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[Other OPEN] APEX [m]

Junier

Fake Friends Forever (´・ω・`)
1,074
Posts
8
Years
    • Seen Dec 5, 2019
    i

    APEX
    A superpower, tournament RP.
    Rated M for violence and subject matter.
    Accepting 1 / 6 players.

    directory
    jump to the character page
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    | [alink id="con"]context[/alink id] | [alink id="mec"]mechanics[/alink id] | [alink id="ic r"]ic rules[/alink id] | [alink id="pow"]power details[/alink id]
    | [alink id="wor"]world-building[/alink id] | [alink id="ooc"]ooc expectations[/alink id] | sign-ups
    LISTEN, AMAZIMU.

    " The Alama people had little to hope for. They could only pray to the Spirit-Mothers: to the Spirit-Mother of Conquest, the great lioness, matted with blood; to the Spirit-Mother of Death, Menes, the spotted hyena with her crown of bramble and bone. They prayed for intervention as the unstoppable Shani Clan waged war across their land, killed their eldest sons, and ripped away their Spirits in a life of subjugation. The Alama today are only remembered by the meaningless symbols they were attributed. They thought they were capable of nothing at all.

    One son was born, so weak an infant, the Shani spared his life. But as he matured, he contributed less to fieldwork and more to the Clan's irritation, always with something mocking to say. A teenaged Pete would be whipped and imprisoned, but punishment fueled his hatred for the Shani, and his powerful self-worth, that which his people had been bereft. The Shani Clan had failed – Pete had a Spirit, somewhere.

    The Shani Lord called for Pete, a fifteen-year-old boy, emaciated and scarred and wearing the sharpest of grins. "Child," the lord roared, "you are no warrior. Yet you speak with an authority you have not earned. Today, I will turn you against the strongest of my warriors. If you can defeat him barehanded, I will set you free. Otherwise, he will tear our your impudent throat."

    The warrior, knotted with muscle, beat Pete into the mud. Still, the boy arose, alight with that hatred, like a hyena loath to lose its kill. A haunting laughter echoed from his throat and his opponent froze offhand. Pete turned to the lord and spoke with the same reverberation behind his quip: "I am surprised a humble farmer could threaten you so. In a sense, this is all I've ever wanted – for you to lose your head."

    The lord went rigid, unsheathed a blade, pressed it against the base of his neck - did as Pete commanded.
    "

    [a id]con[/a id]\ \ IN THIS WORLD, YOU ARE EITHER PREY, OR YOU PREY. / /
    The year is 1939, and nationalist sentiment is at a high. Previous traditionalism has been weeded out of the political centre of Uruhu, Moyofura, and a new generation of leaders heads the great Council of Houses; the Post-Traditionalist Period has begun with unprecedented political priority given to poor communities and cultural minorities, those living on the violent outskirts of this otherwise advanced nation. And the Moyofura militia has reinforced the Councils' statement to bring peace, as due to their involvement, the Alama Civil War that waged for the last fifteen years has been promptly and swiftly terminated. Gilded promises of representation grip the urban centers too; a hand is offered towards the long-marginalized people of Menágrie. They broke the illusion of Uruhu being the world in 1888, landing at the fishing town, Chumvi, as "innovators," "sophisticates" — the innovation part was true, at least, in terms of weapons totally new to the Uruhi — those that could hit from a distance, those that could combine with law-defying aisos to produce spectacular results. All the same, their inherent pallor had always been associated with demons and illness in Uruhu. They would always appear laughable, it seemed, but in more progressive times, as more and more Menagriens pilgrimage in the centremost areas of the nation, they have become part of the greater picture. Never before have the Uruhi felt like one, common people.

    They were a society alone in the midst of a measureless sea, in the Uruhi's conception, split between feudal territories of varying ideologies that knew only primal possessiveness. It was a country thronged in incessant warfare. When ideologies converged, when unity pulled through, it was through force. A consistent spiritual faith rose, literally in Spirits, manifestations of a true self that was otherwise indiscoverable in a seemingly apathetic and lonely world. And from that identity emerged a power — though even today, no one could tell where they came from, the Amazimu. Something cognitive, something entirely unique to the individual — this power is what the Amazimu summoned to devastate feudal lordship, eliminating people and places in a way that could not be tamed by anyone who was not of that nature. And in their validation of the concept of self, and in their ability to outclass any soldier at that time, these people became part of the irrefutable foundation for what Uruhu is today — and a stepping stone from which their people could pursue greater meaning: structure, governance, exploration, psychology, and the arts. While the Amazimu were recruited to lead a fight that was quickly growing exclusive to themselves.

    What the Amazimu have done in terms of legacy is inspire a warrior culture, albeit one with those without Instinct are often outsiders looking in. Regardless, privately-owned tournaments have cropped up all across Uruhu, dedicated to physical combat. Some are exclusive to Amazimu, others are not. Some are stringently and seriously maintenanced, while others are not. Others don't patch their fighters up between rounds, give them any means of defense, use systems to demotivate brutalization. There are regulations for how tournaments in-general should be conducted. That means others are driven underground. But, in most Houses, fighting has simply become a way of life, whether one is influenced from the broadcast of Smash Night from the comfort of their living room, or thrown into street fights from adolescence to help their family scrape by. The Amazimu especially are pressured to apply their skills in some semblance of combat or training in their origin in and incidental founding of the warrior archetype.

    A warrior is earnest, intuitive, and savage — escapist. They act of personal ambition, and are dedicated to that ambition as their top priority, always — the embodiment of freedom that rejects classic society, yet in most folktales, acts incidentally in its favor. Everyone, man or woman, wants to be one. Uruhu can have all the semi-democratic values and societal advancement it desires, but railways and television won't patch up the extreme segregation from everything to economy and politics that its clan-based, House system continues to promote -- all because the warrior culture persists and keeps people in combat mode.

    [a id]mec[/a id]\ \ But what is it to a born warrior? / /

    Another four years has passed. And when it's time for fighting, you can't risk a moment to think, right?

    'Apex' follows the quad-annual fighting tournament and the events surrounding it known as the Food Web Nationals, a revelry of wild weapons and animal-themed magic that you have likely been training your entire life for. Born Amazimu, the ability to manifest your animal guardian into crazy abilities, you'll pair up to mow down the competition for grandeur and glory.

    While the story will mostly follow five* of these partnerships, you'll also be joined by an additional twenty rivals — that's ten other partnerships — none of which should be taken for granted.
    It's cutthroat! You could get attached to your partner, but you're not guaranteed to last together; you could come in the strongest of the lot, yet crash and burn if you don't know how to improvise. The Nationals are as much about pomp as they are about power — probably more so the farmer, depending on how those "professionals" you keep hearing about want to play the game. Will you risk invested partnership over the chance of transcendence? With your name on that list, you've already become an icon, representative of your family, your house, and the values and responsibilities you carry on your back. People honor you, Amazimu — they fear you, "ogre." "Monster."

    Consider why you've prepared for this, heard of those crowned Apex, immaculate and innominate and secluded and free, and for one reason or another, wanted to be that — be a warrior. Maybe it's that grand prize— the Crown of Chrysopeia, describing thousands of EBs, the equivalent to 5.5 million in US dollars (if you knew of a 'US'). On top of that, the winner of the FWN is promised a 30% cut for the next four years of any profit made by the Nationals' eminent foreign sponsor. It's money on top of money; it's values that likely bend your reality, tempt serious revolution in your life and of others around you. Especially when you could be from anywhere in Uruhu At the end of the day, the Nationals do not discriminate. As long as you're part of the Instinct-practicing minority and can pass the preliminary testing, you have a shot. You can do this.


    But let's cut the bullshit. The Food Web Nationals (FWN) is staged in rounds where contestants will aim to have the most points to avoid being slashed from the roster. The rounds themselves are distinguished in two parts:

    The Primaries // A Duel between Duos


    Easy on the surface — score a KO to win — though what counts as a 'KO" may vary, from the first to get knocked out, to the first to get corralled off the ring. This is where collaboration becomes key, as victory for either side is based on which team loses a component first to the conditions.
    -----The central mechanic here is the FWN's special way of measuring success during the Primaries, an original system called betting. Before every match— that's every match, not just the ones with our heroes, whether they care to watch it or not— a clandestine 'betting panel' of officials from various branches of the FWN enterprise will customize a list of criteria for a team. This list will usually be posted publicly some time before the match. If a bet is met by either side during the match, that side will earn some extra points, ranging from 5 to 25 a pop, at variables of 5, based on the bet's extremity. Although the most points will always go to the winning side at a hefty total of 40, meeting the panel's expectations could make a huge difference — and it's insinuated in official tourney ruling that winners might not get every bit of that 40.
    -----Each primary match will unfold in ONE post. Please collaborate with any partners to make it happen!


    A Free-For-All // All Out Mania


    Following the Primaries, things get a bit more unwieldy, even with betting excluded. In a Free-For-All, every remaining fighter is thrown into the arena. Partnerships will no longer matter; point gain will be independent. It's every fighter for themselves… unless it isn't.
    -----The proper description for the Free-for-Alls is game-like. There is always the possibility for a winning move; there is always an end objective. It is never tied to the simple solution of "last one standing"; violence is often unavoidable, but never necessitated, and yes, there's a difference. Whatever is thrown at competitors here, they will need to stay on their toes and get creative to earn their points.
    -----Because so many characters will be involved at one time, Free-for-Alls will just be carried out post-by-post.


    \ \ YOUR GOAL IS TO KEEP CLIMBING... / /

    [a id]ic r[/a id]
    What determines acclivity versus hitting rock bottom is point value, and what determines that: creativity, flexibility, and savagery, really. Kick ass and avoid being one of the four lowest climbers getting dumped each round: that's the goal.

    As a note: it is possible for a main player-character to be disqualified during the first round. In this case, your "safety net" is a Loser's Round if it's your main, or both of your characters are disqualified— for the latter, you can choose to redeem one character, but you will have to let the other go. In any case, disqualified player-characters will not be isolated from the roleplay — its surrounding plot — as a whole if you still want to participate.

    'Apex' intends to keep every player engaged to the end because, for you, it's not all about reaching the top, but the journey in getting there.


    " Four becomes two, two becomes one. "
    ---excerpt from the Food Web Nationals Tournament official rulebook

    1.--- All FWN combatants will be registered in pairs for the duration of their participation in the tournament. If a combatant does not have a partner prior to entry, they will be sorted into a team according to qualified officials.

    2.--- A combatant is admitted one means of defense unrelated to their Instinct.
    a.---If a combatant's means of defense includes different arbitrary components, it will be disqualified.

    b.---A means of defense is registered under an individual combatant. If a combatant wishes to wield another means of defense for any reason, they must consult a qualified official.

    c.---While a combatant is registered for and a willing participant of the FWN, any means of defense to their name will belong to the FWN, and can be withdrawn from a combatant at any time as decided by qualified officials.​

    3.---In addition to their means of defense, each combatant will receive a pair of Nikos Sports Gloves. Combatants may also be asked to wear additional sports gear for advertising purposes. These requests will not affect their fighting ability.

    4.---It is within a referee's full right to penalize a combatant, or multiple combatants, undisclosed. All propositions for penalization will be reviewed by a panel of qualified officials before a final decision is made.

    a.---A combatant, or multiple combatants, may never be penalized through automatic, altogether dismissal from the Nationals.​

    5.---Outside the tournament environment, combatants are subject to the doctrines of Moyofura City, including physical inhibitors distributed based on government-themed "threat level." These inhibitors must be worn at all times, at any time the combatant leaves the main building or surrounding FWN property. Any reported instance of threatening law enforcement, FWN affiliates, spectators, or citizens of Moyofura City who do not have access to Instinct will result in incrimination and possible disqualification from the tournament.

    6.---Along with a general background check, combatants will be examined for the following prior to entry:
    a.---Fundamental combat capability.

    b.---Ability to summon Instinct consistently during instances of combat.

    c.---A recorded negative reaction to aisol, in which they may be removed from the tournament.​

    7.---Furthermore, by accepting admittance into the Food Web Nationals fighting tournament, combatants imply agreement to the following terms and conditions:
    a.---Compliance to further examination and medical prescription if recommended by a qualified official.

    b.---Regular consumption of aisol* as prescribed in-between combat events to protect vital regions during the competition.

    c.---Respect towards all authorized FWN professionals.

    d.---Lease of public identity to the FWN and television network.

    e.---Residence on FWN property until disqualification.

    f.---Compliance to all regulations described in this rulebook.​

    \ \ BUT AREN'T YOU'RE ALREADY AT THE TOP? / /

    THREE WEEKS AGO, YOU ARRIVED AT THE CAPITAL, MOYOFURA CITY, AFTER PASSING YOUR TESTS FOR A PRELIMINARY ELIMINATION ROUND. BUT BEFORE THEN, A COUPLE OF CALLS RING THROUGH YOUR HOTEL ROOM. THE CALLERS ARE ANONYMOUS, THE BUT THEIR MESSAGES ARE CLEAR...


    [a id]pow[/a id]
    \ \ A WARRIOR DRAWS POWER FROM INSIDE HIMSELF / /

    Hi! I'm a leading preternaturalogist and therapist on behalf of Food Web Enterprise. You'll probably see me soon enough, yeah? I'm here to give you the scoop on your Instinct before you go out and start punching people in the face. I know, I know, it's second nature to you, but there's some stuff we need to clear up at the FWN for everyone.
    -----Let me clear the air first: I don't know where your Instinct came from. Don't bother asking a question that hundreds of scientists are already trying to answer. The last thing I care about is some "lack of meaning" bullshit which apparently a lot of your kind comes to this tournament to fulfill.
    -----I can tell you what we do know. People first access Instinct during a point of their life where they're put in a situation where they need to defend themselves. We know for sure this can happen at any point after puberty, but different people become Amazimu at different points of their lives, and all of this doesn't say if anyone could hypothetically have Instinct. Some people have actually been trained in harnessing Instinct, but again, is that due to the individual, or the training itself? Were they just exposed to "magic," whatever the hell that is, and were then just 'predisposed...'? Yeah, we don't know. Kinda hard to study something that the average person can't see, anyway. Well, we can see the effects — why else would you be here — but there's a lot about Instinct that's sensory too — how it feels, how it smells, how it sounds, all that.
    -----You know that much — about your individual powers. What you may not know is that Instinct is entirely psychological phenomenon. That's why my psycho-analyzing ass is qualified to study it, yeah? It's rooted in your Spirit, and I'm sure you've been told they've personally bestowed you with their gifts. No offense, but it's really just because you've mentally associated yourself with the concept at a young age; it's just part of your identity. So you grow spines and extra ears and shit when you activate your Instinct. Sometimes these traits turn you into an absolute monster. (Get it? 'Amazimu'? Whatever.) Sometimes there are kickbacks, or what we call 'vestigial' traits, those that are really just for looks, like whiskers way too short to do anything. Kind of a jackpot.
    -----Your powers aren't usually as literal as your traits — like a lizard Spirit Amazimu being able to spit fire — since there it's really just about how you perceive your own Spirit... I guess. But that's why Instinct is technically unique to you, whether you're overwhelming opponents with its active effect, or taking a more defensive, passive approach. Course, we at the FWN are gonna know pretty much everything about your powers after your preliminaries today. They won't be a secret. And obviously, there's some overlap too, enough that we have a clear categorization of power sets. A lot of your kind comes into the FWN without knowing what these are, so I'll have the chart given to you, okay? It's really simple, and just good to know what your powers are really capable of, before you hurt somebody.
    -----It's way too easy to go off with Instinct activated. You already need to be in a 'fight-or-flight' scenario — more a fight scenario; again, why else would you be here — so for most of you, you're already conditioned to just hit the battlefield and it's game time. Everything about it just makes you feel larger than life. It has an adrenaline effect; it numbs pain, strengthens muscles, quickens reaction time, all that. It even overwrites most mental or physical imperfections you would normally have to put you at peak capacity. If a lot of staff didn't have the right equipment — hell, if you weren't being aisol to protect your vitals and keep you from getting fucking decapitated at any point, our medical team would have a hell of a lot of work cut out for them, even more than they're already gonna.
    -----Why am I telling you this? Because the most important misconception about Instinct is that it doesn't protect you. I have no idea what this is even still a myth. Sure, you can give more than the average fighter. You can probably take more, too. But at the end of the day, the only 'extra durability' you're getting is, again, from the aisol that'll keep you from either losing limbs or killing yourself, or the effects of your individual Instinct. And Instinct isn't unlimited. It might feel that way, but if you get in shit condition during a fight, it will hit you hard. The worse your physical or mental condition, the more likely your power high is just gonna plummet. You do not want that to happen in any match, trust me. If you're gonna listen to anything I tell you, that's it. Fucking take notes if you gotta. You'd rather drop out than die. 'kay?
    -----Anyways, I'm done... You'll receive the document I was talking about likely in the next twenty-four. Aaand hope you get this message. Thanks! (click)

    Types of ACTIVE Instinct:
    Type A ) Instinct manifests away from the user.
    -------ex. Blasts of kinetic force.
    Type B ) Instinct affects the area around a user.
    -------ex. Protective barrier.
    Type C ) Instinct bonds to another Instinct-user.
    -------ex. Parasitic mind control.
    Type D ) Instinct is attracted to preexisting objects, subjects, and entities.
    -------ex. Insect manipulation.

    Types of PASSIVE Instinct:
    Impulsive — Triggered by impulse; immediate and short lived.
    Deliberate — Triggered upon activation; a gradual build-up of the effect.

    ---------Hey. Military veteran. Amazimu. Weapons expert and combat judge at Food Web Enterprise. Identity: classified. For now.
    ---------Calling to give a rundown of aisos and armaments to all contestants of the 1939 Nationals roster. Basic history and know-all. Know that knowledge promotes safety and sportsmanship. And we'll know who listened when we receive your preliminary results.
    ---------Now. An aiso is best understood as an element. Think: argon. Silver. Copper. It naturally occurs as a malleable, grey solid with foam-like consistency. You have probably never seen an aiso in its pure state, hence why I am describing it to you.
    ---------Aisos are Uruhu's most profitable import between itself and Menágrie. It is the especially essential in protecting the populous here as a natural debilitator to you and I, as Instinct suppressants. Their texture is indicative of aisos as a whole, as what they do depends entirely on how they are intended to be used. This dependence on intent makes aisos naturally capable of overwriting Instinct. If they were attached to you raw, they would block any effects of Instinct coming in or coming out of you. Hence why the Moyofura Militia is armed as they are. If they hit you, and obviously have reason to, you will be subject to the mercy of the Heartland House. I know a lot of you wouldn't be able to lay a finger on anyone without your Instinct, so know that you must always be on your best behavior. Any indication of activating Instinct outside of the tournament, any refusal to wear your inhibitors off FWN property— that's it. You get one chance, or you're getting incriminated.
    ---------Back to matters at hand. We do not use aisos raw without it being attached to some type of larger mechanism or without producing things like bullets made directly of aisos. Otherwise, they would attach directly to the mind. Any impulse your brain would get, as you get it, the aisos would latch onto and act out. Obviously, that can get dangerous.
    ---------As long as they're attached to something, anything is possible with aisos. It can make weapons lightweight. Scythes — you've seen them. The little girls that swing those around can only do so through aiso-enhancement. And, with aisos, the ammo from your grenade launcher could hover mid-air like mini naval mines. As two examples.
    ---------Aisos have been traditionally used for armor. Some traditions have funneled them into domestic uses. At the FWN, we use aisos to power guardrails and barrier systems around arena spaces. And you, as a possible future combatant, could be administered aisos in tablet form to protect your vital areas.
    Most weapons we see fighters utilize are modernized, aiso-enhanced, long-distance, propulsion-based weapons introduced from overseas. Many of these are multi-purpose. Chimaera is one company known for combining bladed weapons with guns. Traditionally, aisos were only channeled to have either "active" or "inactive" application. However, this may no longer be the case; you may have a viable scythe that can also light things on fire. Obviously, it could not also fire off lightning; you get one type of application each.
    ---------There are plenty of other companies facilitating the distribution and trade of weapons throughout the nation. I'm sure, at this point, you could find one of those scythes I mentioned on the wall of a corner store.
    ---------That's it from me. If you have any questions, you are free to discuss with an official before or after the preliminaries. Good luck. Take care. (click)

    [a id]wor[/a id]
    \ \ BUT YOU MUST LOOK OUTWARDS / /

    For miscellaneous details on the world of Uruhu.

    On NAMES and LINGUISTICS:
    Spoiler:


    On TIME:
    Spoiler:


    On GEOGRAPHY:
    Spoiler:


    On POLITICS:
    Spoiler:


    On POPULOUS:
    Spoiler:

    [a id]ooc[/a id]
    \ \ TO FULLY UNDERSTAND / /

    The PACING:
    The story pivots around the big battle posts with so many primaries happening in a day, leading to one day dedicated to a free-for-all. The in-between will happen through events of which there'll be about two or three a day that player characters are sorted into. Events are just prompts which encourage involvement in the surrounding plot of the roleplay, either through exploration of Moyofura City, talking to NPCs, or participating in certain happenings. Otherwise, they will be pretty general, or they will be personalized to a character or group of characters depending on the types of actions and interactions they've gotten up to. Ultimately, it'll depend on a player whether the tournament or the events are most important to a character's development. Frequency of updates to the RP at large will depend on how players approach the story and their characters. Players are expected to inform the GM of any lengthy, premeditated absences, and there will be instant communication via Discord in case of those absences, and to get players talking to one another.


    The POST STANDARDS:
    It can take a lot to write well-paced combat scenes, but the way the free-for-alls especially are set up, there will be a lot of back-and-forth to discourage any "slog," Primaries also typically wouldn't last very long. Players are encouraged to know the fundamentals of storytelling — things like "show-don't-tell" and all that. Players, in addition, should be comfortable with possibly writing, definitely reading, posts over four paragraphs in length.


    The THEMES:
    As a narrative, through NPCs, premise, and plot, expect the recurring idea of "self-identity," how we can distinguish ourselves beyond surface-level interests and prescribed roles; the difference between "man" and "animal"; the consequences of violence; the origins of fear and hatred; and things being "not as they appear." Players will be encouraged to consider these themes regardless of how they incorporate them, and to what extent, as well as introduce new ideas with their characters. As a roleplay, 'Apex' aims for constant lit-ness, quirky powers, and a Black Cast right outta Wakanda. 'Apex' was inspired by the good parts of RWBY and assorted superhero, shounen bullshit. Shout out to Fox for not making 'As the Dust Settles' arena soon enough so I was impatient enough to start this (and also just... being supportive and encouraging. Thank you).


    The EXPECTATIONS:
    Normie(tm) RPs call these "rules," but calling them "expectations" implies I'll be not mad but disappointed if you break them, so:
    • If you have a serious complaint about a user or the content of a post that does not fall under critique, please voice it to the GM in private.
    • Respect the Game Master's requests of revision if there are inconsistencies within a post. Any decisions made to change 'Apex' will be communicated to all players as clearly as possible. Feedback is appreciated, and players are encouraged to stay in contact with the GM, especially if they have questions or concerns, or cannot post in a reasonable time frame.
    • Open yourself to conversation and collaboration with fellow players. Do not shaft or ignore other players; be respectful, and do not use your roleplay posts to be shady or undermine other players' contributions.
    • Remember to be flexible about story events. 'Apex' will not be kind to exclusive players at all! Be communicative, as well as ambitious — willing to do or try something new in every post. It's how you'll be fun!
    [a id]su[/a id]
    \ \ who you are / /

    Your character is an Amazimu who, in competing for the Crown of Chrysopeia, will be joined by an additional partner character, likely also played by you. These characters can have equal importance to you, or one can simply be secondary: a Think Twin, a translator, a personal servant, etc. And of course, you can join forces with your online girlfriend to form a co-op pair.

    The main NPCs are the other Amazimu rounding out the bracket — twenty total with ten pairs. Every player gets one NPC freebie, and from there, the rest will start as little snippets. Maybe fleshier concepts, or maybe more abstract things like a color or a word. Players will work together out-of-character to give life to these additional competitors and each will be "shared" — you can incorporate one of these other competitors in your posts.

    The secondary type of NPCs in 'Apex' are those of the betting panel, and those handful of individuals are exclusive to the GM. NPCs part of certain events or the FWN as a whole are decided by the GM, but can be written freely by other players. And players can introduce non-Amazimu, non-FWN-affiliated NPCs as they choose.


    \ \ AND THE CAGE THEY KEEP YOU IN. / /
    .
     
    Last edited:

    Junier

    Fake Friends Forever (´・ω・`)
    1,074
    Posts
    8
    Years
    • Seen Dec 5, 2019
    the hell's this?


    The aforementioned character page! For everything regarding the cast of 'Apex.' Below this you will find the sign-up criteria and optional template. Below that will be a list of the accepted characters. As of June 30th, it is unformatted and consists of players with in-progress characters.

    Again, I am only looking for one other player, and that's because I'd feel bad about putting up a new RP as 'closed.' I will close the RP if the five players who showed interest prior have finished their characters, and those characters are acceptable, if no other interest is shown.

    Finally, what I want to see in specifics is listed in the template, but in-general, I would like characters that are creative — do some genuinely interesting things with the premise — are cohesive — mesh with the setting, and internally make consistent sense — are dynamic — promise to develop and grow as characters — and are human — I can empathize with them so that I want to see them grow in some way. So any 'judging' I do will be on those fronts. And of course I'll have something to say about every character! I know you'd love my commentary!!

    For real, you're free to go, have fun, don't break my world. I'll make my characters later.​
    can i make my character now?



    TEAM PLACEHOLDER
    "Kickin' Ass & Takin' Space!"


    dimensions: 260 x 260 px
    Full Name - age - height - weight
    Spirit — What their animal 'guardian' is.
    ---< opt. > The species name ('Bengal tiger' vs. just 'tiger'; not that crucial.)
    ---Bestowed Trait(s)
    ---❗ Please respect the two-to-one "good trait"-to-"bad trait" ratio when stacking your fighter unless a trait has an inherent kickback post-activation.
    --- How does the character incorporate this/these into their fighting style or strategy?
    --- How would a trait thoroughly affect the character? Does it have its own set of pros and cons, have inherent consequences?

    Physicality
    --- How might a character's build factor into their fighting style or strategy, or even how they carry themselves during a fight?
    ---✖ Clothing and cosmetics would fit better in the 'Character' section.

    Instinct
    ---< opt. > Focus, or a percentage split between active Instinct and passive Instinct that shows where a character's strengths are. It cannot be perfectly balanced (50/50); logically, the more Focus approaches 50/50, the weaker the individual effects are.
    ---Description — Sensory details. How does it smell, taste, etc.?
    --- How does the Instinct itself reflect the fighter's powers?
    --- Does the fighter make any strategic use of their Instinct's form?
    ---Active Effect — Type A, B, C, or D?
    ---❗ Avoid vague wording! Answer the "hows" , and include definitives when it comes to things like range, duration, etc.
    ---❗ The more focus placed in active Instinct, the broader its application; the harder it hits; the longer it lasts; the easier it is for the user to deal with; the less it relies on passive Instinct — basically, the more focus, the more active Instinct defines how the character fights.
    ---✖ Cannot 'steal' or otherwise enable a character to use the exact Instinct of another fighter, or remove all of another fighter's Instinct powers permanently or temporarily.
    ---✖ Can be reasonably resisted or countered by another fighter (extent depends on the power).
    ---Passive Effect — Impulsive, or Deliberate?
    ---❗ Avoid vague wording! Answer the "hows" , and include definitives when it comes to things like range, duration, etc.
    ---❗ The more focus placed in passive Instinct, the broader its application; the harder it hits; the longer it lasts; the easier it is for the user to deal with; the less it relies on active Instinct -- basically, the more focus, the more passive Instinct defines how the character fights.
    ---✖ Cannot 'steal' or otherwise enable a character to use the exact Instinct of another fighter, or remove all of another fighter's Instinct powers permanently or temporarily.
    ---✖ Can be reasonably resisted or countered by another fighter (extent depends on the power).

    Means of Defense — Ultimately optional if you feel it is arbitrary for the character.
    ---❗ You're allowed one of these, not including "add-ons" needed for it to work, like ammo. Aiso-enhancement is also optional, but why not, you know?
    --- How has the means of defense been incorporated into the combatant's fighting style and strategy?
    --- Consider: how does the weapon reflect the fighter's life and experiences beforehand? Like, where would they have gotten it, and how would they have learned to wield it?

    Why are they here? Or: how did it come to this? Fighting in a big ol' tournament. Where were they beforehand, and what was their life like?

    No, really, why are they here? What is driving your character to participate in the Food Web Nationals? What is their central goal in life? Does winning the Crown, from their perspective, fulfill that?

    And what are they like? Either from the outside looking in, how they try to come across to other people, or how they genuinely are, at heart — or both! Try, though, to not confuse how a character "actively tries to come across" with "objectively appears to come across." But, yeah, any hobbies?

    Who do they like? Or dislike. The types of people they typically find themselves getting along with, nodding their heads with, as well as the types of people they would want to punt across a room.

    Finally, what do they think about being here? How's it feel, not just to be a fighter at the FWN, but to be an Amazimu, to have all these awesome powers? To be considered a warrior… and a monster? How do they consider themselves and their abilities?

    dimensions: 260 x 260 px
    Full Name - age - height - weight
    Spirit — What their animal 'guardian' is.
    ---< opt. > The species name ('Bengal tiger' vs. just 'tiger'; not that crucial.)
    ---Bestowed Trait(s)
    ---❗ Please respect the two-to-one "good trait"-to-"bad trait" ratio when stacking your fighter unless a trait has an inherent kickback post-activation.
    --- How does the character incorporate this/these into their fighting style or strategy?
    --- How would a trait thoroughly affect the character? Does it have its own set of pros and cons, have inherent consequences?

    Physicality
    --- How might a character's build factor into their fighting style or strategy, or even how they carry themselves during a fight?
    ---✖ Clothing and cosmetics would fit better in the 'Character' section.

    Instinct
    ---< opt. > Focus, or a percentage split between active Instinct and passive Instinct that shows where a character's strengths are. It cannot be perfectly balanced (50/50); logically, the more Focus approaches 50/50, the weaker the individual effects are.
    ---Description — Sensory details. How does it smell, taste, etc.?
    --- How does the Instinct itself reflect the fighter's powers?
    --- Does the fighter make any strategic use of their Instinct's form?
    ---Active Effect — Type A, B, C, or D?
    ---❗ Avoid vague wording! Answer the "hows" , and include definitives when it comes to things like range, duration, etc.
    ---❗ The more focus placed in active Instinct, the broader its application; the harder it hits; the longer it lasts; the easier it is for the user to deal with; the less it relies on passive Instinct — basically, the more focus, the more active Instinct defines how the character fights.
    ---✖ Cannot 'steal' or otherwise enable a character to use the exact Instinct of another fighter, or remove all of another fighter's Instinct powers permanently or temporarily.
    ---✖ Can be reasonably resisted or countered by another fighter (extent depends on the power).
    ---Passive Effect — Impulsive, or Deliberate?
    ---❗ Avoid vague wording! Answer the "hows" , and include definitives when it comes to things like range, duration, etc.
    ---❗ The more focus placed in passive Instinct, the broader its application; the harder it hits; the longer it lasts; the easier it is for the user to deal with; the less it relies on active Instinct — basically, the more focus, the more passive Instinct defines how the character fights.
    ---✖ Cannot 'steal' or otherwise enable a character to use the exact Instinct of another fighter, or remove all of another fighter's Instinct powers permanently or temporarily.
    ---✖ Can be reasonably resisted or countered by another fighter (extent depends on the power).

    Means of Defense — Ultimately optional if you feel it is arbitrary for the character.
    ---❗ You're allowed one of these, not including "add-ons" needed for it to work, like ammo. Aiso-enhancement is also optional, but why not, you know?
    --- How has the means of defense been incorporated into the combatant's fighting style and strategy?
    --- Consider: how does the weapon reflect the fighter's life and experiences beforehand? Like, where would they have gotten it, and how would they have learned to wield it?

    Why are they here? Or: how did it come to this? Fighting in a big ol' tournament. Where were they beforehand, and what was their life like?

    No, really, why are they here? What is driving your character to participate in the Food Web Nationals? What is their central goal in life? Does winning the Crown, from their perspective, fulfill that?

    And what are they like? Either from the outside looking in, how they try to come across to other people, or how they genuinely are, at heart — or both! Try, though, to not confuse how a character "actively tries to come across" with "objectively appears to come across." But, yeah, any hobbies?

    Who do they like? Or dislike. The types of people they typically find themselves getting along with, nodding their heads with, as well as the types of people they would want to punt across a room.

    Finally, what do they think about being here? How's it feel, not just to be a fighter at the FWN, but to be an Amazimu, to have all these awesome powers? To be considered a warrior… and a monster? How do they consider themselves and their abilities?


    ------So: you passed the preliminaries! Power of teamwork prevails, yeah? Now, post-acceptance, your characters are invited to record an interview for a televised special launching the week leading up to the Nationals tournament. For "Meet the Fighters," you'll sit down somewhere with your partner to answer a variety of questions, such which differ between teams. Of course, the recurring question the television crew is centering the whole talk around: What's the greatest, awesome-est scrap you've ever been in?
    ------Everything else about how you approach the interview is up to you, just as long as both team members are included, each has at least one line of dialogue, and the sample itself is 400 words or more.

    Spoiler: The code

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    [div= width: 100%; height: 185px; overflow: auto; background: #A9D7D5; border: 1px solid black; text-align: left; padding: 15px]Character information for your SECOND character. More details in the template above.[/div]
    
    [div= width: 100%; height: 400px; overflow: auto; border-top: 16px solid #218C86; border-bottom: 16px solid #423D70; box-shadow: 1px 3px 5px gray; padding: 20px; text-align: left; line-height: 21px]Where the writing sample goes. More details in the template above.[/div][/div][/CENTER]

    so who am i up against?

    The following forum-goers have sworn utmost loyalty:
    • Foxrally as Team Shujaasautimwangwi
    • Songbird as Team Foxtrot
    • Godzil as Team MiNi
    • Shak as Team Tsira
    • Daydream as Bakari Beyene
    • and Junier as Game Master

    ...and this section will be prettified once we start getting some characters.​
    return to the op | jump to the ic
     
    Last edited:
    1,660
    Posts
    13
    Years

  • Team MiNi
    "A sensation for all your senses!"


    Zuri Kagemni - 24 years old - 6' - 190 pounds
    Spirit — Dragonfly; Meganeura monyi
    ---Bestowed Trait(s) — Gilded Gossamer Wings: Two pairs of dragonfly wings grow out of Zuri's upper back (each wing roughly 2-3 feet long), which when folded hang vertically and are often hidden under his long overcoat. They resemble the flimsy yet beautiful wings of a dragonfly, but rather than being transparent, the membrane shimmers with a golden light.

    Physicality — For as big as he is, Zuri is surprisingly agile. Though primarily a ranged fighter, he uses his speed to close in on opponents. He can be quite showy with his dodges: rolling to safety, doing a flip in midair, or pulling an enemy off balance. He's fond of picking up people who are smaller than him, though FWN standards force him to limit this tactic.

    InstinctFocus — 65% Active / 35% Passive

    Description — When active, the wings produce soft, yellow light like a candle, shedding dim light in a 5-foot radius of Zuri. During Speed Boost, he leaves a trail of fine dust in his wake.

    ---Active Effect — Type D
    --- Zuri's Spirit animal resembles and is usually called a dragonfly, but it's actually a Swarm Queen, part of the insectoid hivemind from another dimension, The Swarm. His Instinct allows him to summon parts of The Swarm to him, usually calling a taskmaster (a bug resembling a 12-inch long dragonfly) and its accompanying drones (10-20 ~4-inch long beetle-like bugs). These bugs do nothing unless commanded, but Zuri can communicate with them using his flute, ordering them to attack enemies, swarm around him to block attacks, or transfer their essence into him to heal injuries. In addition to those bugs, he can summon smaller members of The Swarm such as an ant-like bug that latches on to targets, a bug that bursts upon hard impact to release a noxious smell, or a silk-producing bug to sling webs.

    ---Passive Effect — Deliberate
    --- Zuri uses his wings to fly, and they are sturdy enough to use as crude bludgeons. While flying, they produce a loud noise similar to a helicopter, but while passive he can rub them together to make noise, ranging from a gentle chirping like a cricket all the way up to a loud screech like a cicada. When he really wants to move, he uses his Speed Boost, drawing energy from his wings to double his movement and attack speed. He can only sustain Speed Boost for up to one minute, after which he becomes sluggish and tired for an equal amount of time and can not use his wings. After activation, he needs a long rest to use Speed Boost again, regardless of how long he used it.

    Means of Defense — The FUKIYA FLUTE, Zuri's most treasured possession, is a flute made of aisos. It looks and sounds like a wooden flute, but is hard as steel and repairs any damage it takes. It can be used to smack someone, but with a few simple adjustments it also functions as a blowgun. Zuri carries several steel darts to use as ammo, or he can summon smaller members of The Swarm to shoot at foes. Notably, it is the only way he can give instructions to a Swarm taskmaster, but it cannot be used as a blowgun and flute simultaneously.
    Spoiler: Full image
    Zuri.png

    Why are they here?
    Growing up in one of the poorer areas of Moyofura, Zuri never had many of the luxuries of life, living with a traveling troupe of performers. His troupe was dedicated to improving life where it could, not by building shelters or growing food, but by providing entertainment. Music to inspire or bring hope, comedy to lift spirits on dark days, feats of strength or dexterity to show the power of the human body... all of this and more they could provide. While others focused on giving people what they needed to survive, Zuri was raised to provide people with what they needed to live. He was an acrobat and a musician, and while he was taught to defend himself, he never learned to really fight until he discovered his Instinct.

    No, really, why are they here?
    In all honesty, Zuri doesn't care about the Nationals. He doesn't follow the fights, he doesn't take his training seriously, he just wants the fame. His goal is to make a name for himself, further his musical career, and bring his act into the limelight so they can spread their message to all, instead of just their limited audience in the slums. Winning the Crown isn't a requirement, but it (and the money) would sure help.

    And what are they like?
    Hyperactive and erratic, full of excitement and energy. Zuri is always eager to put on a show, whether it be playing a song or getting in a fight. He gets bitter if he's not the center of attention, and settles for nothing less than perfection in his performance. He's the kind of guy who likes to be the life of the party, the class clown, and will take on any challenge just for the fun of it. He's also stubborn, has a hard time taking things seriously, and often gets so caught up in what he's doing he forgets to look around. He likes going for quiet walks, though he doesn't stay quiet for long, as he'll use the time to practice a song or joke, try out a new trick, or just ramble on about whatever crosses his mind. Just don't touch his flute. Even picking it up can make him mad, but trying to steal or break it will drive him berserk.

    Who do they like?
    EVERYONE. Zuri makes a point of getting along with others. He'll make friends with anybody who isn't trying to kill him, and sometimes people who are! Though he'll be at least polite to everyone, he tends to agree with (and try to spend time with) people who are similarly looking for a good time. Although, people who avoid having fun or insist on being a stick in the mud tend to annoy him, and he'll try extra hard to get them out of their shell. And if you're a buzzkill, actively trying to bring down the mood, if he can't get you to join the party, he'll just kick you out of it. Bullies and grumps are just the worst.

    Finally, what do they think about being here?
    It's awesome! Who wouldn't want to have superpowers? Sure, it's a lot of extra work, and there's stress and pressure, but the show must go on, right? People who detract or are afraid just don't get it, man. If you enjoy who you are and what you do, then people will come around, and the world will be a brighter place.

    Katarina Selymi - 19 years old - 5' 1" - 120 pounds
    Spirit — Kinkajou; Potos flavus
    ---Bestowed Trait(s) — Feral Features - Katarina's fingernails have been replaced with sharp claws, and her teeth are more pointed than average, both of which can be assets in a fight.

    Physicality — Being small and agile leads to Katarina moving around a lot in combat, preferring to get behind or above opponents in some way. She likes hiding in corners and small spaces that others are too big to fit into, or climbing onto things.

    InstinctFocus — 20% Active / 80% Passive

    Description — Manifests as a sort of musk, the smell similar to popcorn or corn chips. There's an energy around her, like static electricity, that feels almost solid, like you need to push to get close to her.

    ---Active Effect — Type A
    --- A spectral tail (covered in light fur the same blonde as her hair) emerges from the base of Katarina's spine, 5 feet long and fully prehensile. The tail acts as an extra limb, capable of grabbing, pulling, twisting, even unsheathing a weapon and wielding it. The tail can fully support her weight, or something weighing roughly the same.
    ---Passive Effect — Impulsive (mainly)
    --- Katarina stores momentum while moving, which can be used to augment her mobility. For example, she can break into a full sprint, and charge vertically up a wall or run horizontally along it at the same speed, up until her momentum runs out, or she could dodge attacks by sidestepping or backpedalling with no loss of momentum. When necessary, Katarina can release her stored energy in a controlled burst, releasing a shockwave of kinetic force.

    Means of Defense — The SOFT WEAPON, a collapsible baton (roughly 8 inches when retracted) made of aisos that can take any shape the wielder can think of when extended, so long as it has no complex parts. For example: a knife, hook, mace, or even lockpick is possible, but not a gun or engine component. Katarina's preferred option is a sword, but she will use other forms when necessary.
    Spoiler: Full Image
    Katarina.png

    Why are they here?
    Katarina has always been fighting, in one way or another. Her grandparents moved to Moyofura hoping to start a new life, but didn't find it. Their descendants now live in poverty, scraping by with what little they have. Katarina has spent her whole life on the streets, often having to scrounge, scavenge, or steal to survive. She had few friends, but one of them was a kindly old sage who taught her to fight, and who discovered she had the spark within her. He brought her to the Spirit Mother, who agreed to the conference and helped awaken Katarina's Spirit.

    No, really, why are they here?
    Katarina wants to rise up, to climb out of the gutter and make something for herself. The Crown would let her do just that. "Money on top of money", they said. Enough to "bend your reality", "tempt revolution in your life". A revolution would be a fine goal. With all the wealth and resources at the Houses' disposal, no one should have to live like Katarina did.

    And what are they like?
    Short-tempered and suspicious of others, Katarina tends to put on a facade of apathy despite being very sensitive, in both the positive and negative sense of the word. She'll usually respond to others with a sarcastic quip or lame comeback rather than actually acknowledging their words. She wants to experience life and the world around her, but feels she needs to earn it or she'll never be happy. Unfortunately a bit short-sighted and gullible, especially when she gets angry, she's used to taking what she wants by force of need be, but will usually try to be smart about things, or at least subtle.

    Who do they like?
    Above all else, Katarina appreciates honesty. A person can be cruel, or they can be kind. Sharp as paint or dense as a rock, generous or thrifty, as long as they're honest about it, she can accept that. People are people, and she's willing to let them be who they will be. But no one knows her better than herself, and anyone who tries to enforce their will upon her, or make her do something she doesn't want to is in for a bad time.

    Finally, what do they think about being here?
    It's like having lived in a rusty cage your whole life, only to one day find yourself in a larger, golden cage. Things are the same as they ever were, just bigger in scale and a little prettier to look at. Except someone left the broken pieces of the key on the floor, and now you have the power to do something, if you just put in that effort.


    ------The stage crew was finishing setting up the camera while the interviewer was going over her questions one final time, and the subjects of the interview were waiting more or less patiently. Zuri, the taller and more colorful of the pair, was sitting on the back of his chair, looking around at everything in the studio. His counterpart Katarina was over at the catering table, sampling all of the food.

    "Yo, Kat! Can you believe this?" Zuri grinned excitedly as he gestured to the studio at large. "Past the preliminaries and into the big time, baby! We're stars!"

    "Yeah. Just super." Came the reply, as Katarina put together a sandwich for herself. She thought to herself, That was just the entrance exam. This coming up is the real challenge.

    "We're all set up here!" The cameraman called out. "If you all could take your seats, we'll get started." Zuri dropped into his chair while Katarina scowled at the timing, taking a big bite of her sandwich as she went to her chair. A stagehand tried to take it from her, but she kept ducking and dodging until he gave up. The stage lights dimmed as the camera came on, the director counting down from five.

    "Hello, you're watching the Moyofura News Network! I'm Kiya Kunti, and with me here today are two contestants in the upcoming Food Web Nationals! Let's Meet the Fighters, Zuri Kagemni and Katarina Selymi!" The camera panned over to Zuri smiling and waving, and Katarina brushing crumbs off her shirt. Zuri leaned back in his chair, the picture of casual coolness. "Thanks for having us, Kiya."

    "Thanks for coming. We have a series of questions, but our viewers want to know, what's the greatest, most epic fight you've ever been in?"

    "Well, that is a good question!" Zuri chuckled as he thought about it for a moment. "I think it was probably the day Kat and I met. Believe it or not, we didn't start off as friends, and this little girl right here was probably the best scrap I've ever had! Wouldn't you agree, Kat?"

    Katarina shifted uncomfortably in her chair, fidgeting with the microphone hooked to her shirt. "It was alright. Honestly not my best showing." Noticing the looks she getting, she settled down, pouting slightly. "I'm kidding. Go ahead, you tell the story better than me."

    "Okay, so..." Zuri took a moment to think, getting his story straight. "As you know, I'm sponsored by the Culture Committee, a subsidiary of Heartland House dedicated to spreading and preserving our culture and art. So, this was like two years ago. I was performing at a concert put on by my troupe, the Daybloom and Moondrop Traveling Circus, and Kat here was... what did you do, again?"

    "Freelance security consultant." Katarina was looking back at the crafts table, letting Zuri do the talking.

    "Right! Always looking out for the little guy. So anyway, Kat was 'consulting' the theater we were playing at, and I had just done my bit, was heading backstage, when I see something move out of the corner of my eye, and it's this blonde little ninja making her way through the rafters. Naturally, I'm impressed; girl's got skills, you know what I'm saying? So I follow her, and she heads into the manager's office. I swear, that door must've been unlocked, right?"

    "No, it was..." Katarina started paying better attention, realizing she shouldn't admit to crimes on national TV. "...totally unlocked. Yep. Major flaw in their security."

    Zuri picked up the flow of the story again. "Yeah, so she goes inside, and I'm all 'That's odd, why's she doing that?' and she comes out a minute later with this cash box tucked under her arm. She tries to duck out, and I'm like 'Hey! Where you going?' And you know what she does?"

    Katarina smirked at the memory. "I threw the cash box at him."

    "She threw the cash box at me!" Zuri looked both surprised and amused, clearly right back in that moment. "She takes off at a dead run, and I give chase. 'Cuz, y'know, I can't let her get away, right? She runs into the back, where there's tunnels and hallways and stuff, right? And I'm thinking, 'I don't wanna hurt her, but I know what'll stop her!' and I pull out my flute, and I summon my boy Chalupa and his friends. Here, let me show you!"

    Zuri's eyes shifted from blue to solid red for a moment as he concentrated, and the air near him started to ripple. A swirling vortex opened in front of his outstretched hand, and a large dragonfly came streaking out, hovering next to Zuri. "This here's Chalupa, my favorite bug friend. Don't worry, he won't attack unless I ask him to. He's a big softie!" Another swirling portal appeared, and the bug went back through it.

    "So anyway, I send Chalupa to block the way into the back halls, and this girl just keeps running. I think I got her now, so I'm trying to catch up. But nah, she jumps at the wall and runs straight up! She kicks off, and next thing I know, she's doing a flip in midair and landing behind me, and this tail just wraps around my throat and drags me to the ground!"

    "I thought for sure those bugs would come after me, but they stayed put." Katarina chimed in, then leaned back in her chair. "Pretty lucky, you ask me."

    Zuri shrugged, laughing apologetically. "Yeah, but I had you then. She's got her tail around my neck, and I do the first thing that comes to mind and grab it. I grab and I pull, and I dragged her to the ground with me. Remember, this was a couple years back, so she's even smaller than she is now!"

    Katarina slowly sat up, silently staring at Zuri in annoyance, but he kept going.

    "So I'm thinking I got the advantage, 'cuz I'm bigger than her. I grab her and try to get her in a headlock, but apparently she's got some serious teeth on her! Look!" Zuri grabbed Kat, slipping a finger in her mouth and tugging at her cheek to show off her pointed teeth. "And she bit me! Can you believe it?"

    Zuri sat back down in his chair, while Katarina turned red in the face and glared daggers at him. He didn't seem to notice. "We go back and forth for a bit, but she manages to give me the slip. I'm about to go report the whole thing when this guy comes up to me and explains the whole situation. I felt really bad at the time, but I talked to my boss and told him what happened, and Kat started working security for us at gigs, and we've been friends ever since!"

    Katarina forced herself to smile at the grinning idiot, though she was gritting her teeth the whole time. "Yes. Friends. Inseparable, really. Everywhere I go, there's Zuri! Right. By. My. Side."

    Noticing the tension, Kiya Kunti made a subtle gesture, pulling the camera back to her. "And that's all the time we have, folks! Thank you again, Zuri and Kate, and good luck in the Nationals! We'll be right back after the break with more fighters! Stay tuned!"
     
    Last edited:

    Junier

    Fake Friends Forever (´・ω・`)
    1,074
    Posts
    8
    Years
    • Seen Dec 5, 2019
    Spoiler:

    Hey, so wanted to leave you all with something to chew on while I take another week off. I technically have PC access but I don't know how much time I'll actually have to work on the IC thread or something like that.



    Godzil on the ball with sign-ups as usual!
    Noticed a reference to Zuri as the main in chat - wanted to confirm that since her star isn't grey. And for Katarina, "Inertia-Less Mobility" isn't a (kinkajou) trait, and it looks like her passive Instinct already covers that perk, unless something else was intended there. Also seemed a bit weird to label her sharp claws and teeth as purely "cosmetic"; even if she doesn't incorporate them in her fighting style, in her sample at least, she showed that she can rely on them when she's in a pinch. Not to mention she's from a shitty area, so she might have been in that type of situation pretty often? But I'll save more of that kind of analysis for later, haha. I'd want to compare them to the rest of the eventual cast. As they stand, Zuri and Katarina are a fun set of foils! I definitely like where you took the "unique species" idea posed for Zuri, having him crack open an alternate dimension...! All their abilities seem really fitting for either of them. And god damn, Katarina's goal better not have been a throwaway, regardless of whether or not she's the center of focus. Again, I'll get into it!

    Like I mentioned, when I see more characters, I'll do a sort of analysis thing to ensure we don't have too much overlap, and to find some potential character arcs or direction. I'll probably try to "expand" characters' backgrounds, attach names to places - fill out Uruhu's world some more.



    To incentivize sign-ups, for every one that's submitted, the player will get to choose their opponents for the first round of the RP. 'Apex' will begin with the first set of primaries, pitting the player-made pairs against 'NPC' teams, to ease you all in. Friday the 13th will be the deadline for this; anyone who has a sign-up posted by them can custom-make their opponent team, and these fighters will become part of the roster. So you get two free 'NPC' fighters! Anyone else will have their opponents randomly-pulled, and can design one 'NPC' whom their characters will not face for their primary.

    (If you meet the 13th deadline, but still want your opponents randomized, you'll still have access to two free NPCs.)


    Supporting Cast So Far
    1. Vivica Spume (stage name); drag queen with a sea slug Spirit. Junier's original 'freebie.'
    2. Don [Team Don]; 'Absolute unit' badass from Menagerie. Comes bearing a Cowl's creed to work alone; vicious, he is determined to win by any means necessary. An older chap who accessed his Instinct in his late twenties, using them to dominate various tournaments surrounding Moyofura City, and after so many trophies, his eyes are set on the Crown of Chrysopeia - the ultimate prize.

    3. ?? [Team Don]; Having been carried by his team leader during preliminaries, he's been pulled along by Don into the tournament, really just to let him enter. Calling him a "sidekick" would be a… bit out there, compliment-wise.
    4. No legs (wheelchair-bound) + wings that permit flight when Instinct is activated.
    5. Horse Spirit hypeman with 'satyr' legs as a passive power. (Potentially) one of Godzil's 'freebies.'
    6. Risi [Team Hookshot]; Mantis shrimp Spirit with big, meaty claws. Can't stomato all that cutenesS?

    7. Momo [Team Hookshot]; Mimic octopus Spirit, she'll bend over backwards for you. Or turn into a giant monster.
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    20.
    7 / 20 slots
    2 / 10 teams

    You'll see I've added 'Team Hookshot' to the roster as NPCs. I'd think it'd speed the process along if we weren't also waiting on my sign-up on top of everyone else's. And I think I'd rather double down on my role as GM, focusing on fleshing out things behind the scenes, and dipping into the NPC reservoir to play out some of the other fights if I feel like being part of the action.



    I'll put the NPC 'sign-up' here for convenience:

    Spoiler:

    Numbers 1, 6, and 7 will have those details filled out when I get back from vacay. I'll also start prettifying that one part of the OP, and start putting together the IC beyond what I have already.​
     
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