Post by Zeich Yajuu on Jun 5, 2013 13:31:52 GMT -5
Quest Name:[/b] Eclipse Nigh
Who can participate?:[/b] Anyone; up to three RPCs.
Quest Time Frame (How long it takes):[/b] Unknown; at least four pages.
Quest Setting (NDE/DE):[/b] DE
Quest Synopsis:[/b] The participants have been invited into a strange manor at the behest of a strange invitation. The words are simple and straightforward, “You have been cordially invited to be a guest of the Duke, who requests your presence at his manor this evening at midnight. Should you choose to decline…” The message is left blank at this point, suggesting a hidden threat, or perhaps an unfinished message. Either way, the situation is highly suspect, as no one knows who this Duke is, or why they have been invited. Directions are included inside. Those who choose to go either do so cautiously, knowing there is a risk involved, or do so with confidence, determined they can handle any such threat.
Those who arrive are escorted to various rooms, dependant on their race. Shinigami are kept separate from Arrancar, and so forth, to prevent any bloodshed or fighting at this point in time. The guests are allowed to speak freely with servants who are present, as well as others of their own race, though few are recognized; only RPCs will recognize one another. At some point, they are all rendered unconscious and are drugged. When they wake up, the guests realize not only are they with strangers they had not seen before, but also that they have lost all of their spiritual powers, and are more on the level of regular humans. They maintain some spiritual presence, which allows them a “sixth sense” of sorts, but beyond that, they are without powers, and their physical abilities are greatly diminished. Can they survive and escape while their powers return to them? Or will the mansion and those within it consume them?
Maximum Number of Participants:[/b] 3
Overall Goal:[/b] Survive and Escape
Number of missions involved:[/b] 3
BASIC Synopsis of each Quest mission:[/b]
1) The participants arrive at the mansion at invitation, and are escorted inside. Different factions will be split apart for this portion, and they will meet the mansion’s occupants, as well as gather information. Easy Difficulty.
2) The fun starts when the participants wake up without the majority of their spiritual powers. They are all gathered together now, and their appearances haven’t changed. They must work together to try and find their way to the front entrance of the manor from the third floor. Medium-Hard Difficulty.
3) The front door is a no-go. Participants must find another way out as they explore the remainder of the ground-level and the underground areas of the basement. Survival becomes even more difficult. Hard Difficulty.
Recommended Class for entry:[/b] Any – All are equalized here.
Special:[/b] There are two new systems in this thread in particular, relating to each participant being demoted to a standard human with minimal spiritual powers. Please review both the stat and weapon systems before signing up for this thread! Also, there will be a four-day time limit for all posts; for every day over a person’s post, they lose one Spirit plus one extra for each day past the first! So one day late is 1 Spirit, 2 days late is 2 Spirit, etc. This is cumulative per post; the count will restart each post, but it stacks up if you have more than a few days late. Extensions will be granted for reasonable excuses; PM me if an extension is needed.
Note: No reservations will be taken for this thread; post your intro if you wish to claim a spot. First come, first serve.
Who can participate?:[/b] Anyone; up to three RPCs.
Quest Time Frame (How long it takes):[/b] Unknown; at least four pages.
Quest Setting (NDE/DE):[/b] DE
Quest Synopsis:[/b] The participants have been invited into a strange manor at the behest of a strange invitation. The words are simple and straightforward, “You have been cordially invited to be a guest of the Duke, who requests your presence at his manor this evening at midnight. Should you choose to decline…” The message is left blank at this point, suggesting a hidden threat, or perhaps an unfinished message. Either way, the situation is highly suspect, as no one knows who this Duke is, or why they have been invited. Directions are included inside. Those who choose to go either do so cautiously, knowing there is a risk involved, or do so with confidence, determined they can handle any such threat.
Those who arrive are escorted to various rooms, dependant on their race. Shinigami are kept separate from Arrancar, and so forth, to prevent any bloodshed or fighting at this point in time. The guests are allowed to speak freely with servants who are present, as well as others of their own race, though few are recognized; only RPCs will recognize one another. At some point, they are all rendered unconscious and are drugged. When they wake up, the guests realize not only are they with strangers they had not seen before, but also that they have lost all of their spiritual powers, and are more on the level of regular humans. They maintain some spiritual presence, which allows them a “sixth sense” of sorts, but beyond that, they are without powers, and their physical abilities are greatly diminished. Can they survive and escape while their powers return to them? Or will the mansion and those within it consume them?
Maximum Number of Participants:[/b] 3
Overall Goal:[/b] Survive and Escape
Number of missions involved:[/b] 3
BASIC Synopsis of each Quest mission:[/b]
1) The participants arrive at the mansion at invitation, and are escorted inside. Different factions will be split apart for this portion, and they will meet the mansion’s occupants, as well as gather information. Easy Difficulty.
2) The fun starts when the participants wake up without the majority of their spiritual powers. They are all gathered together now, and their appearances haven’t changed. They must work together to try and find their way to the front entrance of the manor from the third floor. Medium-Hard Difficulty.
3) The front door is a no-go. Participants must find another way out as they explore the remainder of the ground-level and the underground areas of the basement. Survival becomes even more difficult. Hard Difficulty.
Recommended Class for entry:[/b] Any – All are equalized here.
Special:[/b] There are two new systems in this thread in particular, relating to each participant being demoted to a standard human with minimal spiritual powers. Please review both the stat and weapon systems before signing up for this thread! Also, there will be a four-day time limit for all posts; for every day over a person’s post, they lose one Spirit plus one extra for each day past the first! So one day late is 1 Spirit, 2 days late is 2 Spirit, etc. This is cumulative per post; the count will restart each post, but it stacks up if you have more than a few days late. Extensions will be granted for reasonable excuses; PM me if an extension is needed.
Stats are odd in this particular thread, treated differently from the standard B:OW stat system. Please read closely over each individual one. Each character starts with a 50 in each stat, and can change their stats at the start of a specific section by taking points from any stat and putting that many in another; this is a one-time setup near the very beginning of the thread.
The Strength in this system is pretty close to the standard; it’s your physical strength, which determines your offensive power when it comes to weapons. Strength also helps you outside of combat by allowing you to force locked doors or move heavy objects. Your damage is determined by your strength; for every 10 you have in the stat, you get an additional point of damage to your melee attacks.
Speed is unchanged; it determines how fast your character moves. This has many applications, both in battle and outside, as there are also traps throughout the town. Your speed also determines your ability to jump, rather than your Strength; the faster you run, the further you jump. Jump height remains standard, on that note. For every 10 you have in speed, you can jump an additional foot in distance. That means five feet with a base speed amount.
Spiritual Resistance is a new stat; it determines how well you resist the spiritually-damaging effects of the various foes and traps. Each enemy or haunting deals damage to you with their strikes, and if you can’t dodge them, then this stat comes into play; for every 10 you have in Spiritual Resistance, you take one less point of damage from your enemies or the various traps.
Spiritual Fortitude is like your HP for this game; your Spiritual Fortitude determines your maximum Spirit (your HP), and thus how much spiritual abuse you can take before being possessed by the hauntings around you. Your max Spirit is equal to your Spiritual Fortitude (i.e. if you have 50 SF, then you have 50 Spirit). Spirit can be restored by various objects and locations throughout the mansion.
This is once more unchanged from the usual; Instinct determines one’s ability to react mentally to a situation, though it does not equate to being able to completely react. Instinct, combined with one’s speed, determines the ability to avoid attacks or unexpected situation. There is no active benefit from Instinct; instead it is just used in the avoidance process.
This is unchanged from the standard; this stat determines the sensitivity of your five main senses, and determines how well you can detect enemies or notice objects or changes within a room. For every 10 in this stat above 50, you will receive an increased chance to notice anything odd, suspicious, or noteworthy in a room. This is more for me to determine, based on the stats of each individual.
This is similar to the Senses stat, but the Sixth Sense stat determines the presence of enemy spirits as well as hauntings. This will enable the character to make note of anything that could be spiritually possessed, as well as warn of nearby foes. For every 10 in this stat, the character will have an increased chance to detect spiritual presences.
Weapons are unusual in this thread; since all participants do not have their natural weapons or their release abilities, they are required to find weapons throughout the mansion. What is worse, weapons are not invincible, and will break if used often enough or in certain situations. If one is not careful, then participants may end up running around bare-handed, and find themselves at a disadvantage. Be careful with your weapon usage! Some weapons can be used for out of battle purposes too, and while a weapon can break, they are still useable outside of battle even when broken.
Weapon damage is calculated with a pretty simple formula: Each weapon has a base damage assigned to it, and the damage caused by that weapon is increased dependant on your Strength stat; the higher your strength, the more damage you can do with your weapon. When you hit an enemy, they take damage to their Spirit, and when it reaches 0, they fade out and vanish. However, they can damage you in the same way. Some enemies can carry weapons too, so beware!
As an example, character A has a Strength of 50 and a weapon with a base damage of 15. They will do 15 + (50/10) or 20 points of damage on a successful hit. This is reduced by the target’s Spiritual Resistance divided by ten. If target B has a SR of 50, then they’ll take 20 – (50/10) or 15 damage. Pretty simple. No decimals here; if it doesn’t hit a new whole number, then round back to the last one. Example, the target has a SR of 48 instead; they’ll take 20 – (48/10) which is a reduction of 4.8 points. Since we didn’t reach the next tier, however, it rounds down to just four points of reduction, or 16 damage.
Each weapon also has a set durability, allowing them to be used a specific number of times before breaking. An object’s durability determines how many hits it can land (note, these are actual hits; misses do not count towards this) before it simply snaps. At 25% or less of an object’s durability (say, 10/40), base damage on the weapon is halved, as it is more fragile at this point. Weapon statistics will be shown as they are found. Please make sure to note your weapons within a statistics block at the end, like you would for Reiatsu, release amounts, stats, etc.
Weapon damage is calculated with a pretty simple formula: Each weapon has a base damage assigned to it, and the damage caused by that weapon is increased dependant on your Strength stat; the higher your strength, the more damage you can do with your weapon. When you hit an enemy, they take damage to their Spirit, and when it reaches 0, they fade out and vanish. However, they can damage you in the same way. Some enemies can carry weapons too, so beware!
As an example, character A has a Strength of 50 and a weapon with a base damage of 15. They will do 15 + (50/10) or 20 points of damage on a successful hit. This is reduced by the target’s Spiritual Resistance divided by ten. If target B has a SR of 50, then they’ll take 20 – (50/10) or 15 damage. Pretty simple. No decimals here; if it doesn’t hit a new whole number, then round back to the last one. Example, the target has a SR of 48 instead; they’ll take 20 – (48/10) which is a reduction of 4.8 points. Since we didn’t reach the next tier, however, it rounds down to just four points of reduction, or 16 damage.
Each weapon also has a set durability, allowing them to be used a specific number of times before breaking. An object’s durability determines how many hits it can land (note, these are actual hits; misses do not count towards this) before it simply snaps. At 25% or less of an object’s durability (say, 10/40), base damage on the weapon is halved, as it is more fragile at this point. Weapon statistics will be shown as they are found. Please make sure to note your weapons within a statistics block at the end, like you would for Reiatsu, release amounts, stats, etc.
Note: No reservations will be taken for this thread; post your intro if you wish to claim a spot. First come, first serve.