B
Broken Butterfly
Guest
Original poster
Your last memory is something... strange.
Perhaps it was slipping off a ladder while working on a wall. Perhaps it was seeing the hair dryer fall from the sink towards your bath. Perhaps it was staring down the barrel of a gun or a knife. Or, perhaps, you simply don't remember anything at all. Regardless of what it is, you do know one thing for sure.
You're dead, buddy.
While drifting through some ghostly afterlife, you found yourself approached by a woman with a cold smile. She gave you a simple choice -- either be erased, your soul destroyed, or play her little game. You win the game, you come back to life, no strings attached.
Of course, it's not that easy. Games that have no limit to who can win and a win requirement of simply surviving rarely are...
Welcome! This thread is for a roleplay/series based off/using the Reaper's Game introduced in The World Ends With You. In the shortest terms, the Reaper's Game is played by people who have died and want a second chance at life. The Game is far from easy, however -- monsters known as Noise and Reapers themselves do everything they can to erase these people (known as Players) for their own reasons. The game lasts a week and requires an entry fee to play -- that is, the thing that matters the most to the Player, regardless of what it is, is taken for their fee. If they win, they get the fee back, but if they lose...
The Game itself actually promotes cooperation -- if the mission of the day isn't completed, every single Player is erased, but if any Player finishes the mission of the day, then every Player passes. Along with this, Players must make a "pact" with another Player so that the two can fight together against Reapers and Noise both (as battles take place in two different dimensions, called frequencies) -- if they don't have a pact, they can't fight, simple as that. While Reapers don't need a pact to fight (they can project their shadow into the other frequency), Reapers who DO have a pact are generally stronger than a single Reaper alone. This is because only two-person teams, regardless of Reaper or Player status, have access to the ability to create a "light puck," a visual and metaphysical manifestation of their pact that is passed between them through the dimensions and amplifies their abilities when they hold onto it.
Fighting is done via psychs, abilities that are manifested through pins. While there are many different psychs, they are run by the imagination a person has -- therefore, every character made will only be allowed access to three different psychs, but they may use any pins with that psych, regardless of stats.
For the roleplay itself, this will stretch into multiple roleplays -- that is, multiple weeks with sign ups for each so that everyone who wants in can get in! This is because, out of necessity, sign ups will stop after Day 1 unless too many people get erased.
A list of Pins, Threads, and Psychs for those who need help in character creation! Note that the two pins they start with are given to them by the Conductor (that weird lady who took their fee) before they ever get into the game.
Images of the light puck can be seen right here. For the sake of the RP, it passes as normal (successful attacks within a time frame), but if not passed in time, just disappears and forces the group to start over.
An image of a shared HP bar (for both Reapers and Players) can be seen here.
As a note, Players cannot see or interact with each other in battle (as they're in seperate frequencies), but they can hear and communicate with each other -- very powerful Players can actually sense their other partner and what they're doing, but that's a rare breed.
Fusions
Now this is a fairly important aspect of the battle system, but for a while, I wasn't sure how to handle it. This is how it works in terms of this RP:
Every Player Team (and Reaper Team) has three levels of fusions. It is up to the two players to figure out what each level of the fusion does and then add it to both their sheets under the "partner" heading. Note that if both partners do not have the fusions listed in both their sheets, they will not be allowed to use them in the roleplay! You have to let others know what they do, otherwise it's not fair, right?
In terms of using them, fusions will -- for the sake of this RP -- come into play when the two partners are fighting in "sync," meaning that even despite not being able to directly interact besides speaking to (or sensing) one another they are managing to fight together, not just fighting the same target. Level 1 Fusion (moderate damage) can be used fairly frequently, Level 2 Fusion (heavy damage/likely death to non-bosses) can be used every so often, and Level 3 Fusion (severe/certain death to non-bosses) can only be used in long battles or when the team is in a critical condition or state.
As for what Fusions can actually appear like, this video here shows the fusions from The World Ends With You itself. The fusions are, in order:
Shiki Level 1 (0:00-0:04)
Joshua Level 1 (0:05-0:12)
Beat Level 1 (0:13-0:17)
Shiki Level 2 (0:18-0:24)
Joshua Level 2 (0:25-0:32)
Beat Level 2 (0:33-0:42)
Uzuki/Kariya Level 1 (0:43-0:47)
Shiki Level 3 (0:48-1:00)
Joshua Level 3 (1:01-1:10)
Beat Level 3 (1:11-1:21)
The last fusion in the video (1:22-2:08) is an exclusive Fusion that requires a special channeler (Neku) and the energy of three specific partners combined (Shiki, Joshua, Beat). Because all normal Players can only pact with a single other Player and battles are strictly a one-Player-team battle, fusions with more than two Pacted partners or at that level of power are not allowed.
Fusions will only be available for use after Day 2. This is to give you time to both make a Pact and figure out your fusions.
Note that you do not have to turn them all in at once -- if you have a Level 1 Fusion added to your sheet, you may use it freely, but you may not use Level 2 or 3 until said fusions are on your sheet.
Perhaps it was slipping off a ladder while working on a wall. Perhaps it was seeing the hair dryer fall from the sink towards your bath. Perhaps it was staring down the barrel of a gun or a knife. Or, perhaps, you simply don't remember anything at all. Regardless of what it is, you do know one thing for sure.
You're dead, buddy.
While drifting through some ghostly afterlife, you found yourself approached by a woman with a cold smile. She gave you a simple choice -- either be erased, your soul destroyed, or play her little game. You win the game, you come back to life, no strings attached.
Of course, it's not that easy. Games that have no limit to who can win and a win requirement of simply surviving rarely are...
-----------------------
Welcome! This thread is for a roleplay/series based off/using the Reaper's Game introduced in The World Ends With You. In the shortest terms, the Reaper's Game is played by people who have died and want a second chance at life. The Game is far from easy, however -- monsters known as Noise and Reapers themselves do everything they can to erase these people (known as Players) for their own reasons. The game lasts a week and requires an entry fee to play -- that is, the thing that matters the most to the Player, regardless of what it is, is taken for their fee. If they win, they get the fee back, but if they lose...
The Game itself actually promotes cooperation -- if the mission of the day isn't completed, every single Player is erased, but if any Player finishes the mission of the day, then every Player passes. Along with this, Players must make a "pact" with another Player so that the two can fight together against Reapers and Noise both (as battles take place in two different dimensions, called frequencies) -- if they don't have a pact, they can't fight, simple as that. While Reapers don't need a pact to fight (they can project their shadow into the other frequency), Reapers who DO have a pact are generally stronger than a single Reaper alone. This is because only two-person teams, regardless of Reaper or Player status, have access to the ability to create a "light puck," a visual and metaphysical manifestation of their pact that is passed between them through the dimensions and amplifies their abilities when they hold onto it.
Fighting is done via psychs, abilities that are manifested through pins. While there are many different psychs, they are run by the imagination a person has -- therefore, every character made will only be allowed access to three different psychs, but they may use any pins with that psych, regardless of stats.
For the roleplay itself, this will stretch into multiple roleplays -- that is, multiple weeks with sign ups for each so that everyone who wants in can get in! This is because, out of necessity, sign ups will stop after Day 1 unless too many people get erased.
A list of Pins, Threads, and Psychs for those who need help in character creation! Note that the two pins they start with are given to them by the Conductor (that weird lady who took their fee) before they ever get into the game.
Images of the light puck can be seen right here. For the sake of the RP, it passes as normal (successful attacks within a time frame), but if not passed in time, just disappears and forces the group to start over.
An image of a shared HP bar (for both Reapers and Players) can be seen here.
As a note, Players cannot see or interact with each other in battle (as they're in seperate frequencies), but they can hear and communicate with each other -- very powerful Players can actually sense their other partner and what they're doing, but that's a rare breed.
Fusions
Now this is a fairly important aspect of the battle system, but for a while, I wasn't sure how to handle it. This is how it works in terms of this RP:
Every Player Team (and Reaper Team) has three levels of fusions. It is up to the two players to figure out what each level of the fusion does and then add it to both their sheets under the "partner" heading. Note that if both partners do not have the fusions listed in both their sheets, they will not be allowed to use them in the roleplay! You have to let others know what they do, otherwise it's not fair, right?
In terms of using them, fusions will -- for the sake of this RP -- come into play when the two partners are fighting in "sync," meaning that even despite not being able to directly interact besides speaking to (or sensing) one another they are managing to fight together, not just fighting the same target. Level 1 Fusion (moderate damage) can be used fairly frequently, Level 2 Fusion (heavy damage/likely death to non-bosses) can be used every so often, and Level 3 Fusion (severe/certain death to non-bosses) can only be used in long battles or when the team is in a critical condition or state.
As for what Fusions can actually appear like, this video here shows the fusions from The World Ends With You itself. The fusions are, in order:
Shiki Level 1 (0:00-0:04)
Joshua Level 1 (0:05-0:12)
Beat Level 1 (0:13-0:17)
Shiki Level 2 (0:18-0:24)
Joshua Level 2 (0:25-0:32)
Beat Level 2 (0:33-0:42)
Uzuki/Kariya Level 1 (0:43-0:47)
Shiki Level 3 (0:48-1:00)
Joshua Level 3 (1:01-1:10)
Beat Level 3 (1:11-1:21)
The last fusion in the video (1:22-2:08) is an exclusive Fusion that requires a special channeler (Neku) and the energy of three specific partners combined (Shiki, Joshua, Beat). Because all normal Players can only pact with a single other Player and battles are strictly a one-Player-team battle, fusions with more than two Pacted partners or at that level of power are not allowed.
Fusions will only be available for use after Day 2. This is to give you time to both make a Pact and figure out your fusions.
Note that you do not have to turn them all in at once -- if you have a Level 1 Fusion added to your sheet, you may use it freely, but you may not use Level 2 or 3 until said fusions are on your sheet.