TL;DR (read this AT THE VERY LEAST)
- rp takes place in an amusement park-esque area
- you will make a character, ill give you a template
- you can apply to be a saboteur, which one person will be picked at random
- saboteur gets increased control in the game in exchange for increased responsibility, requires creativity
- all non-saboteur players can choose their alignment - good, neutral, or evil (different ability weight capacities, different wincons, different tools)
- evil players may have extra tools to help kill people
- alignments can change if you act out of accordance with your alignment, but it will have penalties
- ability weights are alignment dependent - 20 for good, 15 for neutral, 17 for evil, and 40 for saboteur (less restrictions on ability max power too)
- abilities can be proposed to me, and i can tell you what the weight of the ability will be.
- themed characters will get more leeway with ability weights
- the goal is to have fun, not kill people
- you can level up when you do stuff, such as roleplay or fight npcs
- level ups let you make new abilities and increase stats
- the saboteur is a mastermind in the game in the form of the player. they have more sway over the game, and more control over their character.
- the saboteur can create areas for the game that will be more deadly than the average player
- i set up a pm for you when you joined the game. you can pitch ideas and ask questions in here. this is where you will submit actions and the like
- you can make PM/DMs with other players, just make sure to include the host. ask if you dont know how.
- if you get to 1 hp or less for the first time since you last were at full health, youll activate Last Stand
- last stand will stop you from dying for one attack, stop bleeding or poison for three turns, and will give you max initiative in the next turn
- last stand will replenish every time a player is healed to full health
- characters start with 60 stat points and an item that’s reasonable to have, except for the Saboteur, who will have 80 points
- every time you level up you will be given another 10 stat points
- stat points can be invested into Strength, Constitution, Agility, Intelligence, Luck, or Magic, which all do different things
- characters need a name, a gender, a description of a physical appearance
- a backstory is highly recommended, and will give you an advantage in game
see full op for statistics and examples
Fantasia… it’s something like an amusement park, if someone gave a psychopath a massive budget and magic and gave them free reign over the area. Nobody knows how people get in, but once they do, they are forced to play along to their host’s whims in order to have a chance at surviving and escaping. An eternal dusk sits over the park, and coasters rise like extravagant execution devices, simply waiting for an unsuspecting passerby to take their risk.
It’s called Fantasia for a reason, though. If you manage to escape, you’ll gain wealth and powers that you could only imagine in your wildest fantasies.
The Fantasy of the Damned is an interactable roleplay. Players will join by making a character, the template for which will be provided below. If a player wishes, they can privately enter for the chance to be the Saboteur, who will gain certain advantages in return for increased responsibility. There will only be one Saboteur. Players who are not chosen to be a Saboteur will be given the full choice of any other alignment, those other alignments being Good, Neutral, or Evil. There will be strict caps for the amount of the latter two alignments, and a majority of the game will be composed of Good-aligned players. Different alignments have different win-cons, will be privy to different information from the host, and will have different weight capacities for abilities. Alignments can change, but there will be penalties associated with doing so, so I’d suggest signing up for the alignment you most wish to play as!
Players will get nearly full control over their character’s abilities. Rather than a set amount and/or type of abilities, players will instead have an alignment-dependent ability weight capacity. Smaller, less useful/powerful/versatile abilities will have lower weight values. This weight capacity mechanic allows for more personal and varied gameplay (or, at least, I hope it will). If you want a character that has a bunch of smaller abilities that are useful in specific situations, go for it! If you’d rather your character be a sort of glass cannon, you can invest a large amount of points into a small amount of abilities. As a sort of reward for reading the OP thus far, here’s a bit of a gift! Themed characters, such as the one in the example, will get a bit more leeway with ability weights.
However, no matter what you start off with, you will get the option to change your abilities down the line. Level-ups will be granted after certain points in the roleplay, as well as large events or interpersonal bonds. With these level-ups come increased stats, as well as the chance to create a new ability! Your ability capacity won’t change with a level-up, but you can change out an ability you aren’t liking for something you might think will be more valuable.
Good-aligned players will start out with an ability weight capacity of 20.
Neutral-aligned players will start out with an ability weight capacity of 15.
Evil-aligned players will start out with an ability weight capacity of 17.
The Saboteur will start out with an ability weight capacity of 40, with the main draw that their abilities will be even less restricted than the average player’s.
Ability restrictions will be mostly coming in the form of strength limiters and enjoyment limiters. For example, the Saboteur won’t be able to have an ability that’s like “For 20 Mana, kill a player.” because that would be dumb!
While Evil-Aligned players do have a lower Ability Weight Capacity than Good players, there is a hidden mechanic in play that will balance this out somewhat.
Good win-con will be something like - [HIDDEN] + Escape.
Neutral win-con is hidden.
Evil win-con will be something like - Kill [X] Players + [HIDDEN].
Saboteur wincon is hidden.
Abilities can be pitched while the character is being created, and will only be locked in once the game starts. If you want to know how much weight an ability would hold, feel free to ask the host! If you need ideas or want advice, do the same. I want to increase the amount of enjoyment in this game as much as possible!
Players will also start with a single item, within reason. There is an inventory cap of six reasonable items (essentially, nothing too large.)
Rough Item Guidelines
- Nothing too large
- guns with lethal bullets are a no
- explosives are a no
- tranq darts are a no
- any weapons won’t have wonderful stats
- not multiple things
- i may, once again, be more lenient if it fits with a character theme
Name: London d’Alto
Alignment Ability Weight Capacity: 15
Passive - Perfect Pitch: London, as a professional musician, benefits greatly from his ability in perfect pitch. Sounds are very memorable for him, and he can identify people just by hearing their voice. Any task that requires listening is much easier for him. (1 Weight)
Passive - Musician: London starts with a violin, which can not be destroyed. If removed from him, he can spend 3 Mana to summon it back to him, regardless of distance, as long as it is physically possible. (E.g. if it’s trapped in a steel box, London would instead be informed of the box’s location.) The bow also functions as a simple, but not very effective weapon. (2 Weight)
Active - Lullaby: As long as London has his violin or a suitable replacement, he may target a player with a slow song meant to disorient and daze them, sending them into a light trance for a price of 15 Mana. This tranced target will be unable to act for three turns, or until attacked again. This ability will always have the lowest Initiative possible. (3 Weight)
Active - Energizing Tune: For 10 Mana, London, as long as he is in possession of his violin or a similar instrument, may play a song that gives all who hear it 15 temporary Health Points and 10 temporary Mana. These Health Points and Mana function as normal, and can exceed a character’s normal Health Point or Mana cap, and will be used before regular Health Points or Mana. Temporary Health Points and Mana passively deplete at a rate of 1 per 15 minutes. Temporary Mana can not be used for abilities that grant other players Mana. (4 Weight)
Active - Crescendo: Using his violin or a suitable replacement instrument, London can send a loud, sharp wave of music towards an opponent, attacking them for 12 Mana. If London does not have an instrument, he can use his voice once per encounter for a cost of 14 Mana instead. This musical attack will have a very small AoE effect, and if a proper instrument is used, a minor shockwave effect. (5 Weight)
As mentioned before, the Saboteur will be a single player who has more sway over the game and more control over their character. If you’ve ever played Dungeons & Dragons, think of the Saboteur as the BBEG. They will be focused around stopping other players from carrying out the game’s tasks, although their exact win-con will remain hidden for now.
The Saboteur also has the additional responsibility of creating areas for the game. These areas, if the Saboteur so desires, will be more malicious and/or harmful than the average area created by the host. Other players will, by default, not be aware of which room is the one made by the Saboteur.
The average player will not need to kill the Saboteur to win, although they might be forced to defend themselves.
The host will set up a role PM for you when you join the game, so don’t worry about that. Additionally, the main thread will be accessible for all players at any time. DMs with other players are not only allowed, but encouraged! Just make sure that the host is included in them, alright?
If you have questions, I strongly advise asking the host rather than just sitting in silence and confusion! I want this game to be as fun as possible for all players.
If you die, welp, that fucking sucks, man. But, good news! You’re not out of the game just yet! You have three choices: You can pass on, integrate, or haunt.
Passing on is just as it sounds - you accept your death, and are out of the game. You are still welcome to chat in the main thread, but you will not be involved in any more game activities.
Integration is combining yourself with a living player, tying your game to theirs. You will both be told about the other’s character, and the dead player will be able to offer one of their abilities to the living player. The dead player’s alignment and win-con will change to match the living player’s, if necessary. If the living player accomplishes their win-con, any dead players integrated with them will win, too. If the living player dies, any dead players integrated with them will not be able to integrate or haunt anymore. They will be forced to pass on. Integration is an offer - living players are able to refuse this offer. If an offer is refused, a new one can be made.
Haunting is an attempt to regain a body through causing a living player’s death. A Haunt is done through a dead player creating a room that will be added to the map. A Haunted room will be dangerous, much like a Saboteur room, but, unlike the Saboteur room, there will be a powerful reward at the end if the room is beaten. A Haunted room can not be left once entered unless it is beaten. However, players will be informed that the room is Haunted before entering.
- If a Haunted room is not entered in a given section, the player who created it will be given another chance, and their new room will not be designated as a Haunted room in the new section. This will continue until the room either kills a living player or a living player beats it. If it kills a living player, the player who created the room will return to life. If a living player beats it, the player who created the room will be forced to pass on.
- Haunted rooms will be based on creativity. They won’t just be “Russian Roulette” or something.
The Last Stand mechanic is a mechanic that activates when a player hits 1 HP. The first blow that would kill them while Last Stand is active for them will instead leave them at 1 HP. Any bleeding or poisons are temporarily halted for 3 turns. The next turn, they will have priority in Initiative rolls. If two players both activate Last Stand at the same time, they will be in their own Initiative category.
Last Stand replenishes every time a player is healed to full health.
Characters will have a few different stats.
Characters* will start out with 60 Stat Points at the start, which can be invested however the player wants. With each level up, 10 Stat Points will be gained. Stats may be gained through in-game character actions, as well.
- The Saboteur will start with 80 Stat Points.
Exacts will not be given, but these stats may grant you different boosts based on how many points you put into them. Strength may increase your attack power or general athletic ability, for example, while constitution may increase your health pool or environmental resistance. Agility may increase your ability to navigate your environment, while intelligence may increase your ability to glean knowledge about things and to get more information from the host. Luck may increase your ability to spot things without looking specifically for them, receive a beneficial roll or advantage/favorable outcome in general, or land a critical hit. Magic may increase your Mana pool and your magical attacking power. This will not only have an effect on your stats, but also how I process your actions and the feedback you will receive.
Statistics (All non-integer values will be rounded up):
HP = 2(Con) + 40 (Max 300)
Mana = 1/2(Magic) + 1/4(Intelligence) + 10
Passive health regen of 1/8 max hp per turn after not being damaged for a round, rounded up!
Passive mana regen is 1/16 max mana per turn after not using an ability for a turn, rounded up!
Attacks: (Min. Damage of 5 on hit by default)
Accuracy = (2(Attacker Luck) - 1/2(Defender Agi))% or 33%, whichever is higher.
Crit Chance = 1/2(Luck + Int)% or 8%, whichever is higher.
Physical Damage = 1/2(Attacker Str + Weapon Bonus) - (Defender Con + Armor Bonus)
Ranged Damage = 1/2(Attacker Agi + Weapon Bonus) - (Defender Con + Armor Bonus)
Magical Damage = 1/2(Attacker Mag + Weapon Bonus + Any Applicable Spell Bonuses) - (Defender Con + 1/2(Armor Bonus)
Characters must give a name, a gender, a physical appearance, and a backstory is highly preferable and will give you an advantage in the game. An example card may look like the one below.
Example Identity Card
Name: Dwayne “The Rock” Johnson
Weight: 260 lbs
Eye Color: Brown
Glasses or Contacts: None
Hair Color: N/A
Hair Style: Bald
Outfit (Including Accessories or Jewelry): Dwayne wears an outfit fit for a jungle expedition, with a vest, khaki shorts, a short sleeved t-shirt that shows off his pectoral muscles very well, solid tennis shoes, and a wide-brimmed hat.
Other Appearance Info: Dwayne is a large, muscular Samoan-Canadian man. He has very large muscles, as well as two tattoos. The first is on his left arm, shoulder and chest, and is a tribal tattoo. The second is a bull tattoo on his right arm.
Backstory: Dwayne Douglas Johnson, also known by his ring name The Rock, is an American actor, businessman, and former professional wrestler. Widely regarded as one of the greatest professional wrestlers of all time, he wrestled for WWE for eight years prior to pursuing an acting career. His films have grossed over $3.5 billion in North America and over $10.5 billion worldwide, making him one of the world’s highest-grossing and highest-paid actors.
Johnson played college football at the University of Miami and won a national championship in 1991. He aspired to a professional career in football, but went undrafted in the 1995 NFL Draft. He signed with the Calgary Stampeders of the Canadian Football League (CFL), but was cut from the team in his first season. Part of the Anoa’i family, Johnson’s father Rocky and maternal grandfather Peter Maivia were professional wrestlers, and he secured a contract with the World Wrestling Federation (WWF, now WWE) in 1996. He rose to prominence after developing the gimmick of a charismatic trash-talker and helped usher in the Attitude Era, an industry boom period in the late 1990s and early 2000s. Johnson left WWE in 2004 and returned in 2011 as a part-time performer until 2013, making sporadic appearances until retiring in 2019. A 10-time world champion, including the promotion’s first of African-American descent, he is also a two-time Intercontinental Champion, a five-time Tag Team Champion, the 2000 Royal Rumble winner, and WWE’s sixth Triple Crown champion. Johnson headlined the most-bought professional wrestling pay-per-view (WrestleMania XXVIII) and was featured among the most watched episodes of WWE’s flagship television series (Raw and SmackDown).
Johnson’s first leading role was as the titular character in the sword and sorcery film The Scorpion King (2002). He has since starred in the comedies The Game Plan (2007), Tooth Fairy (2010), and Central Intelligence (2016); the action-adventure films Journey 2: The Mysterious Island (2012), G.I. Joe: Retaliation (2013), Hercules (2014), and Skyscraper (2018); the science-fiction films San Andreas (2015) and Rampage (2018), and the animated film Moana (2016). His role as Luke Hobbs in the Fast & Furious films, beginning with Fast Five (2011), has helped it become one of the highest-grossing film franchises. Johnson also stars in the Jumanji films, appearing in Jumanji: Welcome to the Jungle (2017) and Jumanji: The Next Level (2019), and is set to portray Black Adam in its superhero film adaptation.
Johnson produced and starred in the HBO comedy-drama series Ballers (2015–2019) and stars and produces the autobiographical sitcom Young Rock (2021). In 2000, Johnson released the autobiography The Rock Says, which was a New York Times bestseller. In 2012, he co-founded the entertainment production company Seven Bucks Productions and is the co-owner of American football league, the XFL. In 2016 and 2019, Johnson was named by Time one of the world’s most influential people.
Miscellaneous Description(s): He has very sharp eyebrows, and can give a very good single-raised-eyebrow stare.
Motivation: Make everyone smell what The Rock… is cookin’!
[PLAYER NAME] - Level 1
Alignment - Good
HP - 100/100
Mana - 20/20
Strength - 30
Constitution - 30
Agility - 0
Intelligence - 0
Luck - 0
Magic - 0
John Cena - Level 1
Foldable Chair (+5 Attack)
Mom’s Chicken Noodle Soup (+25 HP, +5 Mana)
Ability Weight Cap: 20
Active - Adrenaline Rush: For 20 Mana, Dwayne feels the adrenaline rush to his system, shaking off any negative effects on him, boosting his physical stats, and doubling the damage of his next attack that hits. He also gains 50 temporary Health Points. (10 Weight)
Active - Rock Bottom: For 20 Mana, Dwayne can tuck his head under the opponent’s near arm, reach across the opponent’s chest and around their neck with their near arm, and place the other arm against their back. Dwayne then falls forward, either flat on his chest or into a kneeling position, and forces the opponent back-first onto the ground. This will damage the other player, will always hit as long as Dwayne is in the same room as them, and will also daze the other player, leaving them unable to move for 3 Turns, or until attacked again. (10 Weight)
- Atlas - Eirene
- Eliza - Maria
- Italy - Cecil
- Leafia - Felicia
- Litten - Bell
- Magnus - Emrys
- Marluxion - Benny
- Mist - Ash
- Night - Taliya
- Ruby - Saeki
- Satori - Alice
- Silviu - Senford
- Squirrel - Yew
- Tro - Flicker
- Wazza - Sakura
- Wind - Yami