Modern/Sci-fi/fantasy blend, Action/Adventure, taking place in a not-so-distant future. This is more or less a mini-game, and I don't expect matches to last more than a page.Inspirations cited: Gantz,
(following the manga, not the anime) CH:OS:EN
(As its title appears in stylized form; look this up on Wikipedia or elsewhere), The Hunger Games
, Half-Life 2
, The Monty Oum animations called Dead Fantasy
, along with any film or show with the same ideas that I may have forgotten, and thread ideas I've seen that spurred me on.Premise(tentative, likely to be altered): "In lieu of your imminent, unavoidable death, you have been chosen."
At the mere instant before they're meant to die, whether by an unfortunate accident, as a victim of murder, or even from natural causes, people are plucked from their original lives(replaced with an identical, cloned corpse to "take the fall") and taken, via a mysterious dimension-traveling device, to an alternate universe. There, the culture of human society is different, and one such difference is marked in a popular blood-sport reality TV show that hails back to the days of gladiators.
Each person is told that they have been "salvaged"--saved from the fate that would have befell them, a timeline that would have reached an ultimate ending--and that as a consequence, they are to participate in a competition to earn back the right to live free. Winning means that they are given a large lump-sum of money, freedom, a home within this futuristic realm, and celebrity-status fame. Losing, obviously, means being subject to the punishment of whoever defeats them, which can involve death if they have lost too many matches or favor with the audience.
They are given basic training and stimulants that grant minor superhuman athleticism and strength within the confines of a time-dilation facility(a month inside would pass as a few weeks in the rest of the world.), are allowed to choose their weapons and tools, and then receive assigned opponents to fight at a random, specific location cordoned off for the event(this can include areas like offices, alleyways, subways(That are still running, oh shit!
), parks, in a swamp, on a bridge, on a train, hell, maybe on top of a train
, so on and so forth, etc. etc.).
The fighters are free to travel the city in between matches, to get an idea of the life they can gain as long as they can fight for it. However, each must wear an ankle bracelet dubbed the "lamprey trap"--attempting to remove it or flee the city limits will trigger it, causing the bracelet to tighten. Inside are small nanomachines that will align to dig into the skin to cause constriction and pain, until blood flow is cut off. Conventional tools and weaponry cannot damage the bracelet, and anything strong enough to do so would likely damage that leg as well.
Two ways this competition can be done:
1) Each person is paired off against another in a one-on-one battle where anything goes, and is expected to fight a certain number of matches before earning their freedom.
2) People are "salvaged" as a group and go through training as was said above, but in this case they are placed on an expansive zone like an island, and then inserted into a free-for-all where the last one standing wins. In larger groups, the fighting can end when half the combatants are dead, while the living half fights the next day, under the same conditions until a select few remain. Those few will be released...but can stand to gain more if they eliminate others.Characters:
Must be human or very close to human(elves and the like are allowed). They may come from varying time periods, nationalities, and races.
First, we choose a setting of any sort like those I suggested above to get some ideas brewing. I wasn't especially specific so there's a lot of leeway for it, and the suggested "on top of a train" was not out of the question. Usually the chosen location won't have spectators on site(possibly could) but will have cameras around, including one or two that fly about to watch.
Then the players each make a character: male or female, hailing from a given time period, usually modern-day like year 20XX. The "Salvage Crew" does not pick soldiers or highly experienced martial artists, as a quick one-sided match would not be worth watching.
If you want, you can have your character reference where he/she came from and how he/she was supposed to die before blacking out and being taken. Then pick some skills and weapons(they don't have to have weapons necessarily) they either have training with or would have chosen training for. Anything will work except for firearms; it can be swords, staffs, knives/throwing knives, brass knuckles, spears, nodachis, poleaxes, battle-axes, bow and arrow, etc., and of course it can be a hand-to-hand fight.
Then the characters are turned loose on each other. The match can be either Standard or To the Death.
This point is where the RP starts: Characters are escorted separately to teleportation pads that will send them where they are supposed to go. There'll be a short introduction for both characters to the audience watching, and then the match begins.
Scoring points are roleplayed accordingly: One point and you could land a hit that leaves a mark; two points could be a direct hit, a deep cut, etc.; three points can be something heavy-hitting, but won't take an enemy completely out of the fight. Once the goal's reached, the winner can roleplay some decisive move that disables their target and leaves them helpless, which is where non-con comes into play. If we decided on Death earlier, then after this phase, the loser is killed. Otherwise, the winner does what he/she wants, leaves them to be recovered by someone else, and gets an airlift back to the facility.
I'm not really asking for much on this one, although if some features are added later, this may grow in size.
*Nationality(Country you are from):
*For those living on earth, otherwise skip this
**If you opt to use a picture instead, replace these with Picture:
5'9" and 130 lbs.Ethnicity:
Elena was more or less a troublemaker in her early days, and her activities spanned from simple shoplifting, to pick-pocketing, and then elevated to lock-picking, jewelry theft, and grand theft auto. She has the harsh attitude to show for it, a deep streak of greed and handling the obstacles that get in her way. She has not killed anyone ever before, but she's feeling ready, especially after how her past life ended: she stole from the wrong man. A gang affiliate that took personal offense, had her tracked down, her partners in crime kidnapped, and a surprise drive-by while she was packing up to escape.
She's been in a few scraps, but beyond that not a whole lot that will help in a straight fight. Still, she knows how to take care of herself fairly well enough...though recent events have shown the flaws in her approach, understandably. The facility's training went a long way towards prepping her: she has received some training for using dual batons, and plans to take them to her match to bludgeon her foe into submission if need be.
• Characters start with a score of 0. The goal is to reach 7, which can be achieved by attacking an opponent(or if your opponent's misfortune makes them fall into a trap).
• Both players roll 2 1d20s in their introduction, the first is initiative for who gets to attack first, and the second is defense. The player with the higher initiative wins and may attack first.
→In case of a tie, The player with the lower defense may make the first attack. If both initiative and defense are tied, then reroll.
• Roll 1d20 twice; the first is for your attack, the second for your defense.
• With your attack roll, you must beat your opponent's defense roll to land a successful hit. Depending on the difference, you can earn more points:
→Beaten by 1 to 9: 1 point
→Beaten by 10 to 16: 2 points
→Beaten by 17 to 19: 3 points
• If an attack roll is tied with a defense roll, the attack either misses, is dodged, or is parried/blocked.
→If a second tie occurs immediately after, the player with the higher score will land his attack and earn a point.
• If player A rolls a 1 on attack, he suffers a "Critical Miss", and regardless of his defense roll he will be injured in some way, like by a trap or slip-up. Player A will lose one point.
• If a player rolls a 1 on attack and a 1 on defense, he suffers an "Critical Failure": He loses one point, and his opponent earns one point in addition to any gained from an attack.
• The player that reaches the goal score wins. The loser is defeated and essentially a helpless target, which the winner is free to punish. This may or may not result in death, as it will depend on OOC agreement.