Hello NB! Now it has come to my understanding that this has been attempted before and failed miserably.. But fear not, after two weeks of intense formulation and closed beta testing we're ready to release open beta to the NB populace!
Spotting other players/Seeing other players: Logic has to be recognized, a player cannot be hiding in the trees above and you miraculously spot him/her (Thats metagaming). Instead, one can use a HSD (see item list below), or genuine common sense. If a players has run into a hole the seeker can only look at the forest floor for clues. This is very dependent on the hiding players inputs. For example is he/she states they move very carefully and deliberately making sure not to leave any traces behind then your character depending on his/her stats will have a minimal chance of finding the trail, hence not finding where the person has hidden himself. Moving slowly will make you an easier target however. As opposed to meticulous steps, rushing/running/darting will leave you an obvious trail and will lead to your discovery if not corrected. A player can be in your very sector and you have no clue, the trick to finding players in your own or surrounding sector is to state your movement from each point of the sector. Like north to east, to south, etc. This takes no time and will lead you to either player trails or the player themselves.
Sleeping/Resting/Etc: Being augmented reality, GM's can change the time of day. A bio can stay up an entire night but not two nights in a row, this will cause sleep deprivation which will lead to death. Instead, a bio must find somewhere safe to rest because while do so he/she has absolutely no control over what happens in that sector. All bios will make a slight snoring noise to be fair, so make sure you are sleeping somewhere out of earshot. You can however, sleep during the day and be active during the night while the others are sleeping.
Stats: There are 4 main attributes each with a maximum of 5 points, and each player has a default of 12 points which must be distributed to these areas.
Aim:
Strength:
Intelligence:
Physique:
Here is an example of a player bio with stats.
Failing to post: As stated before, if contestant has not posted in the daily limit he/she will be eliminated via remotely activated nanobots in bloodstream.
KDR (Kill/Death Ratio): It is up to each participant to record their kills and deaths. This includes animal kills as well as player.
Insolence: Failing to abide by the rules will result in elimination
// To enter the beta simply create a bio using the above rules and PM it to me (wouldn't want players strategically building bios based on other's weaknesses). You'll know if you're accepted. I will be taking 9 people for this first test. If it works out we could be taking as much as 13.
// After I have acquired 9 people I will post the map and details in this thread and we will begin
// If you feel you can help out by being a GM PM me also with reason why
RULES
Now, first things first, there will be no use of jutsu or Naruto related actions here. All fights and encounters will follow the FREEFORM side on NB RP. Also, the basic rules of RP apply: No metagaming (using OOC information to help IC), no powerplaying (controlling your opponent's actions), and try not to double post. Each contestant will have a one (1) day reply limit, failure to do so will result in elimination. Basic NW travel rules apply with a few augmentations: Depending on the map, the area will be sliced into sectors. These sectors will take 5 hours (5 minutes) to traverse. If you are travelling over two sectors it will take 10 hours (10 minutes) and so on so forth. Now in terms of finding stuff the area your character is in will greatly influence the type of weapon he/she finds. However, it is up to the GMs' (Game Mods) decision on which item you discover.
PvP & PvE Interaction
Ranges: Short ranged (0-5 meters), Mid ranged (6-10 meters), Long ranged (11-15 meters). Each map being divided into sectors here is how the ranges apply: - If you spot someone in your own sector it is immediately short ranged
- If you spot someone from a section of your sector example from the North with you being in the South it is Mid ranged
- Any aerial target or another person in a neighbouring sector is long ranged, providing there is adequate visibility.
Spotting other players/Seeing other players: Logic has to be recognized, a player cannot be hiding in the trees above and you miraculously spot him/her (Thats metagaming). Instead, one can use a HSD (see item list below), or genuine common sense. If a players has run into a hole the seeker can only look at the forest floor for clues. This is very dependent on the hiding players inputs. For example is he/she states they move very carefully and deliberately making sure not to leave any traces behind then your character depending on his/her stats will have a minimal chance of finding the trail, hence not finding where the person has hidden himself. Moving slowly will make you an easier target however. As opposed to meticulous steps, rushing/running/darting will leave you an obvious trail and will lead to your discovery if not corrected. A player can be in your very sector and you have no clue, the trick to finding players in your own or surrounding sector is to state your movement from each point of the sector. Like north to east, to south, etc. This takes no time and will lead you to either player trails or the player themselves.
Sleeping/Resting/Etc: Being augmented reality, GM's can change the time of day. A bio can stay up an entire night but not two nights in a row, this will cause sleep deprivation which will lead to death. Instead, a bio must find somewhere safe to rest because while do so he/she has absolutely no control over what happens in that sector. All bios will make a slight snoring noise to be fair, so make sure you are sleeping somewhere out of earshot. You can however, sleep during the day and be active during the night while the others are sleeping.
Player Bios and Statistics (Stats)
Bios: Each player bio should have name, age, gender, district, and stats (see below). For district simple insert your RP village, if not choose one from the villages or lands section
You must be registered for see links
, NO KG's, clans, or special abilities.Stats: There are 4 main attributes each with a maximum of 5 points, and each player has a default of 12 points which must be distributed to these areas.
- Strength: This will influence how well you maneuver heavy objects/machinery. For example certain weapons require SP (Strength points) of 3 or more to be efficient in). This also makes hand to hand combat with players much more devastating and in your favour.
- Intelligence: This will deduce how well you track other players, invent strategies and identify traps. You can also effectively inspect your opponent's attributes.
- Aim: This will tell how far and efficiently you can throw weapons, and deduce distance between targets. Good for scouting areas as people with high AM (Aim points) will have a better chance of viewing other players overlong distances.
- Physique: This will tell how fast you can run, swim, climb, how effectively you can dodge attacks and how well you can disguise/hide yourself from the enemy.
Aim:
1: Can only hit large objects and players and within a 3 meter range
2: Can only hit large and medium objects and players in a 4 meter range
3: Can hit large-medium objects and players within short range (0-5 meters)
4: Can hit large, medium, and small objects and players within a 0-10 meter range (Short -Mid)
5: Can ace a target of any shape and size from 0-15 meters (short-long)
2: Can only hit large and medium objects and players in a 4 meter range
3: Can hit large-medium objects and players within short range (0-5 meters)
4: Can hit large, medium, and small objects and players within a 0-10 meter range (Short -Mid)
5: Can ace a target of any shape and size from 0-15 meters (short-long)
Strength:
1: Can only hit a person hard enough to move them off balance
2: Hitting a person will move them off balance and cause a slight bruise
3: Hitting a person will cause deep tissue bruises while knocking them to the ground
4: Can cause abrasions to soft tissue, can break bones, and will also make opponent dizzy, can strangle the weaker.
5: A successful punch to the head area is an instant knockout, hitting regular areas can break bones along with abrasions. Can also strangle anyone.
2: Hitting a person will move them off balance and cause a slight bruise
3: Hitting a person will cause deep tissue bruises while knocking them to the ground
4: Can cause abrasions to soft tissue, can break bones, and will also make opponent dizzy, can strangle the weaker.
5: A successful punch to the head area is an instant knockout, hitting regular areas can break bones along with abrasions. Can also strangle anyone.
Intelligence:
1: Can tell what time of day it is, identify level 1 traps, and track level 1 phys players
2: Can identify level 1-2 traps, navigate terrain effectively in daylight, and track level 1-2 phys players
3: Can identify level 1-3 traps, navigate, track level 1-3 phys opponents, and tell the opponents strong areas.
4: Can identify level 1-4 traps, navigate, track level 1-4 phys players, tell opponents strong and weak areas
5: Identify level 1-5 traps, navigate, track level 1-5 phys players, and tell all the opponents stats.
2: Can identify level 1-2 traps, navigate terrain effectively in daylight, and track level 1-2 phys players
3: Can identify level 1-3 traps, navigate, track level 1-3 phys opponents, and tell the opponents strong areas.
4: Can identify level 1-4 traps, navigate, track level 1-4 phys players, tell opponents strong and weak areas
5: Identify level 1-5 traps, navigate, track level 1-5 phys players, and tell all the opponents stats.
Physique:
1: Can run fast enough to obscure sight in dense vegetation. Can hide self in water sources or mud or much etc.
2: Can dodge level 1 strength attacks, hide in bushes very well along with level 1 stats.
3: Can dodge level 2 strength attacks, and disguise self using mud or other paint like substance, along with level 2 stats. Can outrun level 3 traps.
4: Can dodge lvl 3 strength attacks, and run faster than level 4 traps along with level 3 stats and climb medium trees and hide self from HSD's using mud to cover body.
5: Can dodge lvl 4 strength attacks, run faster than any animal on the map and also climb very tall trees along with lvl 4 stats. And outrun level 5 traps.
2: Can dodge level 1 strength attacks, hide in bushes very well along with level 1 stats.
3: Can dodge level 2 strength attacks, and disguise self using mud or other paint like substance, along with level 2 stats. Can outrun level 3 traps.
4: Can dodge lvl 3 strength attacks, and run faster than level 4 traps along with level 3 stats and climb medium trees and hide self from HSD's using mud to cover body.
5: Can dodge lvl 4 strength attacks, run faster than any animal on the map and also climb very tall trees along with lvl 4 stats. And outrun level 5 traps.
Here is an example of a player bio with stats.
The above character is very smart, but not the max with half attributes in both aim and strength. Meaning, she can track very good, can identify various traps others would not, and could lift medium sized objects. She can't however, run very fast, in fact with a phys of 2 she can easily been seen or attacked with someone of high aim. And she also can't hide very good or climb tall trees. She is a brainiac and it would be wise if she waited for the others players to kill themselves before she shows her face.Name: Cassandra Claire
Age: 18
Gender: Female
District: Hoshigakure
Stats:
Aim: 3
Str: 3
Int: 4
Phys: 2
Elimination
Traps: At regular or random intervals the GM's can initiate a trap of random levels in either one sector or multiple sectors. Here is a list of the traps at the GM's disposal:Lvl 1:
Lvl 2:
Lvl 3:
Lvl 4:
Lvl 5:
- Jabber Jays (records and replays random sounds and bombards players in a set radius, leaving them immobilized and traumatized, also trap players in a forcefield for duration)
- Bear traps,
- Random fires.
- Yellow Jacket wasps (Failure to evade these either by running, fire, or hiding in a water will result in death)
- Venomous plans (various shapes and sizes, cause numbness and prolonged exposure leads to death)
- Snakes (ranging from King Cobras to Reticulated Pythons all at the GM's will).
- Lightning strikes (Bombard entire sector, instant death if caught in sector while this takes place)
- Carbon dioxide avalanche (A sudden burst of carbon dioxide so potent that if caught renders player in a coma like state eventually leading to death)
- Blood rain (rains so perpetual leaving player(s) soaked for hours leading to pneumonia if not escaped).
- Big cats (Ranging from Pumas to Lions again at the GM's mercy)
- Repulsive walls (Virtually undetectable they require subsequent intelligence to notice. Contact with just a mere finger will leave players unconscious and burnt badly)
- Baboons (Having level 4 strength, can easily overpower and kill weaker players)
- Paralyzing Fog (Moving incredibly fast, only the sure athletic can escape if in the same sector. It covers a max of two sectors that are side by side. Contact with flesh leaves paralyzingly searing sensations throughout body, a prolonged exposure of 4 or more seconds will prove fatal. A water source can wash off and remove the effects)
- Avalanche (depending on the map, a devastating avalanche of water or snow or mud can come crashing on an entire sector. This can only be evaded by climbing tall trees or not being in the sector at all..)
KDR (Kill/Death Ratio): It is up to each participant to record their kills and deaths. This includes animal kills as well as player.
Insolence: Failing to abide by the rules will result in elimination
Item List
- Medicine Kit: (includes bandages, alcohol, disinfectant, syringes, classic morphine for pain, and oxygen tank)
- HSD: Heat Sensing Device. Used to identify heat signatures of living things in both in light and darkness. it is in the form of glasses.
- Throwing Knives (x5-x15): Dangerously sharp blades, capable of hitting targets up to mid ranged of the thrower.
- Hunting Knife: A traditional 4 inch hunting knife with a serrated back edge for tearing rough material.
- Hunting Bow: A sturdy bow made of an unimaginably strong steel alloy. Can be used to choke opponents, requires arrows for max potential.
- Arrows (x10-x20): Flexible 32 inch arrows with a sharp metallic tip at the front and synthetic feather bristles at the back for in air guidance.
- Lance: A long, pole weapon roughly 5 feet in length with a deadly short sword attachment at the tip. Can be thrown also up to mid ranged.
- Ninjato: A short katana like weapon 22 inches in length made of the same steel alloy of the bows. Very sharp.
- Star Shurikens (x5-x15): Small, star weapons sharp on all edges. They have a 2 inch radius, and are capable of reach mid ranged of the user.
- Tomahawk: A sturdy, metallic mini axe. It is very light with a weight attached at the bottom for throwing. Making it both a melee and ranged weapon capable of long ranged combat.
// To enter the beta simply create a bio using the above rules and PM it to me (wouldn't want players strategically building bios based on other's weaknesses). You'll know if you're accepted. I will be taking 9 people for this first test. If it works out we could be taking as much as 13.
// After I have acquired 9 people I will post the map and details in this thread and we will begin
// If you feel you can help out by being a GM PM me also with reason why
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