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Multiple Settings Life's A Game || Lore

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Hell0NHighWater

Queen of Hell





















LORE






























Oh No :: He Said What?



Nothing But Thieves














lore.



T
he luxuries of modern life were there one instant and gone the next. A keen observer might have noticed a weird glitch in the sky moments before the class selection screen popped up. Every human across the globe was faced with a choice, one that many–for whatever reason–chose not to make. Our story begins on a heavily populated college campus in the heart of a major city. Regardless of major, GPA, graduate or undergraduate status, you are students no longer. Now, you're a player in the Administrator's game. How long will you survive?

Civilians (NPCs)
People who either did not choose a class card, and therefore do not possess special abilities or powers, or have low level classes and skills.

Worth: 500
3CffFHmIuPPeWulMKTo6OuvwwHsbjl8v82DruNmYplznAp6QtKpwL_ge1lFMOibUF_3Csi6hS4wBLRhyqdSwZGje2QKu7MOuY6SsBi2kVn7nIoneX31ycOPJPbUr5a-EO1uMLd8X4khK4En8luqnS6A


Players
People who have chosen a class card and have enhanced abilities or powers. At level 1 they are worth 1,000
3CffFHmIuPPeWulMKTo6OuvwwHsbjl8v82DruNmYplznAp6QtKpwL_ge1lFMOibUF_3Csi6hS4wBLRhyqdSwZGje2QKu7MOuY6SsBi2kVn7nIoneX31ycOPJPbUr5a-EO1uMLd8X4khK4En8luqnS6A
but for every level that amount stacks. (Ex: level 5 player would be worth 5,000 gold)





quests.




You can give small quests or goals to your player-character depending on what is happening in the RP and it is highly encouraged for Player and plot development. You can also give your Players quests that they can ignore or avoid, but once the quest is accepted the Player is stuck with it until they either complete or fail it.

Failed Quests have penalties (ex: stat debuffs, loss of skill level, curses, or consequences for other Players/NPCs).

Completed quests give experience and :bishiesparklesr:Gold:bishiesparklesr:, sometimes they will also offer a new skill depending on the quest difficulty.









exclusive quests.




Are extremely difficult, tailored to one specific player, and have consequences that will affect the Player's destiny. Thus they are often a part of the main plotline and the ‘administrator’ of the game will bestow Players with these quest types. But with high risk comes high reward and these quests, if completed, yield legendary skills. The way characters respond to these quest types will influence their morality alignment.





what is gold?




Every vanquished foe drops
3CffFHmIuPPeWulMKTo6OuvwwHsbjl8v82DruNmYplznAp6QtKpwL_ge1lFMOibUF_3Csi6hS4wBLRhyqdSwZGje2QKu7MOuY6SsBi2kVn7nIoneX31ycOPJPbUr5a-EO1uMLd8X4khK4En8luqnS6A
Gold the enemy rarity and difficulty determines the amount of
8lZuDynIwcEcrTpM5ovkFVZz9x1LFC4nH_clJcfHypxWiULbQ8uLh643JisdoEffR0gFduzzkMduXfmuWhINeSkRev-XVrNIKvA62MECAm9wd9V12PhsQ8V5ecKkNtC9mftWXNHRGwi6EvGj6oGe-so
the Player(s) receive.
3CffFHmIuPPeWulMKTo6OuvwwHsbjl8v82DruNmYplznAp6QtKpwL_ge1lFMOibUF_3Csi6hS4wBLRhyqdSwZGje2QKu7MOuY6SsBi2kVn7nIoneX31ycOPJPbUr5a-EO1uMLd8X4khK4En8luqnS6A
can be used at roulette shops hidden throughout the world (may the RNG be ever in your favor) which provide items with a range of usefulness. Feel free to be creative about the item drops!





monsters (by commonality).




THE UNDEAD / ZOMBIES
Undead zombies move with a jerky, uneven gait. They are clad in the apparel they wore at the time of their death, and carry the stench of decay. They do not know fear, are relentless and unnaturally strong, and are immune to poisons. The only way to kill a zombie is to destroy the brain. Necromancers cannot command these undead since they have already been raised (by something). Trying to do so will force a prompt that reads ‘You do not command these Undead’.

Worth: 5 to 15 Gold
Weakness: Slow, Bad Eyesight and Hearing

TROLLS
Fearsome green/gray-skinned giants, trolls eat anything they can catch and devour. They have long and ungainly arms and legs. The legs end in four-toed feet, the arms in wide, powerful hands with sharpened claws. Their hide is rubbery, and its hair is thick and ropy, and seems to writhe with its own energy. Only acid and fire can harm the regenerative properties of a troll’s flesh. Necromancers cannot raise Trolls unless they are level 10 or above.

Worth: 50 to 75 Gold
Weakness:Fire & Acid. Can only die if it can't regenerate.

DIRE WOLVES
This immensely large gray (or white, brown, black) wolf seems as big as a horse. It has fiery eyes, a thick coat of fur, and spikes crowning the top of its spine. Dire Wolves like to hunt in packs of 3-8, have a keen sense of hearing and smell, move fast, and are proficient at stealth. Beastmasters must be level 6 or above to control or ‘speak to’ a Dire Wolf. A Necromancer cannot raise a dead Dire Wolf unless they are level 6 or above.

Worth: 100 Gold
Weakness: Extremely strong smells or loud sounds; they do not have any damage immunities or resistances.

VAMPIRES
Somewhere between monsters and humans, vampires are cunning, ruthless, and self-serving. They are charming to the unsuspecting victim and furthermore a charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite. All Vampires serve a master and Players can become vampires if turned by the Vampire Lord. If that happens the Player will lose their class and become a low rank vampire who sits at level 1 forever(!). However, by draining a human of their blood the vampire can absorb the stats of their prey, making them more powerful.

Because they are or were once players, Vampires are worth 1,000 Gold.
Weakness: Sunlight, Wooden stake to the Heart

CORPSE FLOWER
An imposing creature, standing up to 10 feet tall and weighing hundreds of pounds, with a bulbous head and long, thorny tentacles that it uses to trap its victims. Its name comes from the horrendous smell it emits, which has been likened to rotting flesh. In addition, the corpse flower can climb over rough surfaces, such as up and down ceilings. They are both a physical threat and an environmental hazard. Its powerful tentacles can be used to block off passages or impede progress. In contrast, its stench can be used to incapacitate careless creatures who wander near it.

Weakness: Fire (Explosion)
Worth: 80 Gold

MANTRAPS
Carnivorous plants that can be easily mistaken for an ordinary tree. They do not move in the day-time but at night they are known to wander in the direction of food or water. They engulf opponents with their leafy jaws, preventing them from moving or attacking until they break free. While their target is engulfed, it takes acid damage until dissolved or set free by destroying the Mantrap. The target is blinded and restrained while engulfed. It is a very slow and painful way to die.

Weakness: UV Light / Sunlight, can only engulf one target at a time
Worth: 2,000 Gold

SILENT GIRL
Not initially hostile and always found in a dormant sitting or slow walking state, silent girls are just that…silent. They are about the same size and stature as a teenage girl and wear torn clothing. They cannot see and hunt based on sound. However, if startled by noise or attacked, she can instantly incapacitate, or even kill, a player. Although resembling a typical zombie, silent girls are incredibly fast and have long claws which they use to rip their prey to shreds. She is known to cry when not aware of Players or Civilians and uses her wailing as a lure to bring in prey.

Worth: 1,800 Gold
Weakness: Blind

BOO HAG

Drawing sustenance from the breath of humans, a Boo Hag can instill paralysis in a person by meeting their gaze. For alert, multiple targets, the Boo Hag is known to mimic human voices in order to isolate their prey. They will often hunt sleeping individuals, climbing onto their chests and waking them to meet their gaze. Then they will suck the breath from someone’s lungs, oftentimes killing the person once it has had its fill. Skinless creatures, Boo Hags are red in color and only stand around three feet tall and may leave bloody footprints in its wake. Because of this, they will often steal the skin of their victims to wear for themselves, cutting it from their flesh while they are still alive. Traditional weapons do not work. But they can be killed when it meets its own gaze.

Worth: 2,500 Gold
Weakness: Mirrors or other reflective objects

THE SELING

“The Seling” : A strange dragon-like creature that comes and goes as it pleases. It flies at rather low altitudes and attacks fast-moving objects. Since they fly in packs they are known to blot out the sky and make their nests on skyscrapers. Their massive form darkens the area to create the illusion of night. They shed black soot-skinflake petals which rain downwards, and too much exposure will coat the lungs in black tar-like substances. One must take good care of themselves in this “weather” as creatures who thrive at night use the cover of the black ash to hunt foolish travelers. Prolonged physical skin contact and inhalation creates ash-statues of unlucky souls.

Worth: 20,000 Gold
Weakness: ??

More to come…









































Life's A Game.



The stakes are high, but so is the
prize








genre



fantasy, survival, horror







status



accepting











spots open



6/7





















 
Last edited:
Mobile Friendly Lore
The luxuries of modern life were there one instant and gone the next. A keen observer might have noticed a weird glitch in the sky moments before the class selection screen popped up. Every human across the globe was faced with a choice, one that many–for whatever reason–chose not to make. Our story begins on a heavily populated college campus in the heart of a major city. Regardless of major, GPA, graduate or undergraduate status, you are students no longer. Now, you're a player in the Administrator's game. How long will you survive?

Civilians (NPCs)
People who either did not choose a class card, and therefore do not possess special abilities or powers, or have low level classes and skills.

Worth: 500
3CffFHmIuPPeWulMKTo6OuvwwHsbjl8v82DruNmYplznAp6QtKpwL_ge1lFMOibUF_3Csi6hS4wBLRhyqdSwZGje2QKu7MOuY6SsBi2kVn7nIoneX31ycOPJPbUr5a-EO1uMLd8X4khK4En8luqnS6A


Players
People who have chosen a class card and have enhanced abilities or powers. At level 1 they are worth 1,000
3CffFHmIuPPeWulMKTo6OuvwwHsbjl8v82DruNmYplznAp6QtKpwL_ge1lFMOibUF_3Csi6hS4wBLRhyqdSwZGje2QKu7MOuY6SsBi2kVn7nIoneX31ycOPJPbUr5a-EO1uMLd8X4khK4En8luqnS6A
but for every level that amount stacks. (Ex: level 5 player would be worth 5,000 gold)


Quests.

You can give small quests or goals to your player-character depending on what is happening in the RP and it is highly encouraged for Player and plot development. You can also give your Players quests that they can ignore or avoid, but once the quest is accepted the Player is stuck with it until they either complete or fail it.

Failed Quests have penalties (ex: stat debuffs, loss of skill level, curses, or consequences for other Players/NPCs).

Completed quests give experience and :bishiesparklesr:Gold:bishiesparklesr:, sometimes they will also offer a new skill depending on the quest difficulty.


Exclusive quests.

Are extremely difficult, tailored to one specific player, and have consequences that will affect the Player's destiny. Thus they are often a part of the main plotline and the ‘administrator’ of the game will bestow Players with these quest types. But with high risk comes high reward and these quests, if completed, yield legendary skills. The way characters respond to these quest types will influence their morality alignment.



What is gold?

[/comment]Every vanquished foe drops
3CffFHmIuPPeWulMKTo6OuvwwHsbjl8v82DruNmYplznAp6QtKpwL_ge1lFMOibUF_3Csi6hS4wBLRhyqdSwZGje2QKu7MOuY6SsBi2kVn7nIoneX31ycOPJPbUr5a-EO1uMLd8X4khK4En8luqnS6A
Gold the enemy rarity and difficulty determines the amount of
8lZuDynIwcEcrTpM5ovkFVZz9x1LFC4nH_clJcfHypxWiULbQ8uLh643JisdoEffR0gFduzzkMduXfmuWhINeSkRev-XVrNIKvA62MECAm9wd9V12PhsQ8V5ecKkNtC9mftWXNHRGwi6EvGj6oGe-so
the Player(s) receive.
3CffFHmIuPPeWulMKTo6OuvwwHsbjl8v82DruNmYplznAp6QtKpwL_ge1lFMOibUF_3Csi6hS4wBLRhyqdSwZGje2QKu7MOuY6SsBi2kVn7nIoneX31ycOPJPbUr5a-EO1uMLd8X4khK4En8luqnS6A
can be used at roulette shops hidden throughout the world (may the RNG be ever in your favor) which provide items with a range of usefulness. Feel free to be creative about the item drops!


Monsters (by commonality).

]THE UNDEAD / ZOMBIES
Undead zombies move with a jerky, uneven gait. They are clad in the apparel they wore at the time of their death, and carry the stench of decay. They do not know fear, are relentless and unnaturally strong, and are immune to poisons. The only way to kill a zombie is to destroy the brain. Necromancers cannot command these undead since they have already been raised (by something). Trying to do so will force a prompt that reads ‘You do not command these Undead’.

Worth: 5 to 15 Gold
Weakness: Slow, Bad Eyesight and Hearing

TROLLS
Fearsome green/gray-skinned giants, trolls eat anything they can catch and devour. They have long and ungainly arms and legs. The legs end in four-toed feet, the arms in wide, powerful hands with sharpened claws. Their hide is rubbery, and its hair is thick and ropy, and seems to writhe with its own energy. Only acid and fire can harm the regenerative properties of a troll’s flesh. Necromancers cannot raise Trolls unless they are level 10 or above.

Worth: 50 to 75 Gold
Weakness:Fire & Acid. Can only die if it can't regenerate.

DIRE WOLVES
This immensely large gray (or white, brown, black) wolf seems as big as a horse. It has fiery eyes, a thick coat of fur, and spikes crowning the top of its spine. Dire Wolves like to hunt in packs of 3-8, have a keen sense of hearing and smell, move fast, and are proficient at stealth. Beastmasters must be level 6 or above to control or ‘speak to’ a Dire Wolf. A Necromancer cannot raise a dead Dire Wolf unless they are level 6 or above.

Worth: 100 Gold
Weakness: Extremely strong smells or loud sounds; they do not have any damage immunities or resistances.

VAMPIRES
Somewhere between monsters and humans, vampires are cunning, ruthless, and self-serving. They are charming to the unsuspecting victim and furthermore a charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite. All Vampires serve a master and Players can become vampires if turned by the Vampire Lord. If that happens the Player will lose their class and become a low rank vampire who sits at level 1 forever(!). However, by draining a human of their blood the vampire can absorb the stats of their prey, making them more powerful.

Because they are or were once players, Vampires are worth 1,000 Gold.
Weakness: Sunlight, Wooden stake to the Heart

CORPSE FLOWER
An imposing creature, standing up to 10 feet tall and weighing hundreds of pounds, with a bulbous head and long, thorny tentacles that it uses to trap its victims. Its name comes from the horrendous smell it emits, which has been likened to rotting flesh. In addition, the corpse flower can climb over rough surfaces, such as up and down ceilings. They are both a physical threat and an environmental hazard. Its powerful tentacles can be used to block off passages or impede progress. In contrast, its stench can be used to incapacitate careless creatures who wander near it.

Weakness: Fire (Explosion)
Worth: 80 Gold

MANTRAPS
Carnivorous plants that can be easily mistaken for an ordinary tree. They do not move in the day-time but at night they are known to wander in the direction of food or water. They engulf opponents with their leafy jaws, preventing them from moving or attacking until they break free. While their target is engulfed, it takes acid damage until dissolved or set free by destroying the Mantrap. The target is blinded and restrained while engulfed. It is a very slow and painful way to die.

Weakness: UV Light / Sunlight, can only engulf one target at a time
Worth: 2,000 Gold

SILENT GIRL
Not initially hostile and always found in a dormant sitting or slow walking state, silent girls are just that…silent. They are about the same size and stature as a teenage girl and wear torn clothing. They cannot see and hunt based on sound. However, if startled by noise or attacked, she can instantly incapacitate, or even kill, a player. Although resembling a typical zombie, silent girls are incredibly fast and have long claws which they use to rip their prey to shreds. She is known to cry when not aware of Players or Civilians and uses her wailing as a lure to bring in prey.

Worth: 1,800 Gold
Weakness: Blind

BOO HAG

Drawing sustenance from the breath of humans, a Boo Hag can instill paralysis in a person by meeting their gaze. For alert, multiple targets, the Boo Hag is known to mimic human voices in order to isolate their prey. They will often hunt sleeping individuals, climbing onto their chests and waking them to meet their gaze. Then they will suck the breath from someone’s lungs, oftentimes killing the person once it has had its fill. Skinless creatures, Boo Hags are red in color and only stand around three feet tall and may leave bloody footprints in its wake. Because of this, they will often steal the skin of their victims to wear for themselves, cutting it from their flesh while they are still alive. Traditional weapons do not work. But they can be killed when it meets its own gaze.

Worth: 2,500 Gold
Weakness: Mirrors or other reflective objects

THE SELING

“The Seling” : A strange dragon-like creature that comes and goes as it pleases. It flies at rather low altitudes and attacks fast-moving objects. Since they fly in packs they are known to blot out the sky and make their nests on skyscrapers. Their massive form darkens the area to create the illusion of night. They shed black soot-skinflake petals which rain downwards, and too much exposure will coat the lungs in black tar-like substances. One must take good care of themselves in this “weather” as creatures who thrive at night use the cover of the black ash to hunt foolish travelers. Prolonged physical skin contact and inhalation creates ash-statues of unlucky souls.

Worth: 10,000 Gold
Weakness: ??

More to come…
 

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