Fantasy / Casual / Large Group
The Made in Abyss Manga is produced by Akihito Tsukushi
The Made in Abyss Anime is produced by Kinema Citrus
This Roleplay is based on the manga series “Made in Abyss” and it’s anime adaptation. This Roleplay assumes that you have watched the Anime at minimum, and will draw upon elements from the manga. All major elements will be highlighted in the OOC.
The Made in Abyss Anime is produced by Kinema Citrus
This Roleplay is based on the manga series “Made in Abyss” and it’s anime adaptation. This Roleplay assumes that you have watched the Anime at minimum, and will draw upon elements from the manga. All major elements will be highlighted in the OOC.
GM
@Warpcircuit
Member | Character
@Tenma Tendo | Dee
@Tenma Tendo | William "Liam" Nikos
@Stern Algorithm | Neeza Mit Kaliram
Discord
discord.gg/hKKpMfZ
- Golden Rule: Basic Courtesy in Roleplay. I’m sure everyone is aware of what this pertains (no metagaming, etc)
- 2: What canonically happened, is happening, and will happen is confined to what is known by the GM’s. If a GM doesn’t know about it, it didn’t happen in the roleplay. If even you think you need to ask about having something happen, you absolutely do need to ask about it. Don’t try to keep any secrets from us, and do not do retcons without a GM’s permission. If you do this, you run the risk of destroying the universe.
- 3: GM’s will be appointed as following : For the first eight characters, @Warpcircuit will be the only GM. After eight characters, another GM will be appointed for every six characters that join afterwards. Co-GM’s characters will count towards this total. This is to help keep up with the expeditions — the meat and bones of this Roleplay — and for basic crowd control. As a reward and a device for managing expeditions, GM’s will be allowed to make a special third character once instated. This is probably a little unfair but these characters need to be played by someone reliable, which would probably be someone who wants to be a GM.
- 4: Expeditions into the Abyss, which are the only way to enter the Abyss at this point, will be managed by a GM. The process for an expedition is fairly simple. First, you apply with the form found below under resources (don’t worry they’re really short). Then, a GM opts to fulfill that request. The GM will manage all artifacts received from the expedition, and will functionally serve as a DM.
- 5: Relics/Artifacts/Magic Stuff : I will be keeping a spreadsheet of who owns what. Artifacts will randomly be given throughout expeditions, and reward of artifacts will be based on a variety of factors. All artifacts will count for your respective expeditions. Selling artifacts must be done through a GM, but trading artifacts does not require GM approval.
- 6. Don't be afraid to talk to the GM's please. I will never think less of you for asking me something. Making sure we’re all on the same page is my number one priority as a GM, but I would be super grateful if you guys would help me with this and mention whenever you’re confused, or you want something to happen.
- 7. For me to instate a minimum post length, or establish quality rules would be extremely hypocritical. I’m not a native English speaker, I make small mistakes all the time. Instead, I ask that you roleplay respectfully. For the first few pages, keep your post length and quality however you're comfortable with, but past that point, please try to match that of the other roleplayers.
This roleplay draws from the Made in Abyss setting, however, none of the characters from the Made in Abyss story will be making an appearance. This will encompass all of the characters who have shown up in the manga and anime, who will functionally not exist in this roleplays universe. Certain characters who play important roles in the setting will be replaced with new characters created by the GM's. Eventually, this roleplay will develop it's own canon as it inevitably outpaces the manga, but for the mean time it will continue to derive setting and logic from the Made in Abyss story.
The players will all be delvers residing in the city of Orth. For one reason or another, your character has decided to dedicate their life to unraveling the mysteries of the Abyss, the seemingly unending hole shrouded in mysterious creatures and constructs. The characters all have varying levels of skill within the Abyss, and make their living off of the Artifacts from the Abyss which they sell.
A new guild has appeared, named the "Expedition Guild", where delvers are able to meet each other and form groups for traveling throughout the Abyss. Never before has it been easier to begin or continue a quest for the Abyss's secret.
But, at the same time, strange rumors have been traveling up from the Abyss. Without a White Whistle — the most skilled delvers — to qualify these claims they have been all but disposed of, and very few people know of what this rumor entails. Some theorize that it is a new monster, while others say that it's White Whistle gone rouge. But you, as a cave raider, know how unreliable and volatile these rumors can be. Surely they're just that, a rumor...
In the mean time, the Abyss beckons you to explore its depths. Will you unravel it's secret, or will you follow countless others to their death trying?
otherwise known as the Made in Abyss wiki dump
T H E A B Y S S
Quoted from the wiki
“The Abyss is a colossal pit discovered 1900 years ago around the islands of the southern ocean of Beolusk. The vertical hole has a diameter of around 1000 meters and it's at least 20,000 meters deep, with its exact depth being currently unknown. It possesses a unique ecosystem, wherein lie the remnants of an ancient, yet advanced civilization that made their home there in the distant past. Hiding countless treasures and relics of immense value inside, many explorers have challenged the mysterious Abyss. Some are treasure hunters looking for the Artifacts inside, and others are explorers determined to unveil the secrets it hides. In order to explore the Abyss, valiant cave raiders called Delvers were born, and the town of Orth was established at the edge of the abyss.”
T H E C U R S E O F T H E A B Y S S
Quoted from the wiki
"Though the Abyss is riddled with countless dangers and hazards, one of the greatest challenges facing delvers is, in fact, the ascent from it. This is due to a phenomenon called the Curse of the Abyss. The term refers to a series of symptoms that manifest upon ascending while inside the abyss, with its more scientific name being "Strains of Ascension". The effects of the curse manifest after ascending around 10 meters within the Abyss, and there's no way to avoid it through conventional means. The Curse affects all living things, however the creatures that inhabit the abyss have developed ways to sense its flow and avoid it.
The deeper one delves, the more severe the symptoms are, ranging from dizziness and nausea to intense pain throughout the body, loss of senses and even death. This makes the return trip from the Abyss extremely difficult, and it is not uncommon for delvers to perish on the way up. Particularly, the curse of the 6th Layer ("loss of humanity or death") makes the return journey physically impossible for humans."
T H E L A Y E R S O F T H E A B Y S S
Quoted from the wiki
Depth: 0~1350 meters.
Strains of Ascent: Light Dizziness and Nausea
Description: The first layer is the most shallow section of the abyss, right below the town of Orth. The environment doesn't really change and wildlife consists of mostly harmless animals.
Depth: 0~1350 meters.
Strains of Ascent: Light Dizziness and Nausea
Description: The first layer is the most shallow section of the abyss, right below the town of Orth. The environment doesn't really change and wildlife consists of mostly harmless animals.
Quoted from the wiki
Depth: 1351~2600 meters.
Strains of Ascent: Heavy nausea, headache and numbness of limbs.
Description: The Forest of Temptation is the first truly dangerous section of the abyss. The fauna and environment suddenly change, turning into a tropical rainforest with huge vegetation. The creatures that inhabit this layer are much more dangerous. Deeper in, there is an area known as the "Inverted Forest," where the trees grow upside-down and the wind blows hard. Here an Observation Camp was once built to serve as a resting point for delvers.
Depth: 1351~2600 meters.
Strains of Ascent: Heavy nausea, headache and numbness of limbs.
Description: The Forest of Temptation is the first truly dangerous section of the abyss. The fauna and environment suddenly change, turning into a tropical rainforest with huge vegetation. The creatures that inhabit this layer are much more dangerous. Deeper in, there is an area known as the "Inverted Forest," where the trees grow upside-down and the wind blows hard. Here an Observation Camp was once built to serve as a resting point for delvers.
Quoted from the wiki
Depth: 2601~7000 meters.
Strains of Ascent: Vertigo combined with visual and auditory hallucinations.
Description: The third layer consists of a 4 km vertical cliff, making it a highly challenging area to cross, save for the large cave network around the main shaft. Countless methods have been implemented by many in order to attempt a descent, to varying effects. Aerial predators are common, including Scarlet Maws.
Depth: 2601~7000 meters.
Strains of Ascent: Vertigo combined with visual and auditory hallucinations.
Description: The third layer consists of a 4 km vertical cliff, making it a highly challenging area to cross, save for the large cave network around the main shaft. Countless methods have been implemented by many in order to attempt a descent, to varying effects. Aerial predators are common, including Scarlet Maws.
Quoted from the wiki
Depth: 7001~12000 meters.
Strains of Ascent: Intense Full-body pain, dizziness from pain and varying amounts of internal and external bleeding across the body.
Description: A strange, humid jungle of strong vines weaving to form giant concave discs that capture water from the air earn the 4th layer its name, the "Goblet of Giants." At 9000 meters marks the famous Garden of the Flower of Resilience, an area filled with Eternal Fortunes, the trademark flower of the Abyss. A truly beautiful sight, though the danger from the beasts that dwell here is high.
Depth: 7001~12000 meters.
Strains of Ascent: Intense Full-body pain, dizziness from pain and varying amounts of internal and external bleeding across the body.
Description: A strange, humid jungle of strong vines weaving to form giant concave discs that capture water from the air earn the 4th layer its name, the "Goblet of Giants." At 9000 meters marks the famous Garden of the Flower of Resilience, an area filled with Eternal Fortunes, the trademark flower of the Abyss. A truly beautiful sight, though the danger from the beasts that dwell here is high.
Quoted from the wiki
Depth: 12001~13000 meters.
Strains of Ascent: Complete sensory deprivation, confusion and self-harming behavior.
Description: The thinnest layer of the Abyss vertically, being only 1000 meters deep, but the widest one horizontally, probably around 10 times wider than the town of Orth. It consists mostly of a large, monster-filled sea with some crystallized sections, held up by a thick layer of dense mud. This is the last layer of the abyss where it is possible to bear the curse and return alive and intact. An ancient ritual site lays at the entrance to the Sixth Layer from here.
Depth: 12001~13000 meters.
Strains of Ascent: Complete sensory deprivation, confusion and self-harming behavior.
Description: The thinnest layer of the Abyss vertically, being only 1000 meters deep, but the widest one horizontally, probably around 10 times wider than the town of Orth. It consists mostly of a large, monster-filled sea with some crystallized sections, held up by a thick layer of dense mud. This is the last layer of the abyss where it is possible to bear the curse and return alive and intact. An ancient ritual site lays at the entrance to the Sixth Layer from here.
Quoted from the wiki
Depth: 13001~15500 meters.
Strains of Ascent: Loss of humanity or death?
Description: A White Whistle's last dive. A human who tries to ascend from the 6th layer either succumbs to death, or is deformed beyond recognition, hence the name, "The Capital of the Unreturned." In Orth, there is a rumor about a Golden City at the bottom of the abyss, which originated from the 6th layer, where the ruins of a majestic city sleep undisturbed. It is not uncommon to come across creatures of an Irrational danger level here. In a secluded area of the 6th Layer, an entire Village inhabited by Narehate called Ilblu was formed.
Depth: 13001~15500 meters.
Strains of Ascent: Loss of humanity or death?
Description: A White Whistle's last dive. A human who tries to ascend from the 6th layer either succumbs to death, or is deformed beyond recognition, hence the name, "The Capital of the Unreturned." In Orth, there is a rumor about a Golden City at the bottom of the abyss, which originated from the 6th layer, where the ruins of a majestic city sleep undisturbed. It is not uncommon to come across creatures of an Irrational danger level here. In a secluded area of the 6th Layer, an entire Village inhabited by Narehate called Ilblu was formed.
Quoted from the wiki
Depth: 15501~????? meters.
Strains of Ascent: Certain death.
Description: The final known layer of the Abyss. Not much is known about it but there are many rumors about it. Some white whistles have claimed that from above it can be seen something shaped as a ring.
Depth: 15501~????? meters.
Strains of Ascent: Certain death.
Description: The final known layer of the Abyss. Not much is known about it but there are many rumors about it. Some white whistles have claimed that from above it can be seen something shaped as a ring.
Quoted from the wiki
Depth: +20000 meters.
Strains of Ascent: ???
Description: No-one has reached the deepest point but it is theorized that it's beyond 20000 meters deep.
Depth: +20000 meters.
Strains of Ascent: ???
Description: No-one has reached the deepest point but it is theorized that it's beyond 20000 meters deep.
A R T I F A C T S O F T H E A B Y S S
Quoted from the wiki
“Artifacts or Relics are items found in The Abyss by Delvers during their expeditions. While low class artifacts have little to no use, the higher the grade the more extraordinary its effects are. Regardless of grade, all artifacts have a pattern that implies how many times they can be used before they become futile. They're believed to be leftovers from an ancient civilization, and their functioning can't be comprehended by modern technology, let alone imitated.”
A R T I F A C T G R A D E S
this stuff isn’t quoted from the wiki and will help you deck your character out with magical doohickeys so you should probably read it
These artifacts are extraordinarily powerful and absurdly rare. A single special grade artifact could single handedly change the tide of a war. While theoretically possible to find in the upper layers, the chances of finding a special grade relic higher than the Goblet of Giants (4th layer) is unfeasibly low.
Not even white whistles are allowed to keep them if found. They are priceless, and could guarantee a life of glamorous wealth for you and all your descendants for many generations if sold. There are no limits to what a special grade artifact is able to do. It is possible for a delver to live their entire life searching the Abyss, and to never come close to finding a special grade artifact.
Not even white whistles are allowed to keep them if found. They are priceless, and could guarantee a life of glamorous wealth for you and all your descendants for many generations if sold. There are no limits to what a special grade artifact is able to do. It is possible for a delver to live their entire life searching the Abyss, and to never come close to finding a special grade artifact.
These artifacts are as rare as they are powerful, and they are very powerful. First grade artifacts are occasionally found in the second layer, but finding one is truly only plausible in or below the fourth layer.
White Whistles are commonly armed with a variety of first grade artifacts, and some Black Whistles themselves own first grade artifacts. Typically though, they are sold for their immense monetary value. While first grade artifacts are some of the most powerful items in the world, there is a limit to how powerful they become before they are classified as a special grade artifact. It is not uncommon for a Black Whistle to have found a first grade artifact, but the number of delvers of lower rank which have found one could be counted on your fingers.
White Whistles are commonly armed with a variety of first grade artifacts, and some Black Whistles themselves own first grade artifacts. Typically though, they are sold for their immense monetary value. While first grade artifacts are some of the most powerful items in the world, there is a limit to how powerful they become before they are classified as a special grade artifact. It is not uncommon for a Black Whistle to have found a first grade artifact, but the number of delvers of lower rank which have found one could be counted on your fingers.
These artifacts are where their utility starts to rapidly increase. Second grade artifacts are relatively rare, especially in the upper layers. For a character to plausibly find a second grade artifact, they must descend to at least the second layer.
Second grade artifacts are fairly valuable, and are the primary income of higher tier whistles. An example of a second tier artifact is the whistles of the White Whistles. These are special artifacts capable of divining the true nature of other artifacts. Due to their power, a lot of delvers will keep second grade artifacts with utilities that could help them explore the Abyss.
Second grade artifacts are fairly valuable, and are the primary income of higher tier whistles. An example of a second tier artifact is the whistles of the White Whistles. These are special artifacts capable of divining the true nature of other artifacts. Due to their power, a lot of delvers will keep second grade artifacts with utilities that could help them explore the Abyss.
Third grade artifacts are much more useful than fourth grade artifacts, but they still are lackluster as tools for exploring the Abyss. Their value is decent, especially in foreign nations, but they are not too uncommon among delvers. Third grade artifacts are found everywhere, but they are massively outnumbered by the fourth grade artifacts in the first layers.
They can be sold for a decent amount, but other than that, there is not a ton of reason to hold on to a third grade artifact unless you have a usage for it. Lower tier whistles often mistake these for higher tier relics, and sometimes get conned into buying them as if they were a second or first grade artifact..
They can be sold for a decent amount, but other than that, there is not a ton of reason to hold on to a third grade artifact unless you have a usage for it. Lower tier whistles often mistake these for higher tier relics, and sometimes get conned into buying them as if they were a second or first grade artifact..
These are rubbish. They’re found everywhere, and often times have no practical value.
They can be sold for a small amount of money, and sometimes are held onto for their sentimental value. If you’re a delver, this is also the most common artifact you’ll come across.
They can be sold for a small amount of money, and sometimes are held onto for their sentimental value. If you’re a delver, this is also the most common artifact you’ll come across.
D E L V E R S
Orth is a large town on the edge of the Abyss, formed as a result of the many explorers travelling to the island. Orth has 5 districts: Central, North, West, South and East. It is where the majority of the humans in the roleplay are from.
Quoted from the Wiki
”Delvers or called as cave raiders, is a general term to refer to adventurers who dive deep into the Abyss to explore it in order to unveil its secrets. In the town at the edge of the abyss Orth, Delvers are incredibly highly regarded as heroes and many children aspire to become one in the future. They delve in the hellish pit and return with invaluable Artifacts hidden inside, exploring its depths and contributing to the study of the abnormal hole. When deep in the Abyss, Mail Balloons are used to transport light packages to the surface. Some orphanages like Belchero Orphanage teach orphans everything about delving like an academy, granting them the possibility of a bright future to those forsaken by life.
The greatest delvers are the ones known as White Whistles, and they have made discoveries and retrieved Artifacts that have changed the world. They are immensely admired by the population and considered the pinnacle of delvers. While many delvers work individually or in small groups, occasionally, official parties are formed by the government in order to obtain certain items from the Abyss. Because Artifacts of higher grade can alter the balance of power between countries, delvers from different nations sometimes compete to get their hands onto them.”
Whistle Ranks
People studying to become a delver, but don’t have a whistle yet. Mostly just kids too young to become a Red Whistle. Very inconsequential. Prone to dying on their birthdays bc Abyss magic or something.
Quoted from the Wiki
“Red Whistles are the apprentices. They are rookie delvers who have a decent knowledge of the abyss and have descended up to the 1st Layer on their own. It is a common rank for prepubescent kids who have studied since an early age. One obtains a red whistle and the official title of delver after their first descent into the abyss. While they're fairly knowledgeable, red whistles lack the physical fortitude to get very deep, so they're only allowed to descend up to 550 meters. Going any deeper would be treated as an accident or a rebellious behavior, and a rescue party would be sent to retrieve them. If a red whistle somehow managed to descend 1350 meters, to the 2nd Layer, it is treated as suicide and search parties are called off.”
Must be Level 8 at the very least to become a Red Whistle.
“Red Whistles are the apprentices. They are rookie delvers who have a decent knowledge of the abyss and have descended up to the 1st Layer on their own. It is a common rank for prepubescent kids who have studied since an early age. One obtains a red whistle and the official title of delver after their first descent into the abyss. While they're fairly knowledgeable, red whistles lack the physical fortitude to get very deep, so they're only allowed to descend up to 550 meters. Going any deeper would be treated as an accident or a rebellious behavior, and a rescue party would be sent to retrieve them. If a red whistle somehow managed to descend 1350 meters, to the 2nd Layer, it is treated as suicide and search parties are called off.”
Must be Level 8 at the very least to become a Red Whistle.
Quoted from the Wiki
“Blue Whistles are the adepts. They are more experienced delvers who managed to prove themselves. Blue whistles are allowed to delve up to the 2nd Layer of the Abyss, so they most likely possess an acceptable fighting ability to fend off the beasts of the Forest of Temptation. Typically and with the appropriate training, one attains the rank of blue whistle at the age of 15, though there are exceptions to this.”
Must be level 16 at the very least to become a Blue Whistle
“Blue Whistles are the adepts. They are more experienced delvers who managed to prove themselves. Blue whistles are allowed to delve up to the 2nd Layer of the Abyss, so they most likely possess an acceptable fighting ability to fend off the beasts of the Forest of Temptation. Typically and with the appropriate training, one attains the rank of blue whistle at the age of 15, though there are exceptions to this.”
Must be level 16 at the very least to become a Blue Whistle
Quoted from the Wiki
“Moon Whistles are the teachers. They are highly proficient delvers that carry an extensive knowledge of the abyss. Moon Whistles can delve up to the 3rd Layer safely, so their delving ability is in a completely different level to Blue Whistles. They're considered experienced enough to serve as teachers for the newer generations.”
Must be level 32 at the very least to become a Moon Whistle
“Moon Whistles are the teachers. They are highly proficient delvers that carry an extensive knowledge of the abyss. Moon Whistles can delve up to the 3rd Layer safely, so their delving ability is in a completely different level to Blue Whistles. They're considered experienced enough to serve as teachers for the newer generations.”
Must be level 32 at the very least to become a Moon Whistle
Quoted from the Wiki
“Black Whistles are the experts. They are extremely talented delvers that have mastered the techniques of delvers. Black Whistles can reach up to the 4th Layer of the abyss, which is the point in which the strains of ascension can really make one touch insanity. They also sometimes work under white whistles as subordinates, and assist them in their expeditions.”
Must be level 50 at the very least to become a Black Whistle
“Black Whistles are the experts. They are extremely talented delvers that have mastered the techniques of delvers. Black Whistles can reach up to the 4th Layer of the abyss, which is the point in which the strains of ascension can really make one touch insanity. They also sometimes work under white whistles as subordinates, and assist them in their expeditions.”
Must be level 50 at the very least to become a Black Whistle
Quoted from the Wiki
“White Whistles are the legends. They are considered to be the greatest delvers of all. Their achievements have changed the world and their discoveries astonished all, turning them into spectacular historical figures. White Whistles are titled after their unique persona (called "sovereign of" or "lord of") and reach a whole new level incomparable to that of other delvers. They are armed to the teeth with Artifacts of the Abyss, and represent a formidable force. Because of their status, any information that is officially passed by them is considered a fact, no matter how absurd.
White Whistles do not have any depth limit, however since the Strains of Ascension make it humanly impossible to survive the ascent from the 6th Layer, for most of their life the 5th Layer is their limit. At some point when they make the decision, a White Whistle will descend into the inviolable 6th Layer. Since return from this point is impossible, this descent is called the Last Dive and it represents the most important point of their career, delving into largely unknown territory. Their whistles themselves cannot be gotten through conventional means. White Whistles are made out of Life Reverberating Stones, which can only be obtained through the remains of a loved one of the delver. For a Life Reverberating Stone to form, the deceased must love the delver unconditionally. Once the stone is refined into a white whistle, it will only make noise for the delver it was created for, and its sound can bring out the true purpose of any artifact.”
The requirements for becoming a White Whistle are unknown.
“White Whistles are the legends. They are considered to be the greatest delvers of all. Their achievements have changed the world and their discoveries astonished all, turning them into spectacular historical figures. White Whistles are titled after their unique persona (called "sovereign of" or "lord of") and reach a whole new level incomparable to that of other delvers. They are armed to the teeth with Artifacts of the Abyss, and represent a formidable force. Because of their status, any information that is officially passed by them is considered a fact, no matter how absurd.
White Whistles do not have any depth limit, however since the Strains of Ascension make it humanly impossible to survive the ascent from the 6th Layer, for most of their life the 5th Layer is their limit. At some point when they make the decision, a White Whistle will descend into the inviolable 6th Layer. Since return from this point is impossible, this descent is called the Last Dive and it represents the most important point of their career, delving into largely unknown territory. Their whistles themselves cannot be gotten through conventional means. White Whistles are made out of Life Reverberating Stones, which can only be obtained through the remains of a loved one of the delver. For a Life Reverberating Stone to form, the deceased must love the delver unconditionally. Once the stone is refined into a white whistle, it will only make noise for the delver it was created for, and its sound can bring out the true purpose of any artifact.”
The requirements for becoming a White Whistle are unknown.
Roleplay | Flow | Game | Mechanics
or whatever you want to call it. This is how the Roleplay will work.
GAME MODES | OPEN WORLD | EXPEDITIONS
If you’ve gotten to this point in the post, and you haven’t just skipped everything, you might be curious as to what the expedition system that I alluded to in the guidelines entails.
This Roleplay is divided into two different modes. Roleplayers are encouraged to denote what mode they’re in with their posts header, but it is not a requirement. If you are unsure as to what mode you are in, PM a GM immediately and do not post so that we can bring you up to speed.
The first is called “Open World” mode, and as the name suggests, the Roleplayers in this mode are free to act as they please. Occurrences in the mode are -esque of a Slice of Life Roleplay, and for the most part will not require a GM present. This is where things like selling relics, forming expeditions, and preparation for the abyss will take place. It is also where you can Roleplay with others without risk of being murdered by an eldritch abomination. Open World Mode is the mode that Roleplayers will be in by default, and it will only be active outside of the Abyss.
The second mode is where the majority of this Roleplay will take place : Expedition Mode. This mode begins once an expedition is accepted, organized IC, and the group enters the Abyss. It ends once a group returns from the Abyss. There are key differences while comparing this mode and “Open World” mode.
1. A GM will be assigned to your group at all times in expedition mode. This GM has complete control over the occurences of this mode, including characters should it be necessary. Collaborative posts in this mode must be done with a GM present, and people posting singles are encouraged to collab with the GM. In this mode Abyss Monsters, opposing Abyss raiders, and other crazy things can appear. You should think of the Abyss as the GMs’ character wherein which they are free to enact their wrath will upon the characters. This is so that the GM’s can keep things interesting. Functionally speaking, the GM is allowed final decision in what happens, but they will be encouraged to make usage of random events (die rolls) and player input. More or less in this mode, the GM becomes a DM.
2. Aside from purchasing or trading relics, this is the only way for a character to get new artifacts. Just a note : Desired artifacts can be brought up (although not guaranteed) in the expedition application and GM’s can approve third and fourth grade artifacts by themselves, but @Warpcircuit has the final say when dealing with higher tier artifacts so as to prevent power creep in this roleplay.
3. Expedition mode is the only way for a character to earn experience points. These will be given out at the GM’s discretion, and a base amount will be given based on the furthest layer you reached during your expedition. Please note, gaming this system to increase your level has been known to cause spontaneous annihilation through rocks falling on your character.
Experience | Levels | Strength/Fights
This roleplay has a relatively basic level system. You must do stuff within the Abyss, and depending on what you did, the GM assigned to your Expedition will reward you with experience. The deeper you go into the Abyss, the greater experience you will get.
Level is represented by how skilled of a delver you character is in character. If your character is extremely high leveled, they will be an extremely skilled cave delver. If you character is very low leveled, they will be a poor delver.
Your experience increases your level at set intervals, and when that happens your characters strength will increase. You will have the option to increase one of your characters skills. Strictly speaking, there is no list of skills you have to choose from. You could choose anything really, and the GM’s will work with it. Actions relating to that skill will have more favourable outcomes within the Abyss.
The Levels experience requirements are equal to five times the level you're working towards. Level one to two will take 10 experience points. Levels ninety-nine to one-hundred will take 500 experience points. There is no level cap.
Strength, on the other hand, is extremely elementary. It is calculated by adding your level, and the strength granted by your items (relics, equipment). Strength will be used when deciding the outcome of fights, however, a higher strength ABSOLUTELY does not decide the outcome of a fight. Other factors such as strategy, quality of writing, and luck will be in play. Strength will also be used when calculating the experience received from a fight. Characters will receive experience equal to the strength of the monster they had defeated.
Strength is really just a valuation of how strong your character would be in a fight. It could manifest itself as trickery, strategic genius, or just brute strength. Generally speaking though, characters with high strengths are skilled at fighting. Characters with low strength are not.
Monsters in the Abyss prey on weakness. They are able to sense individuals half their strength as weaklings and will immediately swarm them for an easy meal. On top of that, the Curse of the Abyss will take into account your level when ascending. Your character’s level must be equal to eight times the layer of the abyss you seek to travel down to. Else, there is the possibility of your character dying to a non lethal curse on the return trip, especially in the deeper layers.
In order to advance your whistle, you must reach certain levels first. You are not required to increase your rank once you reach that level, however, you will be required to reach the level before you increase your rank.
The values are as follows:
Red Whistle Level 8
Blue Whistle Level 16
Moon Whistle Level 32
Black Whistle Level 50
White Whistle ???
@Warpcircuit will keep their own copy of character stats for the GM. Roleplayers will be expected to keep their own sheet updated as they increase in level, which will happen very often throughout the expeditions.
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GM has full discretion over what equipment or relic costs, how much it sells for, ETC. Your character will start off with 50 Abyss Bucks, which is this Roleplays currency. They’re just called Dollars IC. Character may spend it on basic equipment, or save up to buy cooler equipment which increases their strength more. The only way to increase the amount of Abyss Bucks you have is to sell relics found on an expedition.
Equipment and Artifacts
Equipment are the non magical items bought with money earned in the Abyss. Artifacts are the magical items of this Roleplay found in the abyss. These are fairly straight forward.
Equipment - Bought from the market, or found/taken from another expedition. Initially, especially when scrounging the first layers, the value gotten from modern equipment will be far greater than that of the relics characters find. Generally, lower tier equipment will increase a characters strength by 1, while higher tier equipment will increase a characters strength by 5. There are all sorts of layers in between, including special items that could increase your strength even more. In order to get new equipment, just ping a GM, and together you’ll write a short post where your character buys the new equipment.
Artifacts - These are found in the Abyss at the discretion of the GM’s. Often times, third and fourth tier artifacts will not increase the users strength at all, and are only good if you get creative or sell them. However, second and first tier artifacts are immensely more powerful than their counterpart equipment, and special grade artifacts will increase a characters strength by an unfathomable amount. If you wish to brave the deeper Abyss, you will almost certainly need to procure various powerful artifacts as the monsters vastly outscale the characters level in the deeper layers of the Abyss.
MISC
Character Death - It might happen. GM’s will not intentionally put your character in a situation when there is no alternative to death, so if your character dies, that’s on you. It also could happen if you piss off someone else’s character.
and all the various applications. Character sheet may or may not have been inspired by This
Things to keep in mind :
1. There are open world parts of this Roleplay, where your character can do whatever they want while not in the Abyss. Give them some hobbies or something so they’re not sitting there twiddling their thumbs waiting for the next expedition.
2. APPLICATIONS WILL NOT BE POSTED IN THE OOC, INSTEAD, YOU WILL PM THEM TO ME. The reason for this being that I think it's odd that everyone knows everything about the other character before the roleplay starts. I like the idea of learning about a character as you go along, so there will only be basic information in the character tab.
3. At this time, I will not be accepting applications for White Whistles. There is no way around this. To become a White Whistle, you must either become a Co-GM after which you will be given the opportunity to apply for one as your special third (or second) character, or your character must become promoted through the unknown means of becoming a white whistle.
4. Character’s levels start at the minimum level for their whistle rank. Put the minimum rank for their whistle in the level tab in your sheet.
5. Characters that are higher levels at the start only receive the ½ a point to allocate to a skill for every level they have. Black whistles will get 25, Moons will get 16, Blues will get 8, Reds will get 4. The minimum level is 8. PM a GM (currently just @Warpcircuit) and you can allocate your points once you're accepted
6. Characters will be limited to two per person for now, however, this is up for debate if you have a good reason.
Remember to post in this thread that you've applied, but PM me the application.
NAME
{PUT A PICTURE OF CHARACTER HERE}
Age | Gender | Weight | Height
Whistle | Level | Strengthyou can keep it at your level for now
Description
This a short description of your character. Keep it shallow purposely. How do other characters see your own character? What are they like? Where do they live, etc. This will be in the character tab.
Personality
Talk about what they’re like. This doesn’t have to be extraordinarily long, and it’s the only part of the application I will never cite. I just want you to start thinking about what your character is like, so feel free to do it in whatever format you’d like.
Bio
Their history. Pretty standard practice. Keep in mind that one way or another your character ended up in Orth as a delver. This will absolutely be cited in the Roleplay, so please keep it standard. No length minimum, but make sure it’s meaty enough to serve as a foundation for your character. Focus on motivations and moments that had an impact on the character if your stuck, but otherwise I’ll leave the rest up to your discretion.
Facts Sheet
Give me some random facts about your character. This, like the personality, is just to get you to think about your character in more depth, so do it in whatever format you’d like.
Extra
I do like theme songs ;)
[center]
[h2]NAME[/h2]
{PUT A PICTURE OF CHARACTER HERE}
[b]Age | Gender | Weight | Height
Whistle | Level | Strength[sub]you can keep it at your level for now[/sub][/b]
[u][b] Description [/b][/u]
This a short description of your character. Keep it shallow purposely. How do other characters see your own character? What are they like? Where do they live, etc. This will be in the character tab.
[u][b] Personality [/b][/u]
Talk about what they’re like. This doesn’t have to be extraordinarily long, and it’s the only part of the application I will never cite. I just want you to start thinking about what your character is like, so feel free to do it in whatever format you’d like.
[u][b] Bio [/b][/u]
Their history. Pretty standard practice. Keep in mind that one way or another your character ended up in Orth as a delver. This will absolutely be cited in the Roleplay, so please keep it standard. No length minimum, but make sure it’s meaty enough to serve as a foundation for your character. Focus on motivations and moments that had an impact on the character if your stuck, but otherwise I’ll leave the rest up to your discretion.
[u][b] Facts Sheet [/b][/u]
Give me some random facts about your character. This, like the personality, is just to get you to think about your character in more depth, so do it in whatever format you’d like.
[u][b] Extra [/b][/u]
I [i]do[/i] like theme songs ;)
[/center]
Characters Involved:
Description of Expedition:
Anything Else:
Description of Expedition:
Anything Else: