker Colt/Filly: 6-sided

…Yep, that's it.
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Jun »

. TOTALLY OPTIONAL WAYS TO PLAY WITH CUE DEATH CRY .

[ Ed note: This was written 8 years ago, Cue's gone off on her own and we don't know if we can RP these days I'm sorry QAQ ]

Getting Help from Cue Death Cry
The siblings have special skills that can add some…texture to your duels. These matches will have to be played when Maxx and/or Jun are online, as we'll have to roll for the siblings we control as applicable.

Special Skills:
Death: After each attack of yours that connects (passes dice check), considers landing an additional ½ point of damage (Maxx rolls 6-sided dice: 1-3 - no damage 4-6 - additional ½ point of damage)
Cry: After every two rounds, if your HP is less than full, considers healing you for 1 HP (Jun rolls 6-sided dice: 1-3 - no heal 4-6 - + 1 HP)
Cue: After each attack of yours that misses (fails dice check), grants you a second chance (allows you one re-roll)

You must stick with one sibling for the duration of the match, but otherwise can engage them in any combination you choose - you can pick one sibling to help you against your friend, or both you and your friend can pick a sibling each to help you fight against each other. If you're fighting in groups (of any number, including a group of one against a group of three, or three groups of two, etc.), you can have a sibling on one team, or two teams, or three - though in groups of more than one, each player must keep track of their stats and actively invoke the sibling when appropriate as according to the special skill guidelines above. The siblings never actively fight in these cases.

If you have no one to fight with, you can pick a sibling to help you in fighting another sibling. The sibling helping you will not fight, and the sibling you are fighting will fight by Skilled Kimeti rules, without their special abilities. Note, however, that if you are fighting against Death, Cry will automatically 'help' him, unless the sibling you are fighting with is Cry.

Directly Dueling with Cue Death Cry
Any combination of them, without help from another sibling. This is strongly discouraged unless you're a happy RPer - because the siblings do not play fair. XD;; ICly, they are a highly trained crack team, and have been duelling here since their youth - hence, ICly, they should only very, very rarely lose, and only to the elite, or the ridiculously lucky. If ICly necessary, their stats may even change partway through the duel if they are on the downfoot - this is how unfair they play. ICly, they are almost never serious in the arena, and will start with the usual rules for Skilled Kimeti, along with the special skills they lend to you. If they fall below 5 points, they will revert to their personal stats, featuring 20-sided dice and -5 (to your attack roll) terrain advantage, and Cry may additionally heal the others depending on the circumstances.

We welcome duelling the siblings if…
…you are duelling for the RP experience and willing to lose…
…or if you are elite-level kimeti (like high-powered members of The Justice League!). Then the stakes will rise to 20-sided dice on both sides off the bat, and we may tailor a special skill to you based on your skill-set! 8D
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Jun »

. SIGN-UPS .

[ nobody is looking for a match-up right now. : ( ]

Current Top Duelist: [ nobody ]
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Jun »

. FAQ .

[ nobody has asked any questions : | ]
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Maxx »

Maxx D rolled 1 20-sided dice: 1 Total: 1 (1-20)
[imgleft]http://matope.pixel-blueberry.com/image ... h_maxx.gif[/imgleft]



Death patted down the last few twigs of his throne-like platform, and turned to his sister. "Hey Cue - want to do a quick, easy round? Just like old times."

[ Skilled Kimeti: 12-sided Atk roll - 5HP

ROLL FOR INITIATIVE - 20-SIDED ]
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Jun »

Jun D rolled 1 20-sided dice: 5 Total: 5 (1-20)
[imgright]http://matope.pixel-blueberry.com/image ... ue_jun.gif[/imgright]


Cue rose to her hooves, stretched, and sauntered into place.
"Just once, no rematches - and don't complain when I beat you again."

[ Skilled Kimeti: 12-sided Atk roll - 5HP

ROLL FOR INITIATIVE - 20-SIDED ]
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Jun »

Jun D rolled 1 12-sided dice: 9 Total: 9 (1-12)
Quick and easy, eh? Then she would dispense with the formalities. Lightning-quick, she darted straight for the jugular -

[HP: 5]
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Maxx »

Maxx D rolled 1 12-sided dice: 8 Total: 8 (1-12)
Death should have known better than to challenge his sister after a gruelling time of moving many sticks heavy branches, but here he was - thrown back by the force to his neck. There was no turning back, not when he intiated the battle. He sprung up and charged towards her, changing his angle just a bit to the right in hopes of knocking her hooves out from below her...

[4 HP] 
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Jun »

Jun D rolled 1 12-sided dice: 11 Total: 11 (1-12)
Oof. Knocked off-balance by such a rudimentary attack. Cue narrowed her eyes as she righted herself from the stagger. Very well then! She reared and arced sharp hooves down -

[HP: 4] 
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Maxx »

Maxx D rolled 1 12-sided dice: 7 Total: 7 (1-12)
That stamp was necessarily vicious after her stumble - not much time to gloat with that pain in his ribs though, instead, Death swung a back leg upwards.

[3 HP] 
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Jun »

Jun D rolled 1 12-sided dice: 11 Total: 11 (1-12)
She nearly yelped as that hoof connected, but saved the energy for twisting away after. Scanning the undergrowth around them, she considered slipping away for a more...subtle approach.

...Nah. She charged -

[HP: 3] 
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Re: [ORP - Dueling Arena] War Games (Open to All!) [wip]

Post by Maxx »

Maxx D rolled 1 12-sided dice: 5 Total: 5 (1-12)
What were the ridiculous odds of being caught by the same attack he'd landed? Restrain yourself next time, he thought, gritting his teeth, and ventured a firm kick towards her right.

[2 HP] 
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