This is a Wiki-Wars game. Like the other Wiki-Wars games, the goal is very simple: incapacitate other players to the point where they are unable to continue playing. Obviously, the simplest way to do this is to kill other players, but methods such as imprisonment or severe non-fatal brain damage also count towards this goal. For every other player you dispose of in this fashion, you get a point. What these points do, and what happens when you acquire certain amounts of points, is covered in the mechanics section below.
In an attempt to prevent this version from sputtering out like my previous attempts at this, I'm going to try something new. Namely,
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Each game will have 8 players, with a perpetually cycling waitlist. Signing up is first come first serve.
Gameplay:
Each player starts with 0 Points and gains more points by killing or permanently incapacitating other player characters. The first player to receive 5 Points in a game is declared the Champion. The Champion is guaranteed a spot at the start of the next game, has their username put in the HALL OF CHAMPIONS, and gets to choose the location of the next game.
Kill Absorption:
When a competitor kills another competitor, they gain points equal to half (rounded down) of their defeated opponent's total kill-count. They also gain an amount of new Articles equal to this same number. For example, killing someone with a Kill-count of 4 would result in +2 to your current points and gaining 2 new Articles.
Dice:
The Game runs on a 10-Sided Die system for completing actions, so a Rolled 10 will result in the complete satisfaction of the intended action, whereas a 1 will result in the direct opposite. Simple actions require no rolls. Rolls are required for more complicated actions, like painting a picture, breaking down a door or hacking a computer.
Combat:
Standard D10 is used for rolls. You can attack up to twice per turn, so long as someone is in range. (Attacking Die and Defending Die Referred to as AD and DD respectively, henceforth.) If AD > DD, the attack is successful, and damage is dealt based upon the difference in the rolls as well as all the other factors in the fight: cover, armor, and so on. If AD < or = to DD, the attack fails. If AD < DD by a margin of 5, the defender counter-attacks. (Ex. AA of 3 VS. DD of 8, Defender counter attacks.) Counter Attacks cannot be re-countered.
Attributes:
Each player receives random Assets and/or Attributes and/or Abilities, based on 5 Random Wikipedia Articles. Attributes have some sort of effect on the player, often a modifier to certain types of rolls, or a specific ability. For example, a Random Article on a Baseball Player known for their slugging, would give them a bonus to wielding Clubs and various pieces of baseball equipment. Another Article for a fictional pyromancer would give that player an Ability to control a certain amount of fire. For each Point a player earns, they gain a new Wikipedia Article.
But won't this result in huge disparities, with one player starting with an assault rifle, another with Telekinesis, and another with a pogostick? Of course, that's what makes this fun! Be creative, that's why the goal is to incapacitate, not just kill. A player can be blessed with getting the article for immortality, but that makes them far from unbeatable.
In general, most Articles will work like this:
-Organisms, People, Fictional Characters, and Mythological/Religious Entities will give the Player Attributes based on their own attributes and habits.
-Locations will give Attributes and Assets based on what they're known for, ex., Detroit would give its player a +2 to actions involving automobiles.
-Assets will mostly result in the player starting with one or more of them on-hand, depending on their function, size, etc.
-Historical events will often give players Attributes and Assets that reflect what it was like for an average person in the event. For example, an article for a battle in the Napoleonic Wars would give the player equipment and skills reflective of a typical soldier of those times.
-Concepts, Theories and Abstractions will give Attributes based on their general subject. A player with Pragmatism will get an ability to disprove untestable impossibilities, ex., nullifying the magical powers of another player.
-Miscellaneous Articles will result in...something interesting!
Abilities aren't inherently bad, but may carry risky side-effects.
NPCs:
NPCs are (in most cases) neutral and apathetic to PvP fighting. However, they will start responding to any sort of violence or action that interferes or harms them in any way. So if two players decide to have a gunfight, the NPCs will do nothing except possibly hide. However, if a stray bullet hits an NPC, the NPCs will start reacting to the player at fault, at which time them may run away, scream for help, call the police, attack the player, etc. The response of the NPCs to Players varies with each NPC of course; flashing a group of elderly monks will end differently than throwing beer cans at a gang of disgruntled bikers.
Disclaimer on Meta-Gaming:
All spoiler'd player sheets are free to be viewed by other players and are considered "public". While this will inevitable influence player decisions, explicit meta-gaming is not permitted, (ex. a character knowing the exact location of another character without any in-character means of getting that information).
Status Effects:
Numbers next to Status Effect state how many turns the effect lasts for.
Once the number for Bleed-Out reaches 0, your character dies. The more bleeding wounds a character has, the faster the Bleed-Out process becomes. Several minor bleeding wounds, for example, can compound to become a life threatening ailment.
Pain will be a common status effect. It confers general penalties to rolls, but is temporary outside of severe cases.
Unconscious characters can not roll for Defense, and can only attempt to regain consciousness. They are at the mercy of their attackers until they regain consciousness, and can only hope their assailants are incompetent or get distracted.
Types of Reloading (Ranged Weapon Guide):
Quick Reload (QR) - These weapons can be reloaded without a substantial time investment from their users. If your ranged weapon does not have its type of reloading specified next to it, assume it is a Quick Reload weapon. The only time a Quick Reload will greatly effect your gameplay is if it is done in close quarters combat, with you reloading while still in striking range. If you try a Quick Reload while someone is close enough to take an immediate swing at you, they will get a free attack before you can finish reloading to commence with your own attack. Common Quick Reloading Weapons include most Handguns, Machine Pistols, SMGs, and Bows.
Moderate Reload (MR) - These weapons take longer than the previous type to reload, but the reload is fast enough to keep you in a fight. You can perform a Moderate Reload before shooting, but this will allow your opponent, regardless of their type of weapon, to counter-attack before you attack rather than afterwards if they are in range. Common Moderate Reload Weapons include most Rifles, Muskets, Crossbows, and Flamethrowers.
Long Reload (LR) - The reloading for these weapons are very time intensive and thus you can not perform any combat during your turn. (If an enemy attacks you during their turn and are unsuccessful, you will still counter-attack.) As for other actions, you can perform quick actions while Long Reloading, such as diving for nearby cover, but you will not be able to take up longer-term actions such as quickly sprinting away or climbing a ladder. Common Long Reload Weapons include Sniper Rifles, Grenade Launchers, and Rocket Launchers.
Updates will largely be based on how sadistic my professors are currently feeling. Expect a good dose of infrequency.