After a long break, Professor Genki is back and more pumped than ever! This marks the beggining of a sequel to the epic ultraviolent gameshow
PROFESSOR GENKI'S SUPAH REALITY CLIMAX![(Or P.G.S.R.C.); and it is
PROFESSOR GENKI'S SUPAH ARENA! (Or P.G.S.A.) Double the aciton! Double the crazy! Double the human rights activist lawsuits!
To qualify to be in
PROFESSOR GENKI'S SUPAH ARENA!!!, you must fill out one of the following criteria:
1. Have been enlisted into a armed force, either government or private.
2. Have been elected to some level of public office.
3. Have eaten spaghetti.
If you want to achieve fame, fortune, and a catharsis from beating the crap out of people like yourself, then join!
Murder Time, Fun Time!!!
How to Play
P.G.S.A. is a Deathmatch RTD fought in Rounds consisting of several Turns. Each Round takes place in a different Arena. The Arena for Round 1 will be a large 8-sided WWII-urban-battlefield-style Arena. It will be split into eight pieces parts.
The Arena is subject to change, and various items, NPCs and other suprises will appear throughout the Round. For example, WWII soldiers will enter and participate in the battle. (More on soldiers later.)
Each player starts with 100 HP. When they drop down to 0, they die. NPCs also have various amounts of health.
There are two ways to win:
1. Points; Points are earned by killing enemies (who are all worth varying amount of points), completing objectives and doing actions that the crowd deems 'awesome'. For example, each player is worth 25 points each. After each Round's final turn, whoever has the most points is deemed victor.
2. Highlander; if you are the last player alive in a Round, you automatically win.
The reward for winning each round is telling me what you want the next round to be like, and what sort of setting, events, weapons, etc. it should have.
Each turn, players state what action(s) they will do. Every 48 hours, (or whenever all players post), it will end a 'turn', in which all actions will occur based on the order the players posted. If a player does not post in 48 hours, their character is removed from the game.
Actions will be done by a six-sided die. Situations and items will cause either boosts or penalties to the number rolled. The results of a roll are:
0: Reversal- This can only be caused by a combination of a low roll and a penalty. The action will have the opposite effect of what the action stated.
1: Fail- The action will not cause the intended effect, and will incur a penalty on the player.
2: Miss- The player will do the process of the action, but fail.
3: Partial Success- The players will complete the action to a moderate degree.
4: Success- The player will complete the action.
5: Triumph- The player will complete the action in a great way, with an empowered effect and/or buff.
6: Overshoot- The player will complete the action to a greater extent than they asked for.
7: Hyper-Overshoot- The player will overshoot the action, as well as do further related actions that they did not specify.
8+: Oh Shi- Causes the arena to shift or a random event to occur.
Combat is initiated when a player attacks an opponent or enemy. Then the attacker rolls against the defender. If the attack roll is higher than the defense roll, the attack goes through. If it is lower, the defender dodges and goes for a counter-strike, in which the roles switch and they assault their attacker. The attack is parried and nothing happens if the rolls are equal.
Factions
A new feature is Factions. Each Round may have 2 or more factions. Since this is a WWII game, there will be two factions, Allies and Axis. Every NPC will be one of the two. From the start, Allies and Axis will automatically be Hostile to each other, and neutral to the players. The players actions will change their relation with the two factions. Players can either postively build their relation with a faction, (give them supplies and information, help them fight their enemies) or negatively impact the relation (get caught stealing from them, use weapons from the other faction, fight them.) Each player will have a relation with each faction based on their actions, which are
Hostile: This means a faction will shoot you on sight, and will hunt you down as an enemy. This is a hard relationship stage to reach and come out of.
Poor: The faction sees as some form of a threat. They will not interact with you, and may attack you.
Suspicious: The faction is wary of you. They will barely converse with you, and view you as mostly a nuisence.
Neutral: The faction just sees you as an independant group. They can easily like or dislike you from your actions at this point, and will only help/attack you for their militaristic cause.
Acquaintance: The faction knows you do some good. They will view you as a positive, and will trade with you.
Friendly: The faction knows you are on the same side as them. They will give you some supplies, and help you out if you are being attacked by an enemey.
Platonic: The faction views you as one of their own. They will share their supplies and treat you like one of their soldiers. It is hard to get/leave this state.
In-game, you must choose in relations. Each soldier is worth points if killed, so getting allied with a faction will remove chances to earn more points. Simultainiously, it will give you a better shot at being the last one standing, as you can hunt down other players while being protected.
Some important things:
1. Axis and Allies will always be Hostile.
2. The relationship between both groups are not intertwined. Both groups could simultainiously love/hate you.
3. NPCs can enter and exit the Arena, players can not.
4. Obviously, each group has different morals, so the same action could have the opposite effect on each group.
Abilities: Each character can start out with 1 special ability. These abilities are:
Tough: Your character is a bit harder to take out. Starts out with 120 HP.
Fast: Your character has sprinting ability. Can add a +1 to a movement-based action. Has a two-turn cooldown.
Stealth: Your character can sneak around. +1 to sneak attacks, hiding and stealing.
Small: Your character is smaller than average. -1 to melee attacks, +1 to dodging melee attacks.
Kleptomanic: Your character unconciousally steals things. Randomly obtains objects, which can be good, bad or useless.
Habited: Your character is a creature of habit. When switching out for a new weapon, your character gets -1 using it for 2 turns. After that however, getting low roles with that weapon will not have as harsh penalties.
Charismatic: Your character really effects peoples emotions. Factions like/hate you quicker.
Antisoical: Your character doesn't like dealing with people, and people don't like dealing with them. Factions are slower to like/hate you.
Gambler: Your character likes to take a shot at faith. They have a 33% chance every turn to have all their actions that turn +1 or -1.
Starting Weapons: Your character starts with a weapon, which will most likely change over the course of the game. There are two main types, Melee and Ranged.
Melee Weapons: Melee weapons are used to directly do damage to an adjacent enemy. Melee weapons can only attack and counter at melee range, meaning they can't counter ranged weapons. However, melee weapons have a +1 when fighting ranged weapons at melee range.
Bat: A wooden baseball bat, used to smash and bash enemies. It has a 30% chance of knocking down an enemy when they are hit, giving them a penalty next turn.
Combat Knife: A blade used for slicing and stabbing enemies. It has a 30% chance of causing bleeding, an ailment which makes an enemy lose HP every turn.
Unarmed: This is fighting with only your body. This utilizes punches, kicks, headbutts, knees, forearms, tackles and so on. It is not as inheritly deadly as other weapons, but it can get attacks out very quickly.
Ranged Weapons: Range Weapons are the second type of weapons. These are aimed and shot at a distance. They can attack and counter at any range. They require ammo and reloading.
K55 Pistol: Standard pistol, a one-armed and realiable firearm. Ammo: 12/24
Smith SMG: A submachine gun, made to fire a lot of bullets at once, giving it spread and causing it to eat ammo quickly. Ammo: 25/50
Baseton Rifle: A bolt action rifle, good at any range. Ammo: 5/10
Character Sheet:Name:
Age:
Gender:
Ability:
Starting Weapon:
Apperance: (Optional, but helpful)
Biography: (Same as Apperance)
Player List:
1. Draignean (Alex Bergeron)
2. Toaster (Sam "Toaster" Synder)
3. lopocozo (Bryce Wormington)
4. Tiruin (Tyrin Ardun)
5. SeriousConcentrate (Mercy)
6. Noodlerex (Klaus the Konqueror)
7. Spartan (Gary O' Garell)
8. Dariush (Legion O' Devils)