04-10-2015, 11:31 AM
Everyone who signs up for Dante’s Abyss and is accepted to the roster is fitted with a collar and stripped off all of their Items (and Moves that function as items or weapons – guns, blasters, swords, sensors etc.). Dante's Abyss is a competition of survival, not flashy combat with fancy dancy things. Karl Jak doesn't care what you were in the Omniverse. He cares what you are beneath all the pomp.
The collar acts as a suppressor for various powers and skills, forcing characters to rely more on their wits and grits to survive (plus a little bit of strategy and luck). Attempting to remove the collar will result in your immediate and violent death. Your will return to the Fountain and have to wait twice as long to reincarnate.
The following are prohibited due to the collars your characters must wear in the competition:
-Regeneration and Healing
-Flying
-Enhanced Senses
-Assists (Exceptions may apply - We'll talk at joining)
-Just about all Moves (see below)
-Summoning and Extracting of OM is inhibited
The following are severely limited due to collars
-Telekinesis is reduced to within ten feet of your position, regardless of level or TEC & all weapon/support items are immune to telekinesis (because dantephysics)
-Teleportation is reduced to within five feet of your position, regardless of level or TEC
-Super Jumping is reduced to ten feet, regardless of level
-Time Manipulation is reduced to only a few seconds and stopping time is impossible
-Fusion is limited to just Basic Fusion
-This is more of a notice than anything else - Stealth and Shapechange cannot be used to avoid Face 2 Faces
Note - Honestly, don't be surprised (or angry, for that matter) if most of your move set is barred/inhibited. Moves don't make the character. You, the writer, make the character.
Moves
Access to moves has been prohibited/inhibited by the collars all contestants are forced to wear. The collars prevent the summoning of weapon-based moves and the execution of offensive moves (like magic) and most advanced application of Powers. Any 'natural' weapons (claws, tails, etc) will be treated as incidental weapons, compared to the artefact Weapon/Support Items that contestants are provided with.
Certain moves that serve more utility functions may be permitted, but a character should operate under the assumption that they will have no Moves.
SP (Power Ups, Super Moves, and Fusion)
The collars grant everyone 3 SP + 1 SP for every level. This was done mostly to keep things interesting given the large number of level 1 and level 2 characters while not penalizing level 4 people.
Super Moves and Powers up of all flavors are welcome, but they must be 'queued up' if you want your character to use them in the event of a Face to Face.
Fusion is also welcome for allies, but be aware that it will cost you both 1 SP and any damage sustained by the fusion will be equally split between the two constituent characters.
Just like in the Omniverse, Super Moves deal damage to other players (more on this to come), where as having a queued Power Up, Powered Up form, or Fusion can provide you with a tactical advantage in a Face to Face (more to come).
Level 0 Super Move - Level 1 characters who were unable to purchase a super move before the contest will be able to utilize Level 0 Super Moves (which function much like desperation attacks). When you register please select one of your moves to be upgraded to a Level 0 Super Move for the duration of Dante's Abyss or create one from scratch. A level 0 super move costs 1 SP and is half as effective as a Level 1 Super Move. You do not need to purchase this.
If you want your character to queue up a Power Up, Powered Up Form, Fusion or/and a defensive or offensive Super Move of any type for potential use, you must let me know ahead of any Face to Face you get into. You may queue up both a defensive and offensive Super Move if you want to. You should consider this, especially if you are alone. The offensive move will take precedent. You may specify if you want to use a Defensive Super Move against only other Super Moves or also against powerful weapons. After a Face to Face, you need to send me another PM stating what you want queued.
You may not send me a PM as I am writing that you want to use your Super Move in the fight. I reserve the right to alter things if I feel like they'll be better for your character in the long-run.
An example PM you may send to me:
Note - Characters do not regain SP unless they find a Support Item designed to grant more SP. There will be a stickied thread in the Dante's Abyss Discussion forum that tracks how much SP each character has and how much they have left.
For clarity, I will try to state what your character will be deprived of for the competition when you submit your joining information. And as always, just think of this as an opportunity to bring more into your writing. This is a competition that revolves around out-playing the other characters and creating a a more engaging story in the Abyss. If your powers define your character, than consider this a wonderful opportunity to have them struggle to rediscover an identity. The power to craft an engaging story is in your hands.
Note – I reserve the right to have your character use a Power Up or a Super Move if that is what will make the difference between said character limping away from a fight or dying on the ground. After all, I don’t think it’s logically for someone not to use all their tricks if they’re faced with certain death.
The collar acts as a suppressor for various powers and skills, forcing characters to rely more on their wits and grits to survive (plus a little bit of strategy and luck). Attempting to remove the collar will result in your immediate and violent death. Your will return to the Fountain and have to wait twice as long to reincarnate.
The following are prohibited due to the collars your characters must wear in the competition:
-Regeneration and Healing
-Flying
-Enhanced Senses
-Assists (Exceptions may apply - We'll talk at joining)
-Just about all Moves (see below)
-Summoning and Extracting of OM is inhibited
The following are severely limited due to collars
-Telekinesis is reduced to within ten feet of your position, regardless of level or TEC & all weapon/support items are immune to telekinesis (because dantephysics)
-Teleportation is reduced to within five feet of your position, regardless of level or TEC
-Super Jumping is reduced to ten feet, regardless of level
-Time Manipulation is reduced to only a few seconds and stopping time is impossible
-Fusion is limited to just Basic Fusion
-This is more of a notice than anything else - Stealth and Shapechange cannot be used to avoid Face 2 Faces
Note - Honestly, don't be surprised (or angry, for that matter) if most of your move set is barred/inhibited. Moves don't make the character. You, the writer, make the character.
Moves
Access to moves has been prohibited/inhibited by the collars all contestants are forced to wear. The collars prevent the summoning of weapon-based moves and the execution of offensive moves (like magic) and most advanced application of Powers. Any 'natural' weapons (claws, tails, etc) will be treated as incidental weapons, compared to the artefact Weapon/Support Items that contestants are provided with.
Certain moves that serve more utility functions may be permitted, but a character should operate under the assumption that they will have no Moves.
SP (Power Ups, Super Moves, and Fusion)
The collars grant everyone 3 SP + 1 SP for every level. This was done mostly to keep things interesting given the large number of level 1 and level 2 characters while not penalizing level 4 people.
Super Moves and Powers up of all flavors are welcome, but they must be 'queued up' if you want your character to use them in the event of a Face to Face.
Fusion is also welcome for allies, but be aware that it will cost you both 1 SP and any damage sustained by the fusion will be equally split between the two constituent characters.
Just like in the Omniverse, Super Moves deal damage to other players (more on this to come), where as having a queued Power Up, Powered Up form, or Fusion can provide you with a tactical advantage in a Face to Face (more to come).
Level 0 Super Move - Level 1 characters who were unable to purchase a super move before the contest will be able to utilize Level 0 Super Moves (which function much like desperation attacks). When you register please select one of your moves to be upgraded to a Level 0 Super Move for the duration of Dante's Abyss or create one from scratch. A level 0 super move costs 1 SP and is half as effective as a Level 1 Super Move. You do not need to purchase this.
If you want your character to queue up a Power Up, Powered Up Form, Fusion or/and a defensive or offensive Super Move of any type for potential use, you must let me know ahead of any Face to Face you get into. You may queue up both a defensive and offensive Super Move if you want to. You should consider this, especially if you are alone. The offensive move will take precedent. You may specify if you want to use a Defensive Super Move against only other Super Moves or also against powerful weapons. After a Face to Face, you need to send me another PM stating what you want queued.
You may not send me a PM as I am writing that you want to use your Super Move in the fight. I reserve the right to alter things if I feel like they'll be better for your character in the long-run.
An example PM you may send to me:
Quote: “If I get into a fight, I want to use my Tier 1 power up, Kaioken, AND my Tier 1 offensive Super Move, Omega Kamehameha.”
Note - Characters do not regain SP unless they find a Support Item designed to grant more SP. There will be a stickied thread in the Dante's Abyss Discussion forum that tracks how much SP each character has and how much they have left.
For clarity, I will try to state what your character will be deprived of for the competition when you submit your joining information. And as always, just think of this as an opportunity to bring more into your writing. This is a competition that revolves around out-playing the other characters and creating a a more engaging story in the Abyss. If your powers define your character, than consider this a wonderful opportunity to have them struggle to rediscover an identity. The power to craft an engaging story is in your hands.
Note – I reserve the right to have your character use a Power Up or a Super Move if that is what will make the difference between said character limping away from a fight or dying on the ground. After all, I don’t think it’s logically for someone not to use all their tricks if they’re faced with certain death.
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Dante's Abyss 2015
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