Astroblaze

Traverser#824|The Ally|Autobot|Knight of Doom
Original poster
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
A Few Posts a Week
My Usual Online Time
my schedule is very flexible (probably more than it should be tbh) but my best times are generally 4pm-9pm M-F and 12pm-9pm weekends
Writing Levels
Intermediate, Adept, Adaptable
Genders You Prefer Playing
Male, Female, Androgynous, No Preferences
Playing Style- Passive or Aggressive
passive leanings at first, aggressive leanings once familiar
Favorite Genres
fantasy, sci-fi, superheroes, action, adventure, combat, science fantasy, supernatural, hurt/comfort, modern fantasy
IRBL Lore

Your one-stop shop for all the information you'll need to roleplay in the IRBL! Peruse this thread for game rules, appearance descriptions, and the various functions you'll encounter in the mini-world of the arena complex.

FAQ
Is my ultra-powerful OC allowed?
Yes, all OCs are allowed so long as they have adequate and realistic weaknesses. Keep in mind that "adequate and realistic" doesn't necessarily mean that everyone will have a way to defeat your character. Just make sure powers and limitations are well-balanced. If you're not sure if your character is balanced, feel free to ask me for help.​

Important Links
Sign-Ups/OOC
«Lore»
Character Index
IC
Discord
 
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Astroblaze

Traverser#824|The Ally|Autobot|Knight of Doom
Original poster
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
A Few Posts a Week
My Usual Online Time
my schedule is very flexible (probably more than it should be tbh) but my best times are generally 4pm-9pm M-F and 12pm-9pm weekends
Writing Levels
Intermediate, Adept, Adaptable
Genders You Prefer Playing
Male, Female, Androgynous, No Preferences
Playing Style- Passive or Aggressive
passive leanings at first, aggressive leanings once familiar
Favorite Genres
fantasy, sci-fi, superheroes, action, adventure, combat, science fantasy, supernatural, hurt/comfort, modern fantasy
Rules
New rules may be added as needed at any time. All active players will be notified of changes.

  • These are the rules that all players must abide by for the roleplay to run smoothly. Consistent rule violation in spite of warnings can and will have a player removed from the roleplay, along with all of their characters.

    ▹Above all, all Iwaku rules always apply. Any site rule violations will be reported immediately.

    ▹A player is allowed to have as many characters as they can control, and these characters are allowed to interact in reasonable ways, but characters whose main and/or sole purpose is to assist another are prohibited.
    There is no character limit in the IRBL, and in fact it is encouraged to play multiple characters due to the nature of the game. Just don't swamp yourself by trying to control too many at once. This is out of concern for the people behind the computer screens rather than a rule focused on the welfare of the IRBL—the other rules take care of that.

    The second part of the rule is keeping the community from being swamped with near-pointless characters who essentially can't be challenged to fights on their own due to their design. This is, after all, a game centered on fight roleplaying, not progressing any kind of storyline. However, having characters who are perfectly capable on their own but operate in a team nonetheless—such as the players in a Homestuck session—or characters who fight mainly or solely with commanded creatures—such as a Pokemon trainer—is completely acceptable.

    ▹A character must have a posted and cleared CS before they can be played. Any and all alterations to abilities or weaponry must be made while the character is not engaged in a match. Changes cannot specifically target another character.
    CSs are to be posted in the Character Index with a separate post for each character and can only be cleared by myself or a mod if the sheet contains all required fields, is clear and concise, and abides by all game rules. Details on the CS requirements are included in the pinned post on the Character Index.

    The second part of the rule is to prevent any character being given an unfair advantage over another in a form of metagaming. Changes can be made while a character is in non-combative roleplay, however.

    ▹Invincible characters are prohibited. Weaknesses must be significant.
    You cannot have a character who cannot be hurt by anything that their opponents throw at them. Not only is this boring and pointless in a fighting roleplay, but leaves fellow players feeling helpless and frustrated. That is the absolute opposite of my intentions for this community.

    Subsequently, having a character with a very specific weakness—like Superman's weakness to Kryptonite—is far too close to having an invincible character. This is why I encourage characters to have weaknesses as significant as their strengths and abilities.

    However, temporary invincibility—such as involved in the application of a temporary/breakable shield—is allowed.

    ▹Canon characters are prohibited.
    Once again, this is boring and lacks creativity. Besides, if I allowed canon characters, that's all the IRBL would have and there would likely be multiple of the same character—which just doesn't make sense. I will also allow fandom-based characters, but they will be held to the same standards as fully original characters.

    ▹Godmodding, autohits, and metagaming are prohibited.
    Godmodding, also known as godmoding, according to Urban Dictionary, is 'when someone’s character has the ability to do practically anything without limits or boundaries.' Clearly this ties into the already placed restrictions on invincible characters. Godmodding also involves the second property, autohitting.

    Autohitting involves making your character's attack make contact with another roleplayer's character without the player's permission. Roleplaying is an honor system in a way—each player has to keep track of their own character's abilities and limits. Autohitting is a form of assumption and can be incredibly aggravating for your fellow players.

    Metagaming, as quoted from Wikipedia, is 'an "out of character" action where a player's character makes use of knowledge that the player is aware of but that the character is not meant to be aware of.' It also includes giving your character abilities that are not specifically listed on their profile, essentially enabling you to give your character whatever you want them to have, which also ties into the restriction on invincible characters. If your character has abilities, all of them must be listed on the profile—no exceptions.

    ▹Disagreements over the outcome of a battle will be settled by an impartial third-party, such as a mod.
    Due to the anticipated size of the IRBL, I am recruiting reliable, active, level-headed roleplayers to serve as moderators in the threads and Discord. Although I have all the information for the roleplay, the mods can also be asked for help with questions or disagreements.

    ▹A certain character can only participate in one battle at a time.
    This is also known as the Singularity Clause, which pretty much states that a single character can only be in one place at one time. This just makes sense according to concepts like linear time. No, time manipulators cannot evade this rule.

    ▹If an issued challenge is not answered in 48 hours or less, the challenge is considered void.
    This actually works in the challenger's advantage, since due to the Singularity Clause they're only able to challenge one or one group of characters at a time. After 48 hours have passed without response from the character they challenged, they can move on and challenge someone else.

    ▹No matter how it occurs, the loss of a match is final and irreversible.
    Battles are not required to be to-the-death. If one character wants to yield/surrender, the opponents must let them. However, if a character declares yield, they cannot participate in that particular battle anymore. Betrayal kills are never allowed.

    In the event of a to-the-death match, the respawn mechanic enables anyone to challenge anyone without fear of losing their character for good. When killed in a fight, the character will respawn back at the main entrance to the IRBL and can make their way back from there. However, they've still lost that fight and cannot rejoin it. This includes temporary death, rendering all forms of resurrection abilities invalid.

    ▹All colors used must be cleared with the Iwaku Color Guide to ensure readability on all backgrounds.
    This is a mainly cosmetic rule but very important to ensure ease of reading for everyone involved in the roleplay. The only exception to this rule is when using the optional post template, which has a white background so colors must only be dark enough to easily read on white.

    Bottom line: don't be a jerk, be considerate of what your fellow players are trying to do.

  • These are the rules that will cause in-game consequences for characters but not players. Consistent rule violations in spite of warnings can severely damage your character's reputation and may get them kicked out of the arena complex.

    1. Absolutely no fighting outside of the arenas.
    2. Astroblaze's office is off-limits to all except who she allows access.
    3. Competitor profiles are off-limits to all except moderators.
    4. Competitors may not enter any participant's quarters except for their own unless the occupant invites them in.
    5. Entering a match that one has not been invited to is prohibited.
 
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Astroblaze

Traverser#824|The Ally|Autobot|Knight of Doom
Original poster
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
A Few Posts a Week
My Usual Online Time
my schedule is very flexible (probably more than it should be tbh) but my best times are generally 4pm-9pm M-F and 12pm-9pm weekends
Writing Levels
Intermediate, Adept, Adaptable
Genders You Prefer Playing
Male, Female, Androgynous, No Preferences
Playing Style- Passive or Aggressive
passive leanings at first, aggressive leanings once familiar
Favorite Genres
fantasy, sci-fi, superheroes, action, adventure, combat, science fantasy, supernatural, hurt/comfort, modern fantasy
Complex Appearance and Functions
The complex that forms and houses the IRBL is intricate and extensive with a great deal for competitors to interact with in and out of the arena. The tabs below give full descriptions of all areas and functions.

  • The IRBL has a somewhat medieval air about it, being built of large gray stone bricks that look hand-chiseled with lights, made to look somewhat like torches, placed on the inner walls (the walls that have a convex curve from the view from the halls) at regular intervals. Its floor is also built of stone bricks, although significantly smoother than the walls. At the cardinal points, there is a large red letter indicating the compass-point carved into the floor of the central hall (the hall into which the main entrance opens and from which branch all other halls). Signs at hall intersections indicate the arenas, along with common rooms, that the halls lead to, and a full map of the complex is stationed at the cardinal points of every arena on both floors.

    Due to the state of its existence, there is no "outside" to the IRBL. Instead, if one managed to fully exit the complex without leaving its dimension, a feat which is impossible by most means and dangerous by any other, they would find that it seems to float in a featureless void of a sort, adding to the computer program analogy. Further, the IRBL can be altered as needed by the device that Astroblaze carries on her person at all times (use of this device by others, for obvious reasons, is strictly forbidden) and due to its extradimensional state of existence can expand indefinitely to accommodate the population within.

    For the most part, its structures, except where otherwise indicated, are impervious to damage or manipulation by competitor abilities, but most structures that are not can regenerate damaged sections.

    Extra Functions:
    • A healing aura active everywhere outside of the arenas themselves enables competitors to heal at triple their normal rate—often, the med bay is just a place for heavily injured competitors to rest while they heal
    • All NPC staff are completely randomized so far as gender, ethnicity, and personality, will have a randomized manner of dress unless wearing a specific uniform, and wear a discreet black earpiece that connects directly to Astroblaze's
    Complex Map (rough draft, may be redrawn in better detail)
    First Level
    Second Level

  • HALLS:
    Since they run around the perimeter of the arenas, almost all halls are curved. The only ones that aren't are those that connect arenas and thus have no entrances into arenas along them. At the few places where straight halls cross lie large, square common rooms. Occasionally one will encounter NPC staff-members in the halls. The majority of the staff in the halls are either janitors, dressed in grey one-piece suits with brown hiking-type boots and occasionally a flat cap, or security, in uniforms similar to that of a policeman.

    On the second floor, the halls are more like a regular hall in a hotel with muted gold wallpaper and and floors carpeted with a red-gold diamond-esque pattern. The false torches remain, however. Each arena is turned into a compass rose by red capital letters set into the stone floor, which is exposed at the cardinal points, like in the central hall on the first floor.

    Large stairwells placed halfway down on either side of all straight halls connect the first and second floors for ease of travel. Straight halls that intersect into a common room do not have these stairwells.

    COMMON ROOMS:
    Placed in the few places where inter-arena halls intersect, these large square rooms follow the same design as the rest of the complex with the stone walls and floor for first-level commons and a red and gold wall and floor theme for second-level commons. Multiple tables with chairs are set up within each room, along with low tables and comfortable armchairs near the bookshelves along the wall opposite the replicator, where those interested can read from a wide selection of novels and other books. Often the rooms contain various games, stacked on bookshelves along one wall of the room—this includes video-games for the multi-console large-screen television placed centrally between and on the bookshelves. A bar runs along the wall opposite from the bookshelves and television, usually manned by one or two staff, where both snack items and actual food can be ordered. In the wall adjacent to the bar, a Star Trek-type replicator is inserted in the wall as a semicircle-shaped recess about three feet high and five long.

    Replicator:
    Due to the same computer program-esque mechanisms that govern the rest of the complex, the replicator is able to perfectly recreate in seconds any object that can fit in its recess. An extensive item catalog is included in the small screen over the recess, or blueprints can be uploaded directly into the replicator from the input slot next to the screen.

  • MAIN ENTRANCE (view from second level):
    This open, high-ceilinged area, featuring huge iron-bound wooden double doors on the back wall, is where competitors appear when they enter the IRBL. Its main features are the respawn chamber embedded in the righthand wall and the competitors' list hung on the lefthand one. A second-floor balcony looks down onto the entrance. The "main gate," however, isn't actually functional, serving more as decoration than anything else. Instead, new competitors simply materialize before the gate.

    Respawn Chamber:
    The IRBL respawn mechanic kicks in automatically whenever a member of the IRBL dies, causing whatever is left of their body to turn to white light and disappear, reappearing within seconds fully restored in the respawn chamber with all of the equipment they had on their person when they died.

    Competitors' List:
    This large, electronic board, 5 feet long and 4 tall and formatted as a gold-framed black screen with green lettering in several columns separated by thin, vertical green lines, is frequently updated to keep the most accurate information on the IRBL's available competitors. Beginning at the top of the far left column, it lists all competitors, along with their Battle Point total, in alphabetical order. Additionally it lists the names of the top 3 competitors across the top of the board, above the columns. Competitors can also use the search function, which is designed as a much smaller interface to the left of the billboard with a keyboard jutting out below the interface, to locate specific competitors and remotely send challenges to them. The challengee is then notified immediately via the alert system installed throughout the complex.

    ARENAS (view from second level):
    The central aspect of the IRBL, they are designed originally to model ancient Roman gladitorial arenas. Circular in design with a diameter of easily a football field and special impact-resistant sand for the floor, which helps competitors keep their footing unlike the usual soft sand found on beaches and slightly lessens fall-damage, they appear to be open-air, but the atmosphere above is an illusion that does end in an impassible barrier, but does so hundreds of miles above the ground, giving flight-capable competitors plenty of space.

    Around the arena's perimeter, hundreds of simply designed stone pillars hold up the second-floor balcony, where the referee's booth is built and other members can walk out from the second floor and sit amid the five rows of stone bleachers to watch the ongoing fight. The area is protected by the same invisible but impassible barrier that curves up to mark the end of the overhead 'atmosphere'. A sturdy stone rail built around the edge of the stone balcony keeps viewers from falling off. Beneath the balcony and behind the pillars is a narrow, shaded area unguarded by the barrier. The pillars themselves can be broken if enough force is applied (the damage is undone automatically after the fight ends and due to the IRBL's programming there's no possibility of the balcony collapsing), but the wall behind cannot since behind it lies the halls.

    At regular points along the side of the balcony, large black rectangular speakers are placed. These can project anything but are intended for the referee to make announcements, such as starting and ending a fight or declaring a foul. They cannot be broken or manipulated by the competitors.

    Holographic Transformation:
    When the setting is activated, a thick gray-noncolor mist rises from the surface of the arena, forming into the structures of the desired scenario before solidifying and turning to full color. Everything down to the atmosphere overhead is changed seamlessly and competitors can interact with all formations as though they were physical objects.

    When the setting involves an atmospheric or backdrop change, the hologram functions as a one-way mirror, allowing spectators in the bleachers to see in but competitors in the arena itself not to see out. The hologram does tend to glitch out within a couple feet of the arena wall, however, allowing the true stone to show through. This is intentional to help competitors keep their bearings and know the boundaries of their environment.

    MED BAY:
    Placed just to the right of the main entrance, the med bay is a large, well-lit room with the lighting built into the ceiling unlike everywhere else in the IRBL. Its entrance is a stone arch wide enough for over a dozen men to enter abreast. Within the room, rows of metal-framed hospital-type beds stand lined up parallel to each other and separated by curtains with large, boxy equipment around most of them. The beds nearer the front are intended for only mildly injured, human-sized competitors, while the beds farther back are prepared for greater injury and size.

    This is the area where the NPC staff are most visible, as over a dozen doctors 'hired' by Astroblaze may wander around the med bay at any given time, waiting for or helping the injured. Having a completely randomized appearance, they all wear a white labcoat over whatever they happen to be wearing. Alongside their top-notch medical expertise, they keep the injured participants safe, being trained to stop illegal fighting either through verbally placating the attackers or forcibly separating them.

    Flatbed:
    In a small garage behind the med bay, entered from an arch in the main entrance, a massive, hovering flatbed waits for use. Driven by an NPC, it can be summoned by a referee (mod/owner) after the end of a fight if one of the competitors was made incapable of carrying themselves but is too large to be carried by the referee. The main body of the flatbed is matte chrome, a thin light-teal mattress cushioning the cargo-bed itself with a section built onto the front with the driver's seat, its cushion the same color as the mattress on the cargo-bed, and steering-wheel.

    ASTROBLAZE'S OFFICE:
    This area is absolutely off-limits to all except who Astroblaze herself allows to enter. Placed beside the med bay with a fingerprint-locked door barring access, it is a bit of a motley room with aspects of a classic office, including a polished wooden desk and swivelling chair, placed alongside a high-tech lab—courtesy of her multiverse connections. This is also where competitor profiles are stored, in files on her computer.

  • PARTICIPANT QUARTERS:
    Built along the second-floor halls, these are where the competitors live for the duration of their visit. They are set up like single-occupant hotel rooms because that is essentially what they are. As a general rule the quarters are roughly identical to each other, but they can also alter themselves in design and furniture contents to best suit the occupant's tastes. Insulated walls keep the occupants comfortable and private, while bronze letter-number combinations bolted to the sturdy wooden doors identify the rooms. For ease of location if perhaps not memory, these codes are related to the arena, hall (if applicable), and compass-point the room is closest to. Occupied rooms additionally have the occupant's name listed below the code.

    Example: One such room has the code 12-N2E—this means that the room is located on the perimeter of Arena 12 and is the 2nd room from the North point to the East when standing so that the North point is to the left and the East to the right. Another room is labeled 31/16-L4R—this room is located along the hall connecting arenas 31 and 16 in such a way that if one stands in the hall facing the room's door, Arena 31 will be to the left and 16 to the right, and it is the fourth room from the leftmost end of that hall's wall to the right.

    Keycard: When assigned a room, the occupant is given a keycard on a lanyard, which corresponds to a sliding card reader beside the door handle. The keycard can only be used to unlock the door of the participant quarters to which the code listed on it corresponds.
    Keycard Appearance
    Front
    Back
 
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Astroblaze

Traverser#824|The Ally|Autobot|Knight of Doom
Original poster
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
A Few Posts a Week
My Usual Online Time
my schedule is very flexible (probably more than it should be tbh) but my best times are generally 4pm-9pm M-F and 12pm-9pm weekends
Writing Levels
Intermediate, Adept, Adaptable
Genders You Prefer Playing
Male, Female, Androgynous, No Preferences
Playing Style- Passive or Aggressive
passive leanings at first, aggressive leanings once familiar
Favorite Genres
fantasy, sci-fi, superheroes, action, adventure, combat, science fantasy, supernatural, hurt/comfort, modern fantasy
Combat Mechanisms
See the tabs below for details on how combat in the IRBL is performed and recorded.

  • Due to the quick back-and-forth nature of combat roleplay, collaboration is advised to keep posts clear and organized. The Discord server includes plenty of channels for plotting and constructing collaborations. Collaborators are also free to use DMs or any other preferred method.

  • Battle Points are points which characters individually collect when they win battles, with one Battle Point gained for every battle won. Every character's Battle Point score is recorded in real-time on the scoreboard at the main gate, and the top three scores are displayed across the top of the board. A character's score is deleted when the character is removed from the roleplay. The idea behind Battle Points is to represent a character's reputation as a competitor, as those with higher scores are presumedly better and more active competitors than those with lower.

    In battles of two or more competitors where each competitor is fighting against all the others, the last competitor still standing at the end of the match gains one Battle Point.
    In battles of three or more competitors where competitors are divided into two or more teams, each competitor still standing on the single remaining team at the end of the match gains one Battle Point.
 
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Astroblaze

Traverser#824|The Ally|Autobot|Knight of Doom
Original poster
Roleplay Invitations
Group Roleplays, One on One Roleplays
Posting Speed
A Few Posts a Week
My Usual Online Time
my schedule is very flexible (probably more than it should be tbh) but my best times are generally 4pm-9pm M-F and 12pm-9pm weekends
Writing Levels
Intermediate, Adept, Adaptable
Genders You Prefer Playing
Male, Female, Androgynous, No Preferences
Playing Style- Passive or Aggressive
passive leanings at first, aggressive leanings once familiar
Favorite Genres
fantasy, sci-fi, superheroes, action, adventure, combat, science fantasy, supernatural, hurt/comfort, modern fantasy
Holographic Arena
To add an extra flair to your combat collaboration, use the optional post template below. The section listing match participants can be easily altered depending on the number of participants and any possible team arrangements. Contact myself or a mod for coding assistance if needed.

Code:
[div=max-width: 800px !important; max-height: 900px; padding: 10px; margin: auto; border: 10px black; border-radius: 15px;
background-image: url(HOLOGRAM LINK HERE);
background-position: repeat center fixed][div=border-radius: 15px; margin: 10px; padding: 15px; border: 10px #000 solid; background-color: #fff; max-height: 200px; overflow-y: scroll; max-width: 900px !important; text-align: left; color: black][div=float: left; margin: 10px; padding: 5px; max-width: 800px !important; text-align: left; color: black;][font=Libre Baskerville][size=5][b][url=CS LINK HERE][color=#COLOR]NAME[/color][/url] VS [url=CS LINK HERE][color=#COLOR]NAME[/color][/url][/b][/size][/font]
[info=#000][font=Libre Baskerville][b]Arena:[/b][/font] NUMBER
[font=Libre Baskerville][b]Setting:[/b][/font] SEE HOLOGRAPHIC ARENA CATALOG
[font=Libre Baskerville][b]Collaborators:[/b][/font] PLAYER NAMES
[/info][/div][/div]
[div=border-radius: 15px; margin: 10px; padding: 15px; border: 10px #000 solid; background-color: #fff; max-height: 400px; overflow-y: scroll; max-width: 800px !important;][div=margin: 10px; padding: 5px; max-width: 800px !important; text-align: left; color: black;]TEXT HERE[/div][/div][/div]

Holographic Settings Catalog
Use these backgrounds in conjunction with the optional post template to establish the desired atmosphere. Setting names include links to the images for easy copy-pasting into the template. If you have an idea for a setting and/or category not included in the catalog, let me know and I'll add it.

  • Gladitorial

    The default setting of the arenas, characterized by a sandlike material similar to the ground-up rubber used for playground floors. It can also be customized with props such as large rocks or platforms.

    END SELECTION

  • Classic

    Just a good ol' forest.

    Jungle

    Basically the classic but denser, taller trees, more vines, and much higher humidity.

    Enchanted

    A mystical forest where strange lights drift between the oddly colored trees. Basically just an exotic flavor of the classic setting.

    Eerie

    Dark and cold with thick mist rolling along a ground knotty with tree roots and plenty of creepy noises and eerie stillness. Not for the faint of heart. Can also be set to have trees be completely barren, allowing a cold full moon to shine through.

    Snowy

    Classic plus snow. Crunchy ice makes stealth tricky.

    END SELECTION

  • Beach

    Set a summery mood while engaging in mortal combat. Take care: the sand here is actual sand.

    Deep Sea

    Not deep enough for sunlight to miss, but deep enough to not have a surface. Natural or mechanical water-breathing apparatus recommended.

    Flooded

    Yep, that's actual water down there, and the current's stronger than it looks. Keep high.

    END SELECTION

  • Desert

    Nothing but sand and sun, and way too much of both.

    Desert Cliffs

    Have some rocks with your sand and sun. Slightly more interesting than the former.

    Volcanic

    For risk-takers who like their environment to be as dangerous as their opponent. Comes with or without active explosions. Lava streams constant.

    END SELECTION

  • Cliffside

    Watch your footing: it's a long way down.

    Sky

    Pros: Plenty of space. Cons: Nowhere to hide. Flight capability required for this map.

    Narrow Bridge

    Nowhere to run, nowhere to hide. A classic dueling stage.

    END SELECTION

  • City Block

    For parkour-loving competitors. Superheroes might enjoy this setting as well. Comes with or without civilian NPCs.

    Wild West

    Great for an old timey-style showdown. Comes with or without civilian NPCs.

    Apocalyptic

    A city literally on fire. Comes with or without meteor showers. Again, for risk-takers.

    Post-Apocalyptic

    A desolate city slowly being taken back by nature. Pretty cool-looking and lots of fun places to hide for ambush purposes.

    Castle

    Takes you back to the Dark Ages with knights and dragons and other not-quite-as-fun things. All of the above can be optionally added, though dragons are not recommended.

    Back Alley

    A little close but can be fun if you know how to work with it.

    END SELECTION

  • Ballroom

    For those who feel like crashing a fancy party, literally. Comes with or without elegantly robed attendee NPCs.

    Concert Hall

    Rows upon rows of chairs make surprisingly good shielding, and multiple balconies simplify aerial ambush. Can also include an audience, but that requires remaining on the stage.

    END SELECTION

  • Tundra

    Feel like the only one alive for miles. Be warned: wind chill is ridiculous.

    Ice Maze

    Beautiful and confusing.

    END SELECTION
 
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