Post by Akito on Sept 10, 2008 1:38:07 GMT -5
Welcome, ladies and gentleman, to the Project Royal Flush; the introductory thread is found here.
This is where you will find the rules for this event, ask any questions about the event specifically or make purchases for your tactics with the new Strategy Point System (SPS) I'm introducing. Because I am that amazing.
The Specific Rules of the Game for the Queen's Mercenaries; will be updated regularly
1. Every participant who posts from the start to the end of this event (or their death) will receive 100 Munny, no matter the outcome. You have to at least complete one thread before you can lay claim to this; do not abuse this generosity. Also remember, the more involve you are in this, the more you stand to earn; the Queen's treasury is vast.
2. One card bodyguard will be loaned out to everyone who enlists. They have the approximate strength of a normal, professional soldier [More details below]. As you accomplish greater feats (Accomplishing mission objectives, etc.), the Queen will promote you and you will earn not only a higher wage (Munny!), but more card soldiers to be at your beck and call (I will reveal the precise rankings once someone actually gets promoted).
3. All GOD Members have a bounty on their heads. Whoever defeats them (Lands the deciding blow; not necessarily kill) will earn a very tidy sum depending on the competency of the RPer/Character (NOT Rank, even if Sephiroth falls; the rest are competent enough to finish the job). This is my personal ranking for now and it is subject to change so check back regularly. Just to clarify, the munny comes not from us personally but the bank (i.e. Admin!)
WANTED:
Sephiroth [Leader] - 500 Munny
Kanon - 500 Munny
Hade - 500 Munny
Oblivion - 500 Munny
Kuja - 500 Munny
Genesis - 500 Munny
Easley - 500 Munny
Angelous - 300 Munny
Zander - 200 Munny
Meilin - 200 Munny
Rave - 200 Munny
Charlie - N/A
4. Queen's side wins if every member of GOD is eliminated or subdued in some way. GOD wins if the Queen is killed or captured by us.
5. If there is a major conflict that arises (He godmodded! Not him!) I will allow both sides to explain in 500 words or less their side of the story then *I* will talk to staff and whatever to decide the right. I know this might seem unfair, but seriously; we wouldn't sink so low as to give ourselves an unfair advantage.
6. The Queen's side does NOT have to be completely unified. Heck, if you PM me first, you might even form your own third party.
7. The Events must ALL take place in Wonderland. Leaving the world is the equivalent of dying.
8. In the intermediate between battles/events, wounds from previous battles/events carry on to the next unless healed by a mage or a Tactic (outlined below)
~*~*~*~
Now, onto the Strategy Point System I am employing. Please try to follow carefully.
Ever wondered why its so hard to set up an ambush in RP? Why there's no opponent who, knowing OOCly, would willingly walk into one? Well, now there's an easier way of doing things.
The Stratgey Point System, SPS, is where one side can purchase a 'Tactic' and have it enforced on the enemy ICly, even if they know its a trap OOCly. Yes, the enemy will HAVE to walk into the trap you set in the thread (There is a way to get out of it and I'll outline that later).
E.g. Queen's Mercs consisting of Mr. X, Mr. Y and Ms. Z purchase the 'Ambush' Tactic. They are allowed to choose a 1 GOD member whom they wish to ambush (As long as its logically in context - i.e., that character not elsewhere). The Queen's Mercs can thus create a new thread about the ambush and that GOD member will HAVE to reply to that thread and be ambushed.
Everyone starts off with 20 Points. Each post in this event will earn you 5 more Points. I'm going to trust you guys to do that yourselves honestly (I will check, but not often). You may collaborate points (exchanging and whatnot) and co-operate to purchase Tactics. The Tactics are specific, so pay careful heed. They will be updated now and then, so be sure to check back.
~*~*~*~
Ambush - 100 Points
-Ambush in location/time of Buyer's choosing
-No. of Ambushers must be proportional to that of that Ambushed; e.g. One Ambushed has Maximum of two Ambushers. Two Ambushed has Maximum of five Ambushers
-Ambushed will be caught 'unaware' (Unless they have logical explanation not to); thus, their reaction MUST be slower
S.O.S. - 50 Points
-A distress signal is sent and after two turns have passed, any available allies may appear in thread
-Good response to Ambushes
Tactical Retreat - 50 Points
-Allows one and only one character to escape a thread if in imminent danger or captured/blocked from leaving.
-Performed via an unspecified form of teleportation and can not be interrupted in any way by the enemy.
-A character using Tactical Retreat must always return to an area their group has Claim to.
Regroup - 150 Points
-A mass version of Tactical retreat, Regroup can only be used by a character who is at their home base.
-Causes all affiliated characters to leave their current threads and return to base.
-Characters must remain in base for at least two of their turns before heading back out.
-Can save multiple allies in bad situations, but leaves areas completely unprotected.
-Can not be used if home base has been Claimed by the enemy.
Claim - 150 Points
-Allows a character to claim a checkpoint in the name of their side whenever there are no opposing enemy units in it for two consecutive rounds.
-Characters RPing in an area Claimed by their side earn twice as much SP for their player as usual.
-Enemy units can not use the Regroup tactic if their home base is Claimed by the enemy.
-Players who successfully Claim an area may earn a munny bonus after the completion of the event, regardless of outcome.
Rank Up - 200 Points
-A player can increase their Rank in the Queen's Mercenaries by points earned alone instead of feats on the battlefield by buying this SP Tactic
-Allows an increase in the number of Card Soldier NPCs assigned to the character and their player.
-Tactic is available to characters with the Queen's Mercenaries only.
Giant(Or perhaps Normal-Sized?) - 150 Points
-A player can buy this tactic when they have a character either in the Bizarre Room or the Lotus Forest checkpoints.
-Causes a character to drink a strange potion in the Bizarre Room/eat a strange nut in the Lotus Forest(Which they will have been carrying on their person, not find in the area) and grow to hundreds of times their previous size
-Allows for devastation on their enemies using their size but must also be wary of collateral damage to allies.
-Transformation wears off after two turns of utilizing Giant(Or perhaps Normal-Sized?) in battle, and the character can not move to a different area while the Tactic is in effect.
Invade - 25 Points
-A required Tactic to advance into enemy territory, a character's player must spend 25 SP in order to have their unit(s) enter any checkpoint Claimed by the opposing forces.
-Each character entering costs 25 points individually, but their personal unit of Card Soldiers are included in the cost of Invade.
Invade Home Base - 25 Points + 3 Claims
-A required Tactic to advance into enemy territory, a character's player must spend 25 SP in order to have their unit(s) enter the home base of the opposing forces.
-Each character entering costs 25 points individually, but their personal unit of Card Soldiers are included in the cost of Invade Home Base.
-Unless 3 of the event's five areas(Including their own home base) are under the Claim of the user's group then a player can not use the Invade Home Base Tactic.
Recuperate and Revive - 150 Points
-Even without being a Mage, a character may heal up to three characters fully (Themselves included!) or bring a character (Not themself, obviously) back to life (Appearing beside the person who uses this Tactic despite the condition of their corpse)
-Can ONLY be used at Home Base and only between battles (I.e. you can't run away from a battle, heal up fully then return)
*Remember, don't try and find loopholes; I can make rules up as I go along to keep it fair if you do. If you have queries about the tactic, PM me.
Purchases will be made in this thread. Munny may be used instead of Points (1 Munny = 2 Point)
~*~*~*~
Locations
There are 5 'battlefields' in which this war will be waged; they are dubbed 'checkpoints', each of which can be "claimed" by either forces using the SPS Tactic described above.
2 of the Checkpoints will be the Home Base of each side, The Invincible and The Queen's Castle. Each side automatically "Claims" their home base and thus gets the benefits as such (Double SP earning while inside, using Tactical retreat and Regroup), but to reach an enemy's base and RP there it is required to have claim over at least 3 of the 5 available areas.
Since only GoD is required to reach the Queen of Hearts in order to win the event this proves that we are making it harder for ourselves as the invading force and giving home field advantage in required tactics to the enemy, as they are only required to defeat us in battle.
The Invincible: The mobile fortress of the Gears of Destruction. Though it remains floating a few stories in the air below its red eye a glowing white circle on the ground below transports anyone in or out via advanced technology. GoD's home base.
The Bizarre Room: A room in which you may move between standing on the floor, the walls or the ceiling using various "paths" in the corners of each.
The Lotus Forest: A muddy ground with several tiny ponds, giant flowers and mushrooms, and gigantic trees that reach towards the heavens and blot out most of the light.
The Hedge Maze: A huge maze of green, living walls. Flying characters and juggernauts might not be imposed by the barriers, but they'll still need to find the enemy inside it somewhere in order to engage in combat.
The Queen's Castle: The large white castle of the Queen of Hearts, combat may take place outside or inside the building. The Queen is here by default, but can be moved for strategic purposes if necessary. The home base of the Queen's Mercenaries.
~*~*~*~
Default Attributes
-Card Soldiers are indestructible and cannot be killed.
-Card Soldiers will be KO'd after taking substantial damage.
-A CS unit will automatically revive from KO with full health after five rounds have passed. Even if all enemy forces leave an area a CS unit can not revive prior to this requirement.
-CS Units can not be left in other areas(threads) by their commanding officer(The player's character). This also applies to Card Soldiers waiting to revive from KO and forces the mercenary in charge to wait them out in the same area.
Black Suit Attributes
-Black CS Units are armed with axes with designs similar to their house making up the body of the blade.
-Their weapon attacks are quite strong, but moderately slow.
Red Suit Attributes
-Red CS Units are armed with lances with designs similar to their house on the tip.
-Their weapon attacks are quite fast, but cause less damage per hit than the average strike.
Clubs
-The most aggressive CS Units, Club cards will always charge the enemy headfirst, weapons flailing.
Spades
-A cowardly CS Unit, Spade cards will move across the battlefield slowly and usually wait for enemies to come to them, though their defences are also high as a result.
Diamonds
-A tactical CS Unit, Diamond cards will move around the area and check out the enemies while looking for patterns or weaknesses to exploit.
Hearts
-A defensive CS Unit, Heart cards will try to parry and counter enemy attacks over launching the first strike.
Merc Control
Characters operating as the Queen's Mercenaries will have a certain number of Card Soldiers under their command according to their current rank. The player controls the CS Units in battle like summons as an NPC they are role-playing, but must stay in-character. The natural tactics or tendencies of the Card Soldiers can be forced to change in battle by having the characters themselves issue verbal commands, but otherwise they rely on their nature.
This is where you will find the rules for this event, ask any questions about the event specifically or make purchases for your tactics with the new Strategy Point System (SPS) I'm introducing. Because I am that amazing.
The Specific Rules of the Game for the Queen's Mercenaries; will be updated regularly
1. Every participant who posts from the start to the end of this event (or their death) will receive 100 Munny, no matter the outcome. You have to at least complete one thread before you can lay claim to this; do not abuse this generosity. Also remember, the more involve you are in this, the more you stand to earn; the Queen's treasury is vast.
2. One card bodyguard will be loaned out to everyone who enlists. They have the approximate strength of a normal, professional soldier [More details below]. As you accomplish greater feats (Accomplishing mission objectives, etc.), the Queen will promote you and you will earn not only a higher wage (Munny!), but more card soldiers to be at your beck and call (I will reveal the precise rankings once someone actually gets promoted).
3. All GOD Members have a bounty on their heads. Whoever defeats them (Lands the deciding blow; not necessarily kill) will earn a very tidy sum depending on the competency of the RPer/Character (NOT Rank, even if Sephiroth falls; the rest are competent enough to finish the job). This is my personal ranking for now and it is subject to change so check back regularly. Just to clarify, the munny comes not from us personally but the bank (i.e. Admin!)
WANTED:
Sephiroth [Leader] - 500 Munny
Kanon - 500 Munny
Hade - 500 Munny
Oblivion - 500 Munny
Kuja - 500 Munny
Genesis - 500 Munny
Easley - 500 Munny
Angelous - 300 Munny
Zander - 200 Munny
Meilin - 200 Munny
Rave - 200 Munny
Charlie - N/A
4. Queen's side wins if every member of GOD is eliminated or subdued in some way. GOD wins if the Queen is killed or captured by us.
5. If there is a major conflict that arises (He godmodded! Not him!) I will allow both sides to explain in 500 words or less their side of the story then *I* will talk to staff and whatever to decide the right. I know this might seem unfair, but seriously; we wouldn't sink so low as to give ourselves an unfair advantage.
6. The Queen's side does NOT have to be completely unified. Heck, if you PM me first, you might even form your own third party.
7. The Events must ALL take place in Wonderland. Leaving the world is the equivalent of dying.
8. In the intermediate between battles/events, wounds from previous battles/events carry on to the next unless healed by a mage or a Tactic (outlined below)
~*~*~*~
Now, onto the Strategy Point System I am employing. Please try to follow carefully.
Ever wondered why its so hard to set up an ambush in RP? Why there's no opponent who, knowing OOCly, would willingly walk into one? Well, now there's an easier way of doing things.
The Stratgey Point System, SPS, is where one side can purchase a 'Tactic' and have it enforced on the enemy ICly, even if they know its a trap OOCly. Yes, the enemy will HAVE to walk into the trap you set in the thread (There is a way to get out of it and I'll outline that later).
E.g. Queen's Mercs consisting of Mr. X, Mr. Y and Ms. Z purchase the 'Ambush' Tactic. They are allowed to choose a 1 GOD member whom they wish to ambush (As long as its logically in context - i.e., that character not elsewhere). The Queen's Mercs can thus create a new thread about the ambush and that GOD member will HAVE to reply to that thread and be ambushed.
Everyone starts off with 20 Points. Each post in this event will earn you 5 more Points. I'm going to trust you guys to do that yourselves honestly (I will check, but not often). You may collaborate points (exchanging and whatnot) and co-operate to purchase Tactics. The Tactics are specific, so pay careful heed. They will be updated now and then, so be sure to check back.
~*~*~*~
SPS Shoppe
Ambush - 100 Points
-Ambush in location/time of Buyer's choosing
-No. of Ambushers must be proportional to that of that Ambushed; e.g. One Ambushed has Maximum of two Ambushers. Two Ambushed has Maximum of five Ambushers
-Ambushed will be caught 'unaware' (Unless they have logical explanation not to); thus, their reaction MUST be slower
S.O.S. - 50 Points
-A distress signal is sent and after two turns have passed, any available allies may appear in thread
-Good response to Ambushes
Tactical Retreat - 50 Points
-Allows one and only one character to escape a thread if in imminent danger or captured/blocked from leaving.
-Performed via an unspecified form of teleportation and can not be interrupted in any way by the enemy.
-A character using Tactical Retreat must always return to an area their group has Claim to.
Regroup - 150 Points
-A mass version of Tactical retreat, Regroup can only be used by a character who is at their home base.
-Causes all affiliated characters to leave their current threads and return to base.
-Characters must remain in base for at least two of their turns before heading back out.
-Can save multiple allies in bad situations, but leaves areas completely unprotected.
-Can not be used if home base has been Claimed by the enemy.
Claim - 150 Points
-Allows a character to claim a checkpoint in the name of their side whenever there are no opposing enemy units in it for two consecutive rounds.
-Characters RPing in an area Claimed by their side earn twice as much SP for their player as usual.
-Enemy units can not use the Regroup tactic if their home base is Claimed by the enemy.
-Players who successfully Claim an area may earn a munny bonus after the completion of the event, regardless of outcome.
Rank Up - 200 Points
-A player can increase their Rank in the Queen's Mercenaries by points earned alone instead of feats on the battlefield by buying this SP Tactic
-Allows an increase in the number of Card Soldier NPCs assigned to the character and their player.
-Tactic is available to characters with the Queen's Mercenaries only.
Giant(Or perhaps Normal-Sized?) - 150 Points
-A player can buy this tactic when they have a character either in the Bizarre Room or the Lotus Forest checkpoints.
-Causes a character to drink a strange potion in the Bizarre Room/eat a strange nut in the Lotus Forest(Which they will have been carrying on their person, not find in the area) and grow to hundreds of times their previous size
-Allows for devastation on their enemies using their size but must also be wary of collateral damage to allies.
-Transformation wears off after two turns of utilizing Giant(Or perhaps Normal-Sized?) in battle, and the character can not move to a different area while the Tactic is in effect.
Invade - 25 Points
-A required Tactic to advance into enemy territory, a character's player must spend 25 SP in order to have their unit(s) enter any checkpoint Claimed by the opposing forces.
-Each character entering costs 25 points individually, but their personal unit of Card Soldiers are included in the cost of Invade.
Invade Home Base - 25 Points + 3 Claims
-A required Tactic to advance into enemy territory, a character's player must spend 25 SP in order to have their unit(s) enter the home base of the opposing forces.
-Each character entering costs 25 points individually, but their personal unit of Card Soldiers are included in the cost of Invade Home Base.
-Unless 3 of the event's five areas(Including their own home base) are under the Claim of the user's group then a player can not use the Invade Home Base Tactic.
Recuperate and Revive - 150 Points
-Even without being a Mage, a character may heal up to three characters fully (Themselves included!) or bring a character (Not themself, obviously) back to life (Appearing beside the person who uses this Tactic despite the condition of their corpse)
-Can ONLY be used at Home Base and only between battles (I.e. you can't run away from a battle, heal up fully then return)
*Remember, don't try and find loopholes; I can make rules up as I go along to keep it fair if you do. If you have queries about the tactic, PM me.
Purchases will be made in this thread. Munny may be used instead of Points (1 Munny = 2 Point)
~*~*~*~
Locations
There are 5 'battlefields' in which this war will be waged; they are dubbed 'checkpoints', each of which can be "claimed" by either forces using the SPS Tactic described above.
2 of the Checkpoints will be the Home Base of each side, The Invincible and The Queen's Castle. Each side automatically "Claims" their home base and thus gets the benefits as such (Double SP earning while inside, using Tactical retreat and Regroup), but to reach an enemy's base and RP there it is required to have claim over at least 3 of the 5 available areas.
Since only GoD is required to reach the Queen of Hearts in order to win the event this proves that we are making it harder for ourselves as the invading force and giving home field advantage in required tactics to the enemy, as they are only required to defeat us in battle.
The Invincible: The mobile fortress of the Gears of Destruction. Though it remains floating a few stories in the air below its red eye a glowing white circle on the ground below transports anyone in or out via advanced technology. GoD's home base.
The Bizarre Room: A room in which you may move between standing on the floor, the walls or the ceiling using various "paths" in the corners of each.
The Lotus Forest: A muddy ground with several tiny ponds, giant flowers and mushrooms, and gigantic trees that reach towards the heavens and blot out most of the light.
The Hedge Maze: A huge maze of green, living walls. Flying characters and juggernauts might not be imposed by the barriers, but they'll still need to find the enemy inside it somewhere in order to engage in combat.
The Queen's Castle: The large white castle of the Queen of Hearts, combat may take place outside or inside the building. The Queen is here by default, but can be moved for strategic purposes if necessary. The home base of the Queen's Mercenaries.
~*~*~*~
Card Soldiers
Default Attributes
-Card Soldiers are indestructible and cannot be killed.
-Card Soldiers will be KO'd after taking substantial damage.
-A CS unit will automatically revive from KO with full health after five rounds have passed. Even if all enemy forces leave an area a CS unit can not revive prior to this requirement.
-CS Units can not be left in other areas(threads) by their commanding officer(The player's character). This also applies to Card Soldiers waiting to revive from KO and forces the mercenary in charge to wait them out in the same area.
Black Suit Attributes
-Black CS Units are armed with axes with designs similar to their house making up the body of the blade.
-Their weapon attacks are quite strong, but moderately slow.
Red Suit Attributes
-Red CS Units are armed with lances with designs similar to their house on the tip.
-Their weapon attacks are quite fast, but cause less damage per hit than the average strike.
Clubs
-The most aggressive CS Units, Club cards will always charge the enemy headfirst, weapons flailing.
Spades
-A cowardly CS Unit, Spade cards will move across the battlefield slowly and usually wait for enemies to come to them, though their defences are also high as a result.
Diamonds
-A tactical CS Unit, Diamond cards will move around the area and check out the enemies while looking for patterns or weaknesses to exploit.
Hearts
-A defensive CS Unit, Heart cards will try to parry and counter enemy attacks over launching the first strike.
Merc Control
Characters operating as the Queen's Mercenaries will have a certain number of Card Soldiers under their command according to their current rank. The player controls the CS Units in battle like summons as an NPC they are role-playing, but must stay in-character. The natural tactics or tendencies of the Card Soldiers can be forced to change in battle by having the characters themselves issue verbal commands, but otherwise they rely on their nature.