Junier
Fake Friends Forever (´・ω・`)
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- Seen Dec 5, 2019
i
APEX
A superpower, tournament RP.
Rated M for violence and subject matter.
Accepting 1 / 6 players.
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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
| [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. "
" 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.
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? / /
➤
'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.
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!
-----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.
-----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.
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
---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.
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.
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.
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 / /
\ \ 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)

-----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.
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)
---------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 / /
\ \ BUT YOU MUST LOOK OUTWARDS / /
For miscellaneous details on the world of Uruhu.
On NAMES and LINGUISTICS:
Spoiler:
Since the late 19th century when their people first landed, there's been a certain attraction to Menagerian culture, and this is reflected in the names of younger generations. These, what we would call, Western first names are popular in families from metropolitan areas or other communities where Menagriens have comfortably assimilated. Otherwise, names and surnames are rooted in or take after the Bantoid languages of our world.
---------Rarely does a given name reflect Spirit, unless a person's culture revolves around that practice. In most Uruhi sub-cultures, Spirit is bestowed after birth, in some cases when a child "comes of age," in others just after those very first moment.
---------The vernacular of Uruhu's assorted, fragmented subcultures tends to vary, but spoken word is generally characterized as Aruhi, though, for everyone's convenience, the story will be told in English.
---------Rarely does a given name reflect Spirit, unless a person's culture revolves around that practice. In most Uruhi sub-cultures, Spirit is bestowed after birth, in some cases when a child "comes of age," in others just after those very first moment.
---------The vernacular of Uruhu's assorted, fragmented subcultures tends to vary, but spoken word is generally characterized as Aruhi, though, for everyone's convenience, the story will be told in English.
On TIME:
Spoiler:
As the year implies, Uruhu's overall development is best equivalent to the pre-World War II era in first-world societies. What this should amount to is a naivete concerning corporatism, capitalism, and scale of weapon advancement. The advancement of technology approaching the heart of the country is bounds ahead the more isolated, outskirted communities — some communities don't even have electricity or running water.
---------Cultural phenomenon and slang can be interpreted contemporarily while preferring the era described above — there can't be Instagram without cellphones. Of course, fantasy elements like aisos and player discretion are the determining factor in what will exist.
---------Cultural phenomenon and slang can be interpreted contemporarily while preferring the era described above — there can't be Instagram without cellphones. Of course, fantasy elements like aisos and player discretion are the determining factor in what will exist.
On GEOGRAPHY:
Spoiler:
Uruhu is a continent of about three million square miles — about the size of Australia — surrounded by an uncharted ocean. Its climate is generally tropical; the heart of the continent tends to be more accommodating for settlement with savannas and rainforests, but its outskirts are infamous for harsh desert terrain, excluding its busy port towns.
---------Uruhu sports a melting pot of wildlife, drawing from real-life Australia, South America, and Africa[/color], with some Mediterranean European species. Menágrie's influence has further broadened cultural understanding, including "exotic" species from temperate forests, grasslands, and tundras like foxes and penguins. Menagriens' Spirits tend to take after these foreign animals.
---------Uruhu sports a melting pot of wildlife, drawing from real-life Australia, South America, and Africa[/color], with some Mediterranean European species. Menágrie's influence has further broadened cultural understanding, including "exotic" species from temperate forests, grasslands, and tundras like foxes and penguins. Menagriens' Spirits tend to take after these foreign animals.
On POLITICS:
Spoiler:
The remnants of ancient feudalism, the Houses of Uruhu govern territories sectioned-off by subculture, with the Master of each House joining in a common Council. This Council of Houses is founded in Moyofura City and itself doubles as the House of the Heartland, a union of centremost metropolitan cities, making its House members some of the most influential Masters in the nation.
---------Needless to say, the House system is not a perfect one, considering it is as segregated as the nation itself — or the nation is as segregated as it is. The main source of contention lies between Masters determined to have the one, true say, and traditional community leaders wanting a word in. While Spirit Mothers are recognized even in modernized areas as figures of reverence, similar to a pope with a more spiritual link than religious, they have adopted even greater significance within the more isolated subcultures of Uruhu almost as chieftains. The Master of the Alama House's attempts to suppress the local Spirit Mothers' "unwarranted influence" over his legislation triggered a decade-spanning war, only stopped by the Heartland House's own militia.
---------Regarding foreigners' place in politics, weapons trading corporations have been able to find comfortable niches in many, many Houses based on the luxury of their goods, and this is what has allowed such great accomodation of Menagerian people in Uruhu.
---------Needless to say, the House system is not a perfect one, considering it is as segregated as the nation itself — or the nation is as segregated as it is. The main source of contention lies between Masters determined to have the one, true say, and traditional community leaders wanting a word in. While Spirit Mothers are recognized even in modernized areas as figures of reverence, similar to a pope with a more spiritual link than religious, they have adopted even greater significance within the more isolated subcultures of Uruhu almost as chieftains. The Master of the Alama House's attempts to suppress the local Spirit Mothers' "unwarranted influence" over his legislation triggered a decade-spanning war, only stopped by the Heartland House's own militia.
---------Regarding foreigners' place in politics, weapons trading corporations have been able to find comfortable niches in many, many Houses based on the luxury of their goods, and this is what has allowed such great accomodation of Menagerian people in Uruhu.
On POPULOUS:
Spoiler:
The Uruhi are dark with "black African" features. Within media, the arts, and the fashion industry, there is a preference towards more traditional styles of clothes, usually denoted by geometric patterns and warm colors. However, the younger generations of Uruhu especially have gravitated towards more "westernized" clothing, those introduced by the Menagriens.
---------Menagriens themselves are distinguished by pale skin and "white," "European" features. Most Menagriens are pilgrims from privileged families chasing new opportunities. Others know precisely why their country has such high stock in its weapons, coming to Uruhu as refugees escaping conflict in "the North." Either way, Menagriens settle wherever is accommodating. They can receive a Spirit through conference with a Spirit Mother.
---------As a note, people in this world are distinguished by nationality, Uruhi or Menagrien. The closest equivalent to race is Amazimu or non-Amazimu, and even then, it isn't known whether someone can inherently use Instinct. Other minority groups are more or less perceived the same way in Uruhu as in the '30's. Marriage is commonly accepted as between man and woman. Women have historically had more autonomy, though gender roles do prefer men in "active" roles, women in "passive" roles — you're hard-pressed to find strong unbalanced sexism.
---------Menagriens themselves are distinguished by pale skin and "white," "European" features. Most Menagriens are pilgrims from privileged families chasing new opportunities. Others know precisely why their country has such high stock in its weapons, coming to Uruhu as refugees escaping conflict in "the North." Either way, Menagriens settle wherever is accommodating. They can receive a Spirit through conference with a Spirit Mother.
---------As a note, people in this world are distinguished by nationality, Uruhi or Menagrien. The closest equivalent to race is Amazimu or non-Amazimu, and even then, it isn't known whether someone can inherently use Instinct. Other minority groups are more or less perceived the same way in Uruhu as in the '30's. Marriage is commonly accepted as between man and woman. Women have historically had more autonomy, though gender roles do prefer men in "active" roles, women in "passive" roles — you're hard-pressed to find strong unbalanced sexism.
[a id]ooc[/a id]
\ \ TO FULLY UNDERSTAND / /
\ \ 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 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.
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).
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:
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 / /
\ \ 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.
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. / /
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