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Dangerous Lunatic

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Monsters.

They live here, sometimes, stuffed in a ramshackle hole-in-the-wall tavern two blocks down from 3rd Ave right where the water meets concrete and makes mist. Seabirds caw and leave their s**t in white streaks down the brick walls. A pair of windows stare out at the ocean like eyes framed by a freeway overpass, white noise of cars seldom punctuated by more than sirens or the garbage truck every morning at five am, sharp.

People sell things here. Things you can't find in stores. Things much better than that girly little cigarette you've got hanging out of your big stupid mouth. Why don't you put it to better use? Suck down a few beers, maybe, thin that wallet a bit. Wouldn't want to lose it out here. Never know who you can trust.

Oh and one more thing. Don't bring your girl. Or your man, or your pretty little uke-boy-arm-accessory, or let your tits fall out of that push-up bra. They like the taste of hedonism here. They like the smell of easy prey. Don't go upstairs. Don't go in the rooms. Don't go anywhere with anybody without a third set of eyes.

Just stick the bar and try not to spill s**t. There's a corner over there if you need to vomit, but mind your aim. The armchair's the only one with cushions half-decent enough to sit on. And if you want a table, better be quick; there's only two and four chairs to go around. If you're too slow you'll have to park it at one of the five stools and play nice with the barkeep, or find a good patch of wall to lean against as long as your drink lets you.

If you have to piss, take it outside. There's an alley for that. Don't mind the forest creatures eating out of garbage cans; they couldn't care less how big you are.

We're open all day and all night. We like to fight, but if you're here to bring it, you better finish what you started.

Anyways. Welcome to The Bloody Hooker.

Dangerous Lunatic

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Rules:

Don't be stupid.

Don't godmod.

Don't be stupid.

Don't godmod.

MIND YOUR POWER LEVEL
If a human with a sharp stick and sharper wits doesn't stand a chance in a fight with your character, your character is too overpowered. Nerf them, or pick a new character.


Don't expect everyone to play nice. Conflict is encouraged, but if you can't keep your OOC drama out of my thread, then I'll have to do it for you.

Give me more than one line unless it's a rapidfire conversation. Literacy is a must. Creativity is appreciated. Be inspiring. Don't just lurk there like a wallflower and whine about nobody noticing you. Involve yourself.

Don't godmod.

Keep OOC to a minimum. Denote OOC speech with brackets or something to separate it from IC text.

Remember; you are not your character. Maintain the fourth wall. It has turrets.

Don't godmod.

Don't kill characters whose players haven't agreed to the death. Common courtesy.

There are no NPCs. If you don't see a character bartending, there is no bartender. NPC usage is discouraged in favor of real interaction with real characters, but NPCs may be mentioned in the backdrop of posts for the sake of the city setting. Ex. A crowded sidewalk, a few hobos across the street, etc.

Clean up after your characters. This means don't ditch the roleplay without an exit post unless you're cool with being written out of the scene by others-- or if you come to an agreement with those involved in the scene to keep it on pause until you can continue.

If you have any questions, PM me. Or make a short OOC post in the thread; I like to keep everything out in the open.
We now have an official OOC thead.

Dangerous Lunatic


First Floor

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Second Floor

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Dangerous Lunatic

Environment

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Tatsumi Senpai

Better days had been seen, here. The city had been abandoned for some time, yet as the days became weeks and the weeks became months, subtle shifts took place. The poor of the town-- those who could not afford the luxury of packing and fleeing-- had crept from their shadowy alcoves, long nestled in a mixture of ruined buildings and vegetation. They came together and looked at the city that had been their home for so long. They saw the damage, the decay, the destruction. And yet, they saw life, and hope, and inspiration. No longer would the wealthy and powerful rule, tossing scraps and laughing in their faces and mocking their dispositions. No, this was their town now.

It wasn't long before the echo of chainsaws and bulldozers sounded through empty streets. Trees fell, bushes were ripped out, and rubble was moved. The wealth of the city had been left available and now it was used, dozens upon dozens of construction companies brought in to repair and rebuild.

Time ticked by, months crawled on. There are still strange structures of plant and cement here and there. Still the streets are eerily empty, and word is the mayor's house is currently occupied by a family of well-to-do squatters. Word is, this ghost down is haunted by the not quite dead, so you better watch your back. There's no law to be found here. No rules or regulations, no leadership, no morality. Just the eyes that watch from the shadows, protective of the home they could never leave.


Exterior:

Ever been to Seattle? It's like that. It rains. A lot. Crows, pigeons, and seagulls pollute the air with their cries and the sidewalks with their s**t. Downtown dreary streets sidle right up against the water to the west, city stacked high on the hills as they rise to the east. The Bloody Hooker is found near the southern end of the city on the cusp of the International District, far enough away from the ritzy northern half to mirror the pretense that either one exists. The world of the rich floats alongside the reality of the destitute but never quite touches, like the mist which rolls in on the waves.

It's cold. It's always cold here. Temperature never rises above 65 degrees Fahrenheit on a good day and regularly drops below thirty. Streets are dead in the frigid hours of early morning, which affords criminals the perfect window of opportunity.

But more domestic concerns take precedence at The Hooker. Like what if you don't want to s**t in an alley? Well. There are stupid amounts of coffee shops in this city; pick one. The closest is two blocks east of the bar uphill, on the corner of 3rd and Cherry. Fork over two bucks for a cup of coffee and don't forget to ask for the bathroom code; they change it every half hour to keep the bums from falling asleep in there.

What if you want a shower? Tough s**t. Unless you can make nice with the grouchy redhead people keep mistaking for a bartender, he won't let you pretend the kitchen sink is a bathtub. Maybe Starbucks that generic coffee chain up the street won't notice if you use theirs instead.

Interior:

Dirty. Brick walls decades old seem barely capable of holding up the roof, much less the four rooms above. Nondescript square tiles discolored the shade of dried blood line the floor, scuffed and scraped and cracked in places where fighters fell too hard. Most furniture is made of wood, perhaps antique, perhaps once pretty at some point or another before falling into this classless joint. Two grimy windows face the street on either side of the drafty door, threadbare black curtains pulled back to allow patrons a lovely view of the underside of the overpass.

Past the bar in the far right corner is a door. Through it is a stairway to the left, and another door to the right. Rightmost door leads to the alley and the dumpsters (populated by one black tomcat and his rat collection). Cigarette butts pepper the concrete beneath the broken external lamp.

Upstairs, a long hallway stretches past four identical doors, decorated with a thin red carpet which smells faintly of vomit and wine. Each door locks only from the inside, so don't leave your crap lying around unless said crap can take care of itself. Each room boasts, at minimum, a bed sure to creak at the slightest provocation. Keep this in mind if ever inclined to put one to, ahem, use. Some rooms have a chair, a lamp, a small table. One even has a desk. The windows don't open, so don't bother trying-- though despite being sealed shut, they still manage leak cold drafts with unbridled enthusiasm.

Dangerous Lunatic

Beware the Underground

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Beneath the streets lie the ruins of the city which came before. Accessed through basements and the stairwell of an abandoned tour agency somewhere south of the Bloody Hooker, one would be wise not to venture too deep into the tunnels. White roots coat the walls of the deeper reaches and thorny vines twist around old toilets. The breeze blown from within carries the scent of flowers. Butterflies, lost, flutter helplessly in the darkness. And sometimes, pounding echoes from below like the steps of a great giant.

Only fools try to find out what it is.

Dangerous Lunatic

Godmodding and You:

The Do's and Don't's of Roleplay at The Bloody Hooker


First, let's take a moment to hear what Teacher Hiei has to say on the subject:


Hiei the Epic
Rules of War

Basic rules and concepts to keep in mind when fighting Hiei:
1. Turn by turn should be a given. If multiple people are involved, I expect a posting order.

2. For every action, there is a reaction. Example of this rule being broken; Guy1 goes flying at guy2 with sword out to thrust him in the gut with it. Guy2 responds by dodging to the right just in time. Guy1 suddenly defies physics completely and stops mid-motion to swing his attack and follow the movement of guy2.
Why doesn't this work? because of ******** physics, people. When an object is sent in motion it carries momentum. The degree of momentum is based on two things: how much mass the object has, and how fast it's moving. Momentum is much harder to stop or divert when there is a lot of mass and/or speed. If guy1 is flying at guy2 at a full run, he has a lot of momentum. He cannot physically stop himself suddenly because physics do not permit it.
Note: For more information on momentum, see here.

Of course, this follows through to number 3. (I'd also mention Miss Cleo-ing, aka I-read-your-mind-and-knew-what-you-were-going-to-do-before-you-did-it, but if you don't already know how wrong that is, you may as well be on your way).

3.No time traveling. So in the above example let's say we decided to inform guy1 how impossible it is to suddenly kill his momentum and swing around to chase after guy2. He then tries to inform us that, no, he was actually planning to curve to the right anyhow because he totally saw guy2's muscles twitch and it informed him before he even got there that guy2 would be dodging right. The only problem with this is that he already made his initial attack. There's only one way a good posting session works. One person makes a post which encompasses a certain amount of time. The other person makes a reactionary post that encompasses that same amount of time. The first person then posts their reaction which encompasses the next moment in time, and the cycle keeps going. If you've made the decision to fling yourself at someone, then you've made that decision. Your fingers are no longer on the chess piece and it's the enemy's turn to respond. No going back in time, no altering a prior post with a new one.

4. Giant Speeding beasts are ridiculous. We're going back to physics here, and the basics. If you are an 8 foot tall muscle bound hulk with full armor and incredible strength, you are not going to be faster than some 5'5 little man with hardly any muscle bulk and little to no armor. It's not going to happen. Genetics might enhance ability to some degree, but human or otherwise, there is no escaping basic bloody physics. Weight matters, and it will slow you down. Super physical strength means less speed just as super speed means less physical strength. If you've got some incredible ability that shotguns you across an arena in less than a fraction of a second, you better have a damn good explanation.

5. Sublime anti-everything elements do not exist. All magic has an element. All of it. Call it chi or ki or spirit energy or just plain voodoo, it's going to have some form of element no matter what you do with it. There are rare occasions in which raw energy might exist inside someone, but not as a part of the self. The reason why is because all individuals with the capacity for magic/energy/ki/whatever leave a signature of themselves on that energy and when the energy is used, that element can have a hell of a lot to do with the outcome of things. Perhaps it's your typical fire/earth/wind/water/captain planet stuff. Maybe it's shadows, maybe it's light. Maybe it's just plain evil or maybe it's born of pure love. Whatever it is, all energy when used has a base element. This being the case, all magic/energy/captain planets/whatever have SOME form of elemental weakness and often at least some form of elemental immunity or strength, though I personally believe absolute immunity to any element at all (even if your own) is utterly stupid. Unless you are the supreme god of fire, if you hit the temperature of a rocket ship's engine output, you're going to get a bit crispy.

5. Balance is mandatory. It's also pretty self-explanatory. If you're a super epic powerful magic user, you probably fail at physical fighting. If you're super tough and muscle-bound, you probably fail with magic. Think of every MMO. think of dice based RP systems like D&D or White Wolf. These follow this rule for a reason. Because it makes sense.

6. Firearms are rarely tolerated. Unless of course you don't mind Hiei being as fast as your bullets.

7. NPCs are not acceptable. I will fight your character, but not their army or other npcs.

And that concludes my rules. For now. I'm sure plenty more will be added.


On the topic of firearms: People tend to abuse them. But they can be-- and have been-- used responsibly for the betterment of plot-related things. Inclusions of human error like missing shots, aiming, possessing limited ammo, and knowing (or not knowing) how the ******** to use a gun are all great variables to include if your character has one. Guns can be great plot elements, or they can destroy what little story was to be had. In short? Shoot responsibly.

Now you have a pretty clear picture of why godmodding is ridiculous in a fighting situation. Next, I'll tell you why godmodding is still bullshit in a non-combat, plot-oriented situation.

Stagnation: Being powerful enough to overcome obstacles with little difficulty is a recipe for boredom. It's like expecting God to enjoy a game of chess when he already knows the outcome. Or if you're stuck in a room and some chick you don't like is in the hallway, you can't just manifest a portal to beam yourself upstairs to avoid her. You have to face that conflict or you have to deal with agonizing in the room. That's conflict. That is what plot is made of. Having the power to circumvent that conflict isn't doing anybody any favors-- least of all, you.

Growth: If you've seen it all, there is no more to see. Characters need room to grow. Characters cluttered with knowledge and abilities and special-snowflake this-and-that don't have room for anything else. What is left to develop? Perfection can't be improved upon or detracted from. It's finished. Over. A story full of sublime ultra-powerful beauties fighting sublime ultra-powerful beauties is a story nobody wants to read. A flawed character, however, has room to grow. A character who isn't perfect, who hasn't seen everything, who doesn't understand everything and who can experience new things is one with a story not only to tell, but to experience. God-characters can only float along outside a storyline, while your average joe is able to be fully immersed in it. I want the flaws. I want that immersion. I don't want your perfect version of your idealized self; I want real people with real psychology and real problems making real stories. Otherwise, there's nothing to write and no point in playing.

Dangerous Lunatic

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