TZRP
“June X, 201X. New York City Mayor Bill De Blasio signed into office a legislation allowing the disclosure of special peoples into the public. The 52,000 word document entails the complete necessity of public dossiers on specific individuals since activity of profile crimes spiked since January. De Blasio’s proposal, currently pushed by New York Senator Chuck Summer in front of the Senate, will officially legalize the publication of private citizen and non-citizen(s) for both the interest of national security and public affair. This legislation will not only transcribe private entities in accessible records but “score” them. De Blasio’s proposal was already in practice since January by independent third parties when crime spiked in the beginning of the year.
Foreign organizations and criminal syndication is not alien to New York City and its history; many of which seeded influence into powerful institutions of the state. The emergence of “special” interest not native to the United States is nothing new, but the escalation of these people in a short amount of time alarmed public officials. These profiled individuals are either intentionally wanted criminals or unknown actors entirely. Public unrest increased from a previous series of incidents and violence broke out throughout the city earlier in the year, and the FBI disclosed possible territorial and logistical disputes being a motivator within the five boroughs. The user of supernatural forces was never a secret to the Department of Defense, but it is only now an open discussion on the platform between heated talks. Human advocacy groups are torn now over civil rights and the history of these estranged individuals that have always walked amongst them.
New York City feels under-siege, and the unfortunate truth is that everyone is involved. NYPD tire to control what their budget will allow being given limited funding from a suppose tax increase, but it isn’t the citizen they concern themselves with. Men and women with abilities beyond what they are equipped for, which is saying quite a bit for the NYPD, surfaced from all over the globe and rumor has it they may not all come earth at all. Third party watch-dog groups have compiled necessary information and scores of these people based on their interaction and threat levels. They have already cooperated with multiple intelligence agencies especially from Interpol, CIA, GCHQ, VSSE, GIA, and nefarious other underworld establishments. They, too, have reported rogue activity outside the usual back in 2017. Both GID and OMIR (Egyptian intelligence agencies) explicitly noted the profile of specific individuals appearing in their city, and one already wanted for international murder who adorns a white coat and fedora. The FBI released forensics reports and autopsies of human remains in the barren roads of Wisconsin. The Russian Federation contributing with intel pertaining of two specific individuals appearing in an abandon city where a fight broke out between them by the FSB and GRU. One was the very man described in Egyptian.
Critics have rebuked the Mayor’s legislation as an infringement of the 4th Amendment’s constitutional right to privacy. New York City Supreme Court has yet to review the proposal, but the situation seems dire according to Justice Department sources. Activity throughout the city escalates with the amount of out-break of violence with no explanation of origin, purpose, or even physical phenomena caught on CCTV cameras in the streets. Everyone refuses to comment but phone applications have published already “zones” where they suspect these people have gathered, but no one is certain. Bill De Blasio made a stunning comment during a press conference when the proposal was officially released, “There’s no good or evil. There’s only action, and action brings notoriety.” ~ Setting for TheZones RolePlay
Foreign organizations and criminal syndication is not alien to New York City and its history; many of which seeded influence into powerful institutions of the state. The emergence of “special” interest not native to the United States is nothing new, but the escalation of these people in a short amount of time alarmed public officials. These profiled individuals are either intentionally wanted criminals or unknown actors entirely. Public unrest increased from a previous series of incidents and violence broke out throughout the city earlier in the year, and the FBI disclosed possible territorial and logistical disputes being a motivator within the five boroughs. The user of supernatural forces was never a secret to the Department of Defense, but it is only now an open discussion on the platform between heated talks. Human advocacy groups are torn now over civil rights and the history of these estranged individuals that have always walked amongst them.
New York City feels under-siege, and the unfortunate truth is that everyone is involved. NYPD tire to control what their budget will allow being given limited funding from a suppose tax increase, but it isn’t the citizen they concern themselves with. Men and women with abilities beyond what they are equipped for, which is saying quite a bit for the NYPD, surfaced from all over the globe and rumor has it they may not all come earth at all. Third party watch-dog groups have compiled necessary information and scores of these people based on their interaction and threat levels. They have already cooperated with multiple intelligence agencies especially from Interpol, CIA, GCHQ, VSSE, GIA, and nefarious other underworld establishments. They, too, have reported rogue activity outside the usual back in 2017. Both GID and OMIR (Egyptian intelligence agencies) explicitly noted the profile of specific individuals appearing in their city, and one already wanted for international murder who adorns a white coat and fedora. The FBI released forensics reports and autopsies of human remains in the barren roads of Wisconsin. The Russian Federation contributing with intel pertaining of two specific individuals appearing in an abandon city where a fight broke out between them by the FSB and GRU. One was the very man described in Egyptian.
Critics have rebuked the Mayor’s legislation as an infringement of the 4th Amendment’s constitutional right to privacy. New York City Supreme Court has yet to review the proposal, but the situation seems dire according to Justice Department sources. Activity throughout the city escalates with the amount of out-break of violence with no explanation of origin, purpose, or even physical phenomena caught on CCTV cameras in the streets. Everyone refuses to comment but phone applications have published already “zones” where they suspect these people have gathered, but no one is certain. Bill De Blasio made a stunning comment during a press conference when the proposal was officially released, “There’s no good or evil. There’s only action, and action brings notoriety.” ~ Setting for TheZones RolePlay
Welcome to the official Interest Check for the upcoming TheZones RolePlaying (or just TheZones). This will be the canonicalization of all characters involved throughout TZDL and others who have yet to show. It will be a persistent roleplay spanning several events with a soft economy system, clan territories, “forced” interaction, and wide scale conflict. Interested in roleplaying combat but want story with your battles? Do you wish to battle and then tact on a story later? Do you just want to roleplay? Come to win? Bring friends with you? You’re at the absolute right place.
The setting is New York City, 201X on earth. A literal modern-day Earth with our real-world geopolitics and current topography in between; however, it will NOT be exclusively modern. This roleplay features what is known as “Free-Form” meaning all participates can submit characters from different universes, chronologies, and canons at the whim of their authors. You want Shin-Ra in Brooklyn? The League of Villains in Queens? How about taking a character you like and throughout the roleplay making them your own? How about using Original Characters? It wouldn’t matter what you come in with provided you can play. You decide how they fit into the world.
The time will take place before the flavor’s start date (January of the year and not June). Everyone involved in the roleplay will determine NOT the motivation but the events that occur before it, and of course after. The significance explaining De Blasio’s Bill pertains to TZRP’s Fame Scale system. In our roleplay each action your character takes in the world should permanently affect your character. Your “fame” scale will describe how NPCs perceive your character and can also be used to purchases perks. Eventually the more active your character is in the big picture -- the bigger the focus on you. Acquire enough infamy or fame and your character will always be noticed. NPCs will either love or hate you, but you’ll never be left alone. Players can issue out bounties or “hits” with enough of either. Players can acquire territory on the map and have their area expand when accruing more fame/infamy. Purchasing the lives of others is within your control and if you ever need a henchman then buying them is extremely possible. Sometimes people will do it for free. Be careful! Become too infamous and you’ll have to fend off possibly military intervention and they’ll do ANYTHING to remove you. Become to famous and your character can enjoy the lime-line of constant harassment, hits, or whatever your detractors feel like doing on a good day. Perhaps it’s better to come with a friend.
The Roleplaying rules will feature TZDL2018’s new B/R changes, but a lot more relaxed. Any character is welcomed provided it follows the rules upon sign up and of course is approved. PVP is second nature to this roleplay, but this is a roleplay first. People who do not wish to battle may have to find other ways to avoid conflict, and especially those purchasing territories within the city. There is no designated safe zone, but rather safe events. Who knows? Maybe a safe zone is from a group not fighting with another? A strong clan/organization that could defend you? Maybe you’re in with the political scene in City Hall? You can use your infamy and fame to your advantage. Don’t worry for those not really into the idea of PVP: We have rules and systems in place, but I wouldn’t get too comfortable; however, we aren’t above story in this aspect.
The setting is New York City, 201X on earth. A literal modern-day Earth with our real-world geopolitics and current topography in between; however, it will NOT be exclusively modern. This roleplay features what is known as “Free-Form” meaning all participates can submit characters from different universes, chronologies, and canons at the whim of their authors. You want Shin-Ra in Brooklyn? The League of Villains in Queens? How about taking a character you like and throughout the roleplay making them your own? How about using Original Characters? It wouldn’t matter what you come in with provided you can play. You decide how they fit into the world.
The time will take place before the flavor’s start date (January of the year and not June). Everyone involved in the roleplay will determine NOT the motivation but the events that occur before it, and of course after. The significance explaining De Blasio’s Bill pertains to TZRP’s Fame Scale system. In our roleplay each action your character takes in the world should permanently affect your character. Your “fame” scale will describe how NPCs perceive your character and can also be used to purchases perks. Eventually the more active your character is in the big picture -- the bigger the focus on you. Acquire enough infamy or fame and your character will always be noticed. NPCs will either love or hate you, but you’ll never be left alone. Players can issue out bounties or “hits” with enough of either. Players can acquire territory on the map and have their area expand when accruing more fame/infamy. Purchasing the lives of others is within your control and if you ever need a henchman then buying them is extremely possible. Sometimes people will do it for free. Be careful! Become too infamous and you’ll have to fend off possibly military intervention and they’ll do ANYTHING to remove you. Become to famous and your character can enjoy the lime-line of constant harassment, hits, or whatever your detractors feel like doing on a good day. Perhaps it’s better to come with a friend.
The Roleplaying rules will feature TZDL2018’s new B/R changes, but a lot more relaxed. Any character is welcomed provided it follows the rules upon sign up and of course is approved. PVP is second nature to this roleplay, but this is a roleplay first. People who do not wish to battle may have to find other ways to avoid conflict, and especially those purchasing territories within the city. There is no designated safe zone, but rather safe events. Who knows? Maybe a safe zone is from a group not fighting with another? A strong clan/organization that could defend you? Maybe you’re in with the political scene in City Hall? You can use your infamy and fame to your advantage. Don’t worry for those not really into the idea of PVP: We have rules and systems in place, but I wouldn’t get too comfortable; however, we aren’t above story in this aspect.
---------- Features -----------
- Fame Scale: How you interact with NPCs and the deeds you’ve done will determine whether you obtain Fame or Infamy as well as other conditions and bonuses based on the events of the roleplay.
- Fame Scale Economy: use it to buy perks (you do not need to buy powers for your characters)
- Clan support: Purchase territory on the map using your clan’s individual fame scale, NPCs, influence politicians, hits, bounties, specific perks for a designated NPC, vehicle support, and more
- Solo play support: Fame Scale is for everyone. Use it to buy the same perks a clan will have.
- PVP: Players will fight over territory, resources, or whatever. They will make a reason.
- Events: Designated story proponents or incentive for the Fame Scale system.
- No Death: Not all fighting will result in a death-match. We want story building first.
- Free-Form: Players can enter with any character they like and make the story their own.
---------- Rules and Conduct -----------
- You have up to 3 characters, but submitted one at a time. This will change.
- You cannot donate your Fame Scale Points for any reason.
- You must submit your profile sheet in accordance with the Ban and Regulation List and Scheduling system of the roleplay.
- You do not have to participate in any previous TZDL or future event to enter.
- You can discuss, debate, or argue with a judge on a ruling. You cannot excessively tarpit a judge with arguments or you'll be disqualified.
- You cannot participate if your character is not approved of.
- The Fame Scale Point system is NOT required to purchase powers, abilities, tech your character is coming in with (except for special exceptions)
- Your character can only appear in at least two events at a time.
- You cannot have a clan/organization/guild unless you have 2 or more players in your team.
- You can only claim a “zone” or territory within the City Map. New Jersey, Upstate New York, and the rest of Queen’s borough island is off limits.
- Events in the roleplay only pertains to the 4 boroughs: Bronx, Brooklyn, Queens, and Manhattan.
- I do not care how competitive it gets, but keep the toxicity to a minimum.
- The only ooc allowed is in the ooc side of the thread and discord.
- A ruling can be rendered if a discrepancy warrants it whether observed by player(s) or judge(s).
- I will NOT accept any arguments or involvement from non-participating players.
- No_Death enabled: By default, all PVP within the roleplay will not force death on a character unless the character’s author permits it (scripted storyline or otherwise) or a Death Match ticket is purchased.
- You cannot know the location of a clan’s HQ unless your characters find out through the roleplay itself.
- Clans purchasing their HQs do not have to reveal the exact location of their base; however, they must display which borough their clan is located at. Islands constitute as being attached to a borough.
- Vertex members outside of Mobius is disallowed from judging positions in any TZDL nor can they apply
- You cannot or will not be permitted to nuking NYC.
- Multiverse_Logic disabled: Once your character enters the roleplay they cannot use their universe’s laws, logic, or powers in the roleplay. You are allowed to periodically obtain logistical supplies and that must be interacted with roleplayers (See: events).
- We do not adhere to fantasy canon or multiverse logic. What your character has on their sheet and how it works is only permitted (when and if approved).
- Mobius, and by extension the judges, oversee all matches and has authority over them in terms of rulings and verdicts
- The B/R list, scheduling system, special rulings, and these general rules are subject to change at a given moment.
- Once your character is in the roleplay they cannot return to where ever they come from unless you plan to have your character leave the roleplay.
- If you do not understand the nature of an action then you may ask your opponent or a judge. Players MUST explain everything clearly to their opponent if they ask for assistance in understanding an action. You may request for a judge if needed.
- Mobius, and by extension the judges, are NOT responsible for the players in this roleplayers upon entry. We cannot or will not guarantee rulings and verdicts in your favor nor will we screen, examine, analyze, or evaluate your post before you submit in a fight involving you.
- No judge is obligated to examine profile sheets before sign ups.
- You CANNOT use any power, weapon, ability, item, or etc that is NOT stated in your profile sheet UNLESS authorized by your faction depot; however, you may use or create byproducts of your abilities, weapons, power, items, etc through In Character creativity.
- For ambiguity: Your powers, abilities, weapons, armor, and etc must be adequately described or its behavior[How it functions and why] and properties[The metrics: how fast or strong] will Default.
---------- Fame Scale ---------
The main driving force of your interaction throughout the roleplay. Your character and their decisions can and will determine from either aligning pool what their notoriety will be. No matter what you do your character will be known, but to how much is known about them is determined by their activity at play. Powerful actors joining the scene cannot command much of the same infamy as someone established, but this merely is a backdrop perspective. Players with characters with established histories outside of the roleplay can be considered, but again everyone has a starting point of their fame. Essentially, everything you participate in will net you something in the end and a player can also acquire both but never equally. There are two factors at work.
Fame – Popularity acquired from neutral or positive acts. Putting on a consort as a musician can make one quite famous. Heroic deeds? Beating up a bad guy or even someone with notable infamy will easily build your reputation among the population. With Fame you can easily acquire territory faster with a reduced cost of upkeep. This may work with and against you as politicians look for benefits and they may only use you as a strong arm. Everyone needs a hero, but enough fame might garner too much attention. Possibly to the point of having stalkers. Making enemies of the underworld is a given but that depends on who doesn’t like you. Buying intel is much harder to come by, because who you defend might be who profits.
Infamy – Popularity acquired from neutral or negative deeds. Anything that NPCs around you perceive to be bad will affect your income, and murder seldom nets a negative. Purchasing territory is difficult if law enforcement doesn’t decide to increase their commission by turning you in, or ratting you out. Politicians LOVE to do business with you depending on who you talk to and intel is a bit readier available because everyone is seedy. Citizens will gladly rat you out if you are too infamous and there’s always a bigger fish somewhere. Politicians, in reality, see you no different than the more upstanding individuals except we all know someone profits.
Scale – Infamy and Fame are one in the same just with different perks. Essentially they have their strengths and weaknesses, but being known is a weakness all of its own among more inconspicuous individuals. Scale refers to the level in which you are known regardless which you acquire. You cannot lose your scale unless you either fail a deed, lose a fight, or fade into irrelevancy. The points YOU do acquire are NOT permanent. Here’s how it works:
In a database thread. The information displays the following:
Character name: Magnolia Curtis
Fame: 5000/10000
Infamy: 3000/3000
For both fame and infamy there’s 2 sets of numbers. The first on the left is your current FSP worth (Fame Scale Points). That number determines your purchasing power. You spend that then your number decreases, but the number on the right stays the same. That number is the scale you’ve acquired throughout the roleplay REGARDLESS of your purchases. Example: you saved an NPC from a fire in a thread. Saving someone is worth 500 fame. Your current fame is 5000/10000 so we add 500 and it becomes 5500/10500. There will be a numeric deduction to your overall fame but your current spending power will not change.
Irrelevancy –
Stop playing for awhile? You fallen off the plot somewhere? That reflects in the real world too. Life goes on. Your fame scale will reflect this with a monthly deduction. This deduction is NOT subtracted from your overall purchasing power, but your scale will reduce significantly throughout time. Each day ooc everyone will net a specific lost and this adds over time. You may still buy with whatever you may have left, but your influence on the world around you may not be as impactful.
Events –
What’s the fun in just playing without some incentive? An event is when something is posted in the roleplay and you may take part in it. Events may deduce or increase your income with its own slew of prizes. Intel to an enemy logistic point? HQ coordinates? Enemy tech? Just infamy and fame? It all depends on the event. Events are particularly missions that can be commissioned by players with high FSP or the judges (and those appointed to push the plot along). Events also cover logistical resupply for other clans that is of vital importance to them. It is imperative that players pay close attention to participating in events as some missions may require a clan or person to defend a purchase they make.
All sales are final. No refunds.
Fame – Popularity acquired from neutral or positive acts. Putting on a consort as a musician can make one quite famous. Heroic deeds? Beating up a bad guy or even someone with notable infamy will easily build your reputation among the population. With Fame you can easily acquire territory faster with a reduced cost of upkeep. This may work with and against you as politicians look for benefits and they may only use you as a strong arm. Everyone needs a hero, but enough fame might garner too much attention. Possibly to the point of having stalkers. Making enemies of the underworld is a given but that depends on who doesn’t like you. Buying intel is much harder to come by, because who you defend might be who profits.
Infamy – Popularity acquired from neutral or negative deeds. Anything that NPCs around you perceive to be bad will affect your income, and murder seldom nets a negative. Purchasing territory is difficult if law enforcement doesn’t decide to increase their commission by turning you in, or ratting you out. Politicians LOVE to do business with you depending on who you talk to and intel is a bit readier available because everyone is seedy. Citizens will gladly rat you out if you are too infamous and there’s always a bigger fish somewhere. Politicians, in reality, see you no different than the more upstanding individuals except we all know someone profits.
Scale – Infamy and Fame are one in the same just with different perks. Essentially they have their strengths and weaknesses, but being known is a weakness all of its own among more inconspicuous individuals. Scale refers to the level in which you are known regardless which you acquire. You cannot lose your scale unless you either fail a deed, lose a fight, or fade into irrelevancy. The points YOU do acquire are NOT permanent. Here’s how it works:
In a database thread. The information displays the following:
Character name: Magnolia Curtis
Fame: 5000/10000
Infamy: 3000/3000
For both fame and infamy there’s 2 sets of numbers. The first on the left is your current FSP worth (Fame Scale Points). That number determines your purchasing power. You spend that then your number decreases, but the number on the right stays the same. That number is the scale you’ve acquired throughout the roleplay REGARDLESS of your purchases. Example: you saved an NPC from a fire in a thread. Saving someone is worth 500 fame. Your current fame is 5000/10000 so we add 500 and it becomes 5500/10500. There will be a numeric deduction to your overall fame but your current spending power will not change.
Irrelevancy –
Stop playing for awhile? You fallen off the plot somewhere? That reflects in the real world too. Life goes on. Your fame scale will reflect this with a monthly deduction. This deduction is NOT subtracted from your overall purchasing power, but your scale will reduce significantly throughout time. Each day ooc everyone will net a specific lost and this adds over time. You may still buy with whatever you may have left, but your influence on the world around you may not be as impactful.
Events –
What’s the fun in just playing without some incentive? An event is when something is posted in the roleplay and you may take part in it. Events may deduce or increase your income with its own slew of prizes. Intel to an enemy logistic point? HQ coordinates? Enemy tech? Just infamy and fame? It all depends on the event. Events are particularly missions that can be commissioned by players with high FSP or the judges (and those appointed to push the plot along). Events also cover logistical resupply for other clans that is of vital importance to them. It is imperative that players pay close attention to participating in events as some missions may require a clan or person to defend a purchase they make.
All sales are final. No refunds.
---------- Territories, Zones, and Clans ---------
Players can purchase land in the roleplay anywhere on the map within the boundaries of the roleplay (within the 4 boroughs of NYC). These territories are managed and maintained by whomever purchased the property, and thus may do almost anything they like provided it can also be taken from them as well. There will not be a safe place in the roleplay. There are only safe events. A player does not need to be in a clan to make the purchase, but it is easier if everyone draws their money together for a purchase.
Territories (Zone) will have a flat rate, though some areas will be considered more expensive. A flat rate is assigned to all territorial purchases and the price for additional areas will increase. You may opt to increase the territory you have by x square feet per FSP. What does that mean? It means you can only purchase per FSP rate x amount of feet. It is possible for a person or faction to take over an entire borough with enough FSP. Keep in mind there’s a deduction or “upkeep” players must pay to keep a territory. When a player pays their upkeep or additional then a required mission event occurs. The thread range from a freighter train, U-haul truck, cargo ship, or helicopter if you’re feeling fancy. This event MUST be open to everyone and you must defend your cargo. This event may not be frequent, and the stipulation will show up with a purchase.
A player or faction failing to pay their upkeep over a significant time will have their base abandoned. An abandon base may have a chance of never being uncovered, but will require a new faction/party to repurchase the territory (if made public or intel is obtained in an event or roleplay). An abandon base is also easy to siege and take over. Regardless if its an abandoned space or newly purchased land your upkeep will increase.
There is NO exceptions to having a “zone” of your own and its upkeep. Large vehicles and ships will constitute as a mobile territory requiring purchase. Mobile territories, even when stationary, require an area to be placed in and will be charged by the size. If you’re in the sky? Well that just means your HQ will easily be detected and seen. Characters will NOT be able to go to and from their dimension at any time and thus require some territory of their own. You want to resupply? Justify it in the upkeep payment.
Territories (Zone) will have a flat rate, though some areas will be considered more expensive. A flat rate is assigned to all territorial purchases and the price for additional areas will increase. You may opt to increase the territory you have by x square feet per FSP. What does that mean? It means you can only purchase per FSP rate x amount of feet. It is possible for a person or faction to take over an entire borough with enough FSP. Keep in mind there’s a deduction or “upkeep” players must pay to keep a territory. When a player pays their upkeep or additional then a required mission event occurs. The thread range from a freighter train, U-haul truck, cargo ship, or helicopter if you’re feeling fancy. This event MUST be open to everyone and you must defend your cargo. This event may not be frequent, and the stipulation will show up with a purchase.
A player or faction failing to pay their upkeep over a significant time will have their base abandoned. An abandon base may have a chance of never being uncovered, but will require a new faction/party to repurchase the territory (if made public or intel is obtained in an event or roleplay). An abandon base is also easy to siege and take over. Regardless if its an abandoned space or newly purchased land your upkeep will increase.
There is NO exceptions to having a “zone” of your own and its upkeep. Large vehicles and ships will constitute as a mobile territory requiring purchase. Mobile territories, even when stationary, require an area to be placed in and will be charged by the size. If you’re in the sky? Well that just means your HQ will easily be detected and seen. Characters will NOT be able to go to and from their dimension at any time and thus require some territory of their own. You want to resupply? Justify it in the upkeep payment.
-------- Combat General--------
- If you are in a fight then you may disengage in a fight by running away or fighting. A player that is defeated or retreating will receive a deduction in their FSP scale (not their purchasing power).
- You do not have to fight if you do not want to which will count as a forfeit (deductions carry over).
- Forfeiting in the defense of a zone or mobile territory will relinquish that to the opposing player
- Players who do not reply after a significant time pass will count as a forfeit.
- You cannot kill your opponent unless you have purchased a death ticket or the author allows it.
- You may arrange your fight with your opponent as a scripted event (story not actual PVP).
- Players in the same faction will not gain any victory bonuses for their fight.
- You cannot steal technology without roleplaying it out.
- Roleplaying comes first. Roleplay it out.
- An event or thread made by a player that specifies no combat means no combat can take place in it.
- Play within the scale of the roleplay. Again: you cannot nuke NYC.
-------- Power Scale -------
TZDL and TZRP operate on the assumption of a “mid tier” power scale. The definition and boundaries are not established in general roleplaying, but we have as our standard of what is acceptable avenues of raw linear power. Applications sent to the roleplay are screened by the Ban & Regulation list and tiered by “Scheduling” that determines if a power or object’s efficiencies are to good; however, scaling off of “power” alone can clarify to what gauge of such power is permissible.
- Harvesting megatons of force in any applicable way is prohibited
- Mass destruction is forbidden (can’t nuke NY)
- Destructive power may vary on size, but no one character should destroy an entire city.
- A heated or escalated fight between just two characters should cause some considerable collateral damage in a small portion of the city.
- Please read the same profile sheets to what is acceptable as Schedule 3 powers, objects, and abilities
- Characters may differ in their durability; however, a AGM-158 JASSM should be threatening no matter who you are. NYPD shouldn’t be a threat IF your character can or is prepared, but higher levels of escalation should be considered.
-------- Ban/Regulation List 2.2.1 -------
Ban list
Autohit - Establishing a confirmed hit or contact in the same turn an action was initiated on an opponent is prohibited. Participating parties are allowed to react to any action when applicable, and recipient of a perceived hit is permitted options in response to the proposal of an enemy player in accordance with Play-By Post rules. Ruling An interception may infer an autohit if the receiving party is unable to respond to the action of the proponent.
Godmodding - Control of the opponent or their actions is forbidden. Negation and Immunities may full under this category.
Meta-Game - Using Out Of Character knowledge and information in character. Blatant unjustified actions is prohibited pertaining to precise disassembling of a character or ability/power they control. Retroactions and Precognition fall under this category. Information your character does not have access to constitutes as Meta-gaming.
Precognition - The power to perceive predetermined events is not allowed. Reading minds is disallowed. Calculations and heuristic creativity is permissible.
Retroaction - To undo an action proposed by the original party in the next post is unacceptable. An action can be cancelled by a player with minimum committal when applicable, but the act of reseting or reversing a previously stated action is disallowed. Example: creating an action, and upon the enemy player's response, deciding that said established action never occurred. Meta-gaming with explicit intent in a Retroaction is forbidden. Actions that were proposed in a previous turn cannot have additional properties assigned or conditions assigned to them in the next turn. Changes to an action or attack must be done so with prior commentment to the original proposition. For example: Creating an action and, upon your enemies next turn, changing the actual nature of your original action. This will result in Meta-gaming.
Bubbling - Surrounding an opponent in an inescapable trap or attack is prohibited. Bubbling describes either the literal definition of creating an actual bubble or object around a character, or multifarious attacks from every conceivable direction whether or not literal. Manifesting an attack in extremely near vicinity of an opposing character constitutes as bubbling. Bubbling constitutes as Godmodding; exception, attacks that are limited in trajectory do not constitute as bubbling. To imply or otherwise surround your opponent on the instant an action was enacted constitutes as bubbling.
Scaling – Increasing or decreasing the power or potency of a character based on opposing party’s perceived power level is prohibited. The act of being proportionally matched to a character relevant to their own listed abilities/powers from reading a profile sheet is banned. Characters may escalation their lethality when necessary based on their already submitted limitations and cannot go any further whether or not the acting party demands parity. Scaling requires information outside of the bounds a character has accessibility to and thus constitutes as Meta-gaming.
Infinites – Unlimited properties, potential, function, or undefined restraint is prohibited. There is to be substantiated limitations to the powers, abilities, or objects of your character. Players may create limitations to their discretion provided it is feasibly enforced. This can include and combined with: trading abilities, an inability to access specific utilities in favor of specific powers; duration, a set amount of time to which an effect resolves; a threshold, how much can an object do or withhold; etcetera.
Regulation List
Speed[Gradient] – Characters, and their actions, will be given a predetermined set of limitations to the access of speed they can achieve. Speeds exceeding the gradient will constitute as a teleport and fall under that ruling. Players must choose for their character between accessing higher avenues of moving velocity (running, flying, etc,.) or projectile velocity (any and all objects created by a character).
A. Option - Players opting for the movement speed gradient will have their projectile abilities capped to 1,300mph for only one attack/defense type in their profile sheet (signature attack, a weapon, or some sort of defense). Any subsequent not at capped is reduced to 800mph. Characters with option A can move up to 65MPH and may accelerate to 300 to 350mph if buffs are applied (more than one buff). A character with a singular speed buff activated (and nothing else) may increase up to 590MPH, but no other additional abilities are permitted in the duration of turn the 350mph limitation was exceeded. A player may opt for the 590MPH and increase their projectile main projectile speed based on the reduction of speed they selected. Example: Keeping your limitation at 350MPH gives you 240MPH to invest in the 1,300MPH projectile or a subsequent (800MPH)
B. Option – Players opting for a faster projectile speed gradient will have their movement speed soft capped at 40MPH and may increase their speed if additional buffs and modifications are applied up to 190MPH. A player can select one projectile type (Power, Ability, or Weapon) and have its cap at 3000MPH with a 410MPH reduction for each ability or behavior medication it has(IE: other than just being shot). Any one subsequent projectile is reduced to 1900MPH with a 300MPH reduction for any additional ability or behavior modification. Any subsequent after the 1900MPH projectile is reduced to 900MPH. A player may remove speed from their main projectile or a subsequent and invest the remaining to a subsequent. Example: Reducing your main projectile choice by 1000MPH and giving the remainder to a subsequent or invest in 2 subsequent with the remaining in any choosing (2000MPH main, 500+900MPH, 500+1900MPH or 2000MPH main, 100+1900MPH, 100+900MPH and so on).
Mime - Copying or stealing the abilities or powers of a player is regulated. To mimic or copy a power requires intrinsic knowledge of an ability's mechanics or how it works, and MUST not violate Meta-game. The conditions to recreate or replicate a phenomenon must be respected and withheld. The exact cloning of an enemy player is prohibited. The act of explicitly adsorbing an opponent’s attack will be treated as a negation or immunity even when necessary to copy attacks.
Negation - To undo the action(s) of an opponent through direct control is prohibited with exception of mismatching properties of the propose riposte. If two characters share similar powers or affinities then proposed actions by either player cannot be neutralized and must be treated normally; however, an attack or defense may be negated or blocked by justification of arranged properties that could render a proposal ineffective. Example will be generic electricity seeking nearest ground or copious amounts of water withstanding fire. These are treated as defense in place of absolute negation.
Immunities - Invincibility to properties is regulated, but outright immunities to broad concepts is restricted. Resistance does not constitute as an immunity since it implies that damage is reduced. Invincibility or immortality does constitute as an immunity. Immunity to a specific property cannot directly encroach broad ranges of other powers or abilities or indirectly confer soft invincibility (Schedule 2 or 1). Example: Immunity to poison may be permissible, but immunity to kinetic forces is not as the latter can confer almost extensive invincibility to all damage.
Secondary/Side Character/Pet – Characters with a subsidiary of any kind is only permissible to 3. NPCs (Non-Player or Non-Playable Characters) are only allowed in the roleplay via purchasing and are NOT treated as Secondary characters. Any permanent that is directly controlled by a character will not constitute as an NPC or a Secondary. A player character's abilities (powers and otherwise) is inversely proportionate to the amount of Secondaries they control; meaning, the amount of abilities/powers a player character has is halved by a singular Secondary and then reduced further per pet. A player can opt to limit the abilities a Secondary has and thus add onto their primary character. An example will be: “Icarus can turn to stone and her pet Lime can relay what it sees back to her” and inverse “Lime can turn to stone and see for Icarus, but its master cannot do either of those things”. Secondary characters may be Autohit based on the amount of Secondary characters on the field.
- One Secondary: Every two turns your opponent may Autohit your Secondary.
- Two Secondaries: Every other turn your opponent may Autohit a Secondary you control.
- Three Secondaries: Your opponent may autohit a secondary you control, but you may decide to select which they target. You can only target a Secondary you control every other turn.
The escalation of damage distributed to Secondaries this way will start from an autohit non-lethal, serious injury, and fatal the latter being either a KO or kill before this counter resets and one Secondary can only be targeted at a time. Escalation of damage may roll-back based on the amount of turns all secondaries are not on the field. A Secondary returned to the field must remain for the turn it is summoned. Secondaries are only eligible for roll-back if they are no longer classified as a character in any way (no presence on the field, no sensory, and no interactable cognitive abilities).
Stacking - To place many different and/or unrelated powers/abilities on a character is regulated. There is no determined number of power(s) a character has access to, or how many different abilities a character can enact due to a specific power. An endless stack of limitless potential is restricted based on how wide of an application each power has in perspective to their potency; likewise, numerous applications of one power may also be regulated. This ruling will encompass any or all equipment or objects too.
Teleporting - To relocate your character from one position on the field to another with near limited potential of interception, not being physically present, exceeding the Speed Gradient for either option, being intangible, flickering, or partially corporeal will be regulated: Players cannot perform an attack in the same turn they teleport. Teleporting is restricted by range of 20 feet. You cannot teleport to another dimension as this will qualify as a ring-out. Attacks that teleport in any fashion is forbidden.
Homing – Projectiles designated to target a player continuously based on a criteria or condition is limited. Any and all homing projectiles cannot be made to autohit and any mitigation to a homing projectile must be reapplied again (if a player dodges it the first time must dodge it again the next turn). Homing attacks cannot exceed the initial base speed limit of Speed Gradient Option B.
A. Option - Players opting for the movement speed gradient will have their projectile abilities capped to 1,300mph for only one attack/defense type in their profile sheet (signature attack, a weapon, or some sort of defense). Any subsequent not at capped is reduced to 800mph. Characters with option A can move up to 65MPH and may accelerate to 300 to 350mph if buffs are applied (more than one buff). A character with a singular speed buff activated (and nothing else) may increase up to 590MPH, but no other additional abilities are permitted in the duration of turn the 350mph limitation was exceeded. A player may opt for the 590MPH and increase their projectile main projectile speed based on the reduction of speed they selected. Example: Keeping your limitation at 350MPH gives you 240MPH to invest in the 1,300MPH projectile or a subsequent (800MPH)
B. Option – Players opting for a faster projectile speed gradient will have their movement speed soft capped at 40MPH and may increase their speed if additional buffs and modifications are applied up to 190MPH. A player can select one projectile type (Power, Ability, or Weapon) and have its cap at 3000MPH with a 410MPH reduction for each ability or behavior medication it has(IE: other than just being shot). Any one subsequent projectile is reduced to 1900MPH with a 300MPH reduction for any additional ability or behavior modification. Any subsequent after the 1900MPH projectile is reduced to 900MPH. A player may remove speed from their main projectile or a subsequent and invest the remaining to a subsequent. Example: Reducing your main projectile choice by 1000MPH and giving the remainder to a subsequent or invest in 2 subsequent with the remaining in any choosing (2000MPH main, 500+900MPH, 500+1900MPH or 2000MPH main, 100+1900MPH, 100+900MPH and so on).
Mime - Copying or stealing the abilities or powers of a player is regulated. To mimic or copy a power requires intrinsic knowledge of an ability's mechanics or how it works, and MUST not violate Meta-game. The conditions to recreate or replicate a phenomenon must be respected and withheld. The exact cloning of an enemy player is prohibited. The act of explicitly adsorbing an opponent’s attack will be treated as a negation or immunity even when necessary to copy attacks.
Negation - To undo the action(s) of an opponent through direct control is prohibited with exception of mismatching properties of the propose riposte. If two characters share similar powers or affinities then proposed actions by either player cannot be neutralized and must be treated normally; however, an attack or defense may be negated or blocked by justification of arranged properties that could render a proposal ineffective. Example will be generic electricity seeking nearest ground or copious amounts of water withstanding fire. These are treated as defense in place of absolute negation.
Immunities - Invincibility to properties is regulated, but outright immunities to broad concepts is restricted. Resistance does not constitute as an immunity since it implies that damage is reduced. Invincibility or immortality does constitute as an immunity. Immunity to a specific property cannot directly encroach broad ranges of other powers or abilities or indirectly confer soft invincibility (Schedule 2 or 1). Example: Immunity to poison may be permissible, but immunity to kinetic forces is not as the latter can confer almost extensive invincibility to all damage.
Secondary/Side Character/Pet – Characters with a subsidiary of any kind is only permissible to 3. NPCs (Non-Player or Non-Playable Characters) are only allowed in the roleplay via purchasing and are NOT treated as Secondary characters. Any permanent that is directly controlled by a character will not constitute as an NPC or a Secondary. A player character's abilities (powers and otherwise) is inversely proportionate to the amount of Secondaries they control; meaning, the amount of abilities/powers a player character has is halved by a singular Secondary and then reduced further per pet. A player can opt to limit the abilities a Secondary has and thus add onto their primary character. An example will be: “Icarus can turn to stone and her pet Lime can relay what it sees back to her” and inverse “Lime can turn to stone and see for Icarus, but its master cannot do either of those things”. Secondary characters may be Autohit based on the amount of Secondary characters on the field.
- One Secondary: Every two turns your opponent may Autohit your Secondary.
- Two Secondaries: Every other turn your opponent may Autohit a Secondary you control.
- Three Secondaries: Your opponent may autohit a secondary you control, but you may decide to select which they target. You can only target a Secondary you control every other turn.
The escalation of damage distributed to Secondaries this way will start from an autohit non-lethal, serious injury, and fatal the latter being either a KO or kill before this counter resets and one Secondary can only be targeted at a time. Escalation of damage may roll-back based on the amount of turns all secondaries are not on the field. A Secondary returned to the field must remain for the turn it is summoned. Secondaries are only eligible for roll-back if they are no longer classified as a character in any way (no presence on the field, no sensory, and no interactable cognitive abilities).
Stacking - To place many different and/or unrelated powers/abilities on a character is regulated. There is no determined number of power(s) a character has access to, or how many different abilities a character can enact due to a specific power. An endless stack of limitless potential is restricted based on how wide of an application each power has in perspective to their potency; likewise, numerous applications of one power may also be regulated. This ruling will encompass any or all equipment or objects too.
Teleporting - To relocate your character from one position on the field to another with near limited potential of interception, not being physically present, exceeding the Speed Gradient for either option, being intangible, flickering, or partially corporeal will be regulated: Players cannot perform an attack in the same turn they teleport. Teleporting is restricted by range of 20 feet. You cannot teleport to another dimension as this will qualify as a ring-out. Attacks that teleport in any fashion is forbidden.
Homing – Projectiles designated to target a player continuously based on a criteria or condition is limited. Any and all homing projectiles cannot be made to autohit and any mitigation to a homing projectile must be reapplied again (if a player dodges it the first time must dodge it again the next turn). Homing attacks cannot exceed the initial base speed limit of Speed Gradient Option B.
-------------- Scheduling ---------------
TZDL2017 and onward will employ a scheduling system to determine the tier of an ability a character has (this includes their resilience and death conditions if any). It's encouraged that all powers and abilities have working mechanics that its user is beholden by. Special abilities and powers must operate with mechanism in mind that an operator of such a power must be held to and that implies its very weaknesses. The scheduling system determines the overall rank of a particular ability as is and what was described by the player. The order of the scheduling tiers will be descending where 5 is absolutely allowed and 1 being inapplicable. The greater potency a power or ability has the higher the chance it may ascend to a greater rank on the schedule. To clarify: Schedule 1 abilities/powers/attacks/defenses/evasions are forbidden. The following will elaborate on the qualification of a schedule to best determine where something may fall into. As a precautionary note that if an ability, power, item, weapon, equipment, etc does not have any extraordinary properties or behavior then it "Default" and may assume a lesser tier:
Schedule 5
The most basic premise of powers and abilities. Actions within this tier are composed of a fundamental function with little nuance and can be thwarted or evaded with proceeding escalation of powers or abilities. Punches and kicks without imbuing properties or seldom meaningful characteristics fall under this category. A schedule 5 power can be countered by natural forces exerted from the adversary or barriers that may be found naturally. Any ability, power, or object that has no alteration to its behavior or property.
Schedule 4
When abilities and powers undergo nuance and extremity in the power scale. Wielding the premises of elemental forces are common and are utilized with impunity, but their effects or properties remain wholly primitive or simple. A fire ball that destroys a small home or electricity from its user fall under this category as though their scale of power and speeds may vary, the very construction and principles of these forces are basic as they devastating. A schedule 4 ability or power requires significant resources to mitigate, but does not require much effort or planning to defend due to simplicity. Examples of such feats:
Schedule 3
The pinnacle of permissible powers, attacks, defense, and abilities most fall under this category because of their high level of efficiency, power, or caliber. Schedule 3 powers involve subtle or outright complex powers, weapons, and abilities making it difficult for adversaries to manage though applicable to defend with proper justification and creativity. A schedule 3 attack may involve more intense properties coupled with modified behavior that may require more output than a simple shield, and some attacks may require more sophisticated compositions to invoke much more complex defenses; thus, Schedule 3 powers and abilities may seem harder or impossible to defend against if the conditions are inadequate and requires special care when dealing with this threat level. Schedule 3 may still be countered by exertion of a foe and forces most common, but creating the necessary materials to properly defend or break a schedule 3 power may seem logistically illogical and require more resources or proaction than needed as an alternative may serve just as well. Examples involve:
Schedule 3 weaponry involve high powered projectiles and even more deadlier harder to defend properties that, though can be defended against, requires knowledge an enemy doesn’t possess. A fatal slip of unprepared provocation and mismatch may be the final lesson one could experience.
Schedule 2 - Forbidden
A power, defense, or attack exceeds sophistication or is described to have minimum drawbacks. Schedule 2 abilities and properties offset possible defense against them as to require specific conditions that may be outside common accessibility and thus extremely difficult to manage. An attack from schedule 2 may have abilities that could bypass most defense with only designated weaknesses in place. An example will be a time phasing projectile that could phase through most if not all armor or out of reality or magics that may only be opposed by magics of different varieties. Powers and abilities that require much more specific powers of the same nature to fight it in any capacity fall under this category.
Schedule 1 - Forbidden
The ultimate classification of extreme powers where only a power equal to or greater than can measure. Schedule 1 powers, abilities, attacks, and defense bypasses all capable means of measures that an opponent may use creatively to overcome and becomes a mandatory stable, and only seem feasible to counter those in use of said power. An Astral Flame that can only be paired against power of the astral world, dimensional attacks that require dimensional protection, or energies with precise weaknesses that only certain people may have access too will fall under this tier.
The rating of a power or ability is based on whether it can be evaded, blocked, and attack(ed) versus how fast, strong, or reach it may have. The schedule system does not adhere to mismatch disparities between characters in the tournament, but what can theoretically oppose a feat despite the entrants of TZDL; If a fire character enters a tournament where the signups are a majority of water users than the rules will not acclimate nor accommodate. A character is not judged completely by how many schedule abilities they have but rather each ability is measured. It is encouraged that a player describes facets of their character in detail with much thought as TZDL does not cover gross ambiguity and will Default.
Schedule 5
The most basic premise of powers and abilities. Actions within this tier are composed of a fundamental function with little nuance and can be thwarted or evaded with proceeding escalation of powers or abilities. Punches and kicks without imbuing properties or seldom meaningful characteristics fall under this category. A schedule 5 power can be countered by natural forces exerted from the adversary or barriers that may be found naturally. Any ability, power, or object that has no alteration to its behavior or property.
Schedule 4
When abilities and powers undergo nuance and extremity in the power scale. Wielding the premises of elemental forces are common and are utilized with impunity, but their effects or properties remain wholly primitive or simple. A fire ball that destroys a small home or electricity from its user fall under this category as though their scale of power and speeds may vary, the very construction and principles of these forces are basic as they devastating. A schedule 4 ability or power requires significant resources to mitigate, but does not require much effort or planning to defend due to simplicity. Examples of such feats:
- Shin's Mistress/The Hanged Whore(Profile: TZDL2017)
- Lyra's Dragon Tooth(Profile: TZDL2017)
- Magnixx Hannoxx's Flame Orb(Profile: TZDL2017)
Schedule 3
The pinnacle of permissible powers, attacks, defense, and abilities most fall under this category because of their high level of efficiency, power, or caliber. Schedule 3 powers involve subtle or outright complex powers, weapons, and abilities making it difficult for adversaries to manage though applicable to defend with proper justification and creativity. A schedule 3 attack may involve more intense properties coupled with modified behavior that may require more output than a simple shield, and some attacks may require more sophisticated compositions to invoke much more complex defenses; thus, Schedule 3 powers and abilities may seem harder or impossible to defend against if the conditions are inadequate and requires special care when dealing with this threat level. Schedule 3 may still be countered by exertion of a foe and forces most common, but creating the necessary materials to properly defend or break a schedule 3 power may seem logistically illogical and require more resources or proaction than needed as an alternative may serve just as well. Examples involve:
- Mitsu Mazono's Ratifiers for their speed, power, and shooting modularity (Profile: TZDL2017)
- Lyra Gwynn’s Gas Bombs for their destructive and corrosive properties(Profile: TZDL2017)
- Xavier Bloodbayne's Dread Metal and Earth abilities for their durability and flexibility(Profile: TZDL2017)
- Mimring's Spectrum Breath for its diverse range of abilities or power breaking application(Profile: TZDL2017)
- Caius Aurelio's Dynamokinesis(Profile: TZDL2017)
- Sarah's Aura being adequately against other energy based attacks may faulter against tangible forces(Profile: TZDL2017)
Schedule 3 weaponry involve high powered projectiles and even more deadlier harder to defend properties that, though can be defended against, requires knowledge an enemy doesn’t possess. A fatal slip of unprepared provocation and mismatch may be the final lesson one could experience.
Schedule 2 - Forbidden
A power, defense, or attack exceeds sophistication or is described to have minimum drawbacks. Schedule 2 abilities and properties offset possible defense against them as to require specific conditions that may be outside common accessibility and thus extremely difficult to manage. An attack from schedule 2 may have abilities that could bypass most defense with only designated weaknesses in place. An example will be a time phasing projectile that could phase through most if not all armor or out of reality or magics that may only be opposed by magics of different varieties. Powers and abilities that require much more specific powers of the same nature to fight it in any capacity fall under this category.
Schedule 1 - Forbidden
The ultimate classification of extreme powers where only a power equal to or greater than can measure. Schedule 1 powers, abilities, attacks, and defense bypasses all capable means of measures that an opponent may use creatively to overcome and becomes a mandatory stable, and only seem feasible to counter those in use of said power. An Astral Flame that can only be paired against power of the astral world, dimensional attacks that require dimensional protection, or energies with precise weaknesses that only certain people may have access too will fall under this tier.
The rating of a power or ability is based on whether it can be evaded, blocked, and attack(ed) versus how fast, strong, or reach it may have. The schedule system does not adhere to mismatch disparities between characters in the tournament, but what can theoretically oppose a feat despite the entrants of TZDL; If a fire character enters a tournament where the signups are a majority of water users than the rules will not acclimate nor accommodate. A character is not judged completely by how many schedule abilities they have but rather each ability is measured. It is encouraged that a player describes facets of their character in detail with much thought as TZDL does not cover gross ambiguity and will Default.
-------------- Contacts and Questions ---------------
We, in the TZDL, welcome all to participate in what would be a huge roleplay. We cannot make a roleplay happen without you. So feel free to drop by and communicate your interest with us.
TZDL Discord
discord.gg/ZrgacFE
Youtube
youtube.com/channel/UCrqQx59pJ1tNzl1a…
Rules are subject to change.
People interested
- Dias Blade
- Decoy
- Xavier Bloodbayne
- Doll Maker
- Drifting Pollen
- Letter Bee
- Tasuke
- Master Draco
- Keileon
- Paradox
- Tristwitch
- Heroic Sociopath
- Wayward
- Rilla
- GreenGoat
- Geraven
- bLuThUnDa
- Junti0n
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