Post by 42 Zombies on Jul 6, 2008 15:46:41 GMT -5
HERE ARE THE RULES OF THE GAME, AS DECIDED BY THE COMPOSER.
1: The Game takes place in the UG, an alternate reality undernath Shibuya. While in this reality, Players and Reapers can not be seen or heard by people in the RG, or the true Shibuya.
2: Certain stores and buildings have been marked with a special symbol. While inside these buildings, the Players can be seen and can even purchase objects.
3: Reapers can move from the UG to the RG, and are encouraged to do so if a mission requires such an action. While in the RG, a Reaper loses their wings and their powers.
4: At the beginning of the Game, Players are supplied with a limited number of pins. These pins can be used when fighting Noise and only when fighting Noise. These pins need to be recharged after a certain number of uses. In addition, the Player also gains a Player Pin, which allows them to scan the minds of people in the RG.
5: Each game lasts seven days. Each day has a special mission assigned by that week's GM. The GM chooses the mission and the time-limit. Creativity is encouraged. Also, during the week, the GM is allowed to create additional rules for the other Reapers to follow. On the last day, the mission must be 'Erase the GM'. Presuming that most of the Players have been erased and the GM is at full strength, they should survive.
6: During the first day, Noise may attack the Players directly. This is so new players may test their abilities and also choose a partner (See below). Another reason is so weak players will be erased right from the beginning.
7: Players must team-up with each other, forming a pact. This pact must be formed by a player who can use the pins and a player who can use special abilites in some other way. Any player without a partner will be ersed within a small ammount of time. The same applies to any Reaper who leaves; they will die in six days.
8: The mission for the day may not be 'Erase Another Player'. Also, the mission must not be so impossible that nobody has a chance to achieve it, i.e.: finding a living elephant in the city. The mission may not take place outside of Shibuya, as that is where the influence of the Composer's power ends.
9: If one pair of players beats the day's mission, the mission ends for all remaining players and the next day's mission begins.
10: Failure to complete the mission results in the erasure of all players.
11: There can only be a set number of Players who will recieve the reward at the end of the game. Any other players will either be erased, given the option of joining the Reapers, allowed to play again, or allowed to ascend to the Higher Plane.
12: Due to the psychological screaming of the people of Shibuya, the trends that Players wear affect their prowess in battle. The more popular the brand, the better they fair in a certain area. Also, if a player continues to win in unpopular clothes, those clothes will become more popular.
13: Finally, to aid the Players in their missions, the GM is allowed to e-mail words onto the Player's cell phones. These words, when placed in a person's mind, affect their thoughts and actions.
1: The Game takes place in the UG, an alternate reality undernath Shibuya. While in this reality, Players and Reapers can not be seen or heard by people in the RG, or the true Shibuya.
2: Certain stores and buildings have been marked with a special symbol. While inside these buildings, the Players can be seen and can even purchase objects.
3: Reapers can move from the UG to the RG, and are encouraged to do so if a mission requires such an action. While in the RG, a Reaper loses their wings and their powers.
4: At the beginning of the Game, Players are supplied with a limited number of pins. These pins can be used when fighting Noise and only when fighting Noise. These pins need to be recharged after a certain number of uses. In addition, the Player also gains a Player Pin, which allows them to scan the minds of people in the RG.
5: Each game lasts seven days. Each day has a special mission assigned by that week's GM. The GM chooses the mission and the time-limit. Creativity is encouraged. Also, during the week, the GM is allowed to create additional rules for the other Reapers to follow. On the last day, the mission must be 'Erase the GM'. Presuming that most of the Players have been erased and the GM is at full strength, they should survive.
6: During the first day, Noise may attack the Players directly. This is so new players may test their abilities and also choose a partner (See below). Another reason is so weak players will be erased right from the beginning.
7: Players must team-up with each other, forming a pact. This pact must be formed by a player who can use the pins and a player who can use special abilites in some other way. Any player without a partner will be ersed within a small ammount of time. The same applies to any Reaper who leaves; they will die in six days.
8: The mission for the day may not be 'Erase Another Player'. Also, the mission must not be so impossible that nobody has a chance to achieve it, i.e.: finding a living elephant in the city. The mission may not take place outside of Shibuya, as that is where the influence of the Composer's power ends.
9: If one pair of players beats the day's mission, the mission ends for all remaining players and the next day's mission begins.
10: Failure to complete the mission results in the erasure of all players.
11: There can only be a set number of Players who will recieve the reward at the end of the game. Any other players will either be erased, given the option of joining the Reapers, allowed to play again, or allowed to ascend to the Higher Plane.
12: Due to the psychological screaming of the people of Shibuya, the trends that Players wear affect their prowess in battle. The more popular the brand, the better they fair in a certain area. Also, if a player continues to win in unpopular clothes, those clothes will become more popular.
13: Finally, to aid the Players in their missions, the GM is allowed to e-mail words onto the Player's cell phones. These words, when placed in a person's mind, affect their thoughts and actions.