[HEADING=1]ETERNAL WAR[/HEADING]
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IN THIS GAME, POWERFUL BEINGS HAVE SUMMONED ARMIES AS THEIR REPRESENTATIVES TO WAR FOR SUPREMACY.
The field of battle, an entire world.
The prize? Power, knowledge, maybe only survival.
The instructions are fairly simple; I will list them below.
The prize? Power, knowledge, maybe only survival.
The instructions are fairly simple; I will list them below.
I.) This is a freeform tactical RP. If you cheat by godmoding or metagaming, the universe will scourge your army from existence.
II.) Anything goes. Yes. Anything. Aliens? Sure. Medieval armies? Terrific. Do try to keep the ripoffs to a minimum though please.
III.) This game is loosely based around points. You start off with 25,000. You gain an additional 1000 each page. Armies are loosely divided into:
IV.) You can rejoin if your army is slaughtered. Different concept are requested, no "My heroes didn't die REALLY" reboots, unless under a sufficiently different concept (example: Played human hero, human hero dies, human hero becomes angel in angel army.)-Leaders (1000-2000 pts, if they die, they can only be replaced with sufficient plot background to support it, and your army suffers for it).
-Heroes(500-1000 pts, can be replaced, only get 2 at any one time).
-Troops(1-15pts)
-Elites (15-75 pts)
-Ultras (75-500pts)
-Super (2000-3000 pts, and you only get one for the entire game per army)
V.) Special abilities run as follows. You do not have to have these numbers (or any, for that matter). Just don't exceed them.
Your army gets 3 special rules that applies to the whole thing.
-Your leader gets 3 abilities.
-Your Heroes get 2 apiece.
-Ultras can have as many as 4, but should be sufficiently limited.
-The Super gets pretty much as many as they want, but please keep it tasteful.
-Other units may have one or two.

VI.) Points matter. Tactics can make a lot of difference, but please realize that in straight-up combat, a 10 point unit will die against a 50 point unit. Units built for a certain purpose do it better than just saying your army does it. If you have units devoted to digging, then they'll dig faster than any army just doing it for RP reasons because you're rp'ing it. This is because you expended points on it.
VII.) Most importantly, PAY CLOSE ATTENTION TO WHAT OTHER PEOPLE ARE POSTING, and be very clear about where your troops are and what they are doing. Countless other RPs have been slain by carelessness in this regard, we don't want to be counted among them.
VIII.) The key to winning a PvP fight is to write out your post well and maneuver the fight into a position where the other player cannot realistically avoid the damage. Since you cannot say "I sever his head with my claymore" you instead have to get the fight to a position where you can say "I make a hard swing at his neck", and the only reasonable, realistic response he could make is to say "I get hit." If he can find some way out of it that you didn't think of, that's fair game as long as it's not godmodding or controlling some other player.
IX.) Limit what you have as your "base." While seemingly a good idea, it can be lethal to the game if everyone just stays in their zones building their defenses to ridiculous levels until they become unbeatable. You start off in a dark wasteland/jungle/snow-covered mountain/etc with the other armies in range. The whole point is to cut out the exploration part and begin the mayhem. When you create units, they enter the field as reinforcements.
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Rules
As DM, my say is final, but I want everyone to have fun and not be lording over everything, so I expect a degree of self-regulation. We need everyone working together. So if you want to incorporate an idea or propose a new rule, let everyone know. We'll discuss the game and post armies here.
1. Make sure to have fun. Don't be a jackass or else I will hate you.
2. For the purpose of this game, the battles themselves are more important than the outcomes. Write in such a way that it would be exciting to the other readers. Be creative, especially with your kills.
3. Try to limit auto-hits. I will allow some but no going overboard.
4. If you have questions about something that I haven't mentioned, ask me.