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Slayer Circuit OOC Thread

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Post by Ink 15th November 2017, 1:46 pm

SLAYER CIRCUIT OOC THREAD


Genre: "Sports", Action, Science Fiction, Battle/Tournament, Drama, Comedy

The Setting

The story takes place largely in Sol Nokia (also sometimes referred to as Nokia City), a fictional location in the future, apparently located in the Western Region of the United States. That said, the area is highly multicultural, with human citizens of all ethnicities and nationalities, as well as many alien citizens of various species. The city is very much a hybrid of Los Angeles and Dros Nariia (the capital city on the home-world of the Tsunari, the race that introduced Earth to Slay Ball). Sol Nokia is largely seen as the Slay-Ball capital of North America. The Slayer Circuit Grand Tournament is held in a different arena every year, with at least one arena present in each continent. The North American arena is located in Sol Nokia.

As mentioned, Slayer Circuit takes place in the future. In this world, aliens and A.I. have become the norm and advanced technology is all over the place. At least in places that can afford it. There are flying cars, though land-vehicles are still very much the standard. Machines make up a considerable amount of the workforce. Due to the population boom, orbital colonies have been developed. In total, there are eight of them, with plans to soon establish a ninth. Inter-system travel is no longer a dream, either. While expensive, it's come to mean that people from any planet may travel to any other to live.

Aliens


The most prominent alien species located on Earth are the Tsunari, the Qundaac, the Levitains, and the Nemeans. Though there are several others.

THE TSUNARI

The Tsunari are among the most humanlike species of alien, at least externally (though the honor of most human goes to the Draknul, which are basically just humans with horns). They have black, opaque eyes, stubs in the place of ears, and a wide variety of skin colors, including blue, red, green, purple, and pink. They have five fingers per hand, three toes per, noticeably more bowed-back legs than humans, and are generally shorter and of slighter build. Occasionally they will have small spots of a different color on their body, though this is essentially their equivalent of freckles. They’re simply more noticeable due to their skin tones being dominantly saturated colors. The Tsunari are a very peaceful people, generally. Because they live extremely long lives, they tend to give off a very energetic and youthful presence.

THE KUNDAAC

The Kundaac are typically referred to as “Bugs” when being spoken of in a derogatory sense. This is predominantly because, while humanoid in shape, they are very bug-like. They have an exoskeleton (as well as an endoskeleton), lensed eyes, antennae, and extremely long, prehensile tongues. While they do have lips, they also have a set of mandibles around their mouths. They have sleek builds and incredibly strong legs, with retractable claws in their hands and feet. Their speed, along with the natural rigidity and sharpness of their carapace makes them very good at blitz battling. While their eyes are front-facing, the Kundaac antennae are so sensitive that they may as well have 360 vision like a dragonfly. They are incredibly aware of their surroundings because of this. The Kundaac are a proud people… and also a very paranoid one. It’s to be expected, seeing as they share traits with both the top and bottom of the food chain. Though the Kundaac are group-oriented thinkers, their unusual position means that they’re incredibly picky about who they’ll work with, only joining forces with someone they can trust or someone they can use. It is this thought process that’s earned them a reputation for cunning. If a Kundaac agrees to cooperate with you and they barely know you, assume they want something from you. It’s likely the case.

THE LEVITAINS

The Levitains are simply a race of humanoid reptile people. They often stand well over six feet in height, have thick, scaled hides, snouts full of razor sharp teeth, long, powerful tails, and physical juggernauts. They’re usually perceived as not being the brightest species around, at least of those with a spaceflight society. They are often thought to be violent and temperamental… and it’s honestly somewhat true. Though, in fairness, it’s well beyond their ability to really control that impulse. They’re natural predators and territorial, tending to go into fits of blind, feral rage when reaching a certain anger threshold. This is largely a stigma placed upon them, however, as it’s largely based upon a handful of incidents when Kundaac encountered the Levitains. The Kundaac were the first alien species to make contact with them and it was far from a perfectly civil exchange. In fact, it sparked a war that lasted well over a galactic decade until the Tsunari broke them up. Levitains are just as often associated with laziness as they tend to lounge about and are rather slow to start. Despite their size, they’re surprisingly quick and a semiaquatic, meaning they’re as used to thriving in water as they are on land. Levitains are cold-blooded, meaning that they need heat in order to operate at optimal capacity. Cold conditions will slow them down. Strangely enough, Levitains have both lungs and gills, allowing them to thrive perfectly fine underwater, provided the water temperature is manageable.

THE NEMEANS

The Nemeans are a race of gelatinous aliens with a highly amorphous form. Their bodies are liquid-based and they need to stay hydrated because of this, meaning heat can be especially problematic for them. While liquid-based, they’re much more like a living gelatin than water. Ironically, water is both a necessity for them and their greatest weakness. While they can absorb controlled amounts of it, being submerged can cause them to dilute. Nemeans don’t have a spoken language of their own, though they can understand others. Their composition makes it incredibly difficult (but doable) for them to learn to speak any language since they’d need perfect control over their consistency to form functioning mouths, vocal cords, etcetera. Instead, they primarily communicate through physical contact, which lets them read thoughts and emotions to an extent. Furthermore, because of their only semi-rigid state, they have to wear special rubber outfits in order to hold things without getting them drenched or stuck in their body. Though with a notable amount of dedication, they can train themselves to solidify further, making this unnecessary. Due to their lack of speech and their generally flighty, lackadaisical outward nature, Nemeans are often regarded as being even less intelligent than Levitains. Interestingly, Nemeans and Levitains have historically been on rather good terms and seem to work together very effectively. In truth, however, Nemeans are among the smarter species in the galaxy, having actually developed spaceflight before any of the other spaceflight species. Nemeans possess the ability to stretch and contort their bodies in a seemingly infinite number of ways. This effectively makes them very good at defensive play.

A.I.


While the subject is far from entirely agreed upon around the galaxy, Earth law recognizes Artificial Intelligence as, for lack of anything better to call it, a viable form of sentient life. Therefore A.I’s are considered to be citizens and do have rights, albeit with some policies and such that are specific to them. It is, however, illegal to create an A.I without going through proper channels. Any A.I has to be registered just as any newborn would. They also have rights that represent their unique circumstance, such as their reprogramming being illegal. The law simply defines A.I. as “any being any synthetic construct that was designed to be or at some point became self-aware.” Of course, that definition has led to many a debate on the very concept of “programmed self-awareness” and other deeper metaphysical subjects. In order to explore the notion, the Galactic Council created the Department of Synthetic Affairs.

At present, there are only two prominent forms of A.I, both of which are alien in origin. They are the hardware-based “Drones” and the software-based Virtual Intellects.

DRONES

Drones are entirely a product of the hardware. Originally created to be a part of the workforce for the Tsunari, Drones come in a variety of models. There are engineering drones, scout drones, battle drones, and more. A drone is essentially an intelligent robot. All of their information is stored in an internal matrix that is tailored to that drone’s specific hub. A drone’s matrix operates on what is now considered rather basic A.I technology. However, while not particularly advanced, it is incredibly rigid. This is both a good and a bad thing. The information that drives any droid is shackled to their matrix. While this means they lack the versatility of a V.I Unit, the incredibly strong coding means that droids are exceptionally difficult to hack, if not nigh on impossible. Drones tend to be more simplistic in nature, not prone to overly complex thought or desires beyond self-preservation and doing their assigned tasks. However, droids can absorb information which can shape their perceptions and responses to things. It has often been argued that droids are the A.I variety most like biological sentient beings.

VIRTUAL INTELLECTS

Interestingly originally created by the Nemeans, V.I’s are not as clear-cut as drones. Because they are software-based, their existence is much more steeped on information. They’re “living data.” They tend to function as operating systems for advanced technologies such as ships or bio-suits. Typically a V.I will begin its “life” in a server, designed to contain it. However, it’s been found that this step isn’t necessary as any skilled programmer with a powerful enough computer could create at least a very rudimentary V.I. But due to the nature of V.I. to evolve rapidly, this is hardly a detrimental factor. Because V.I. are entirely data-composed, they aren’t shackled to the platform on which they originated… provided that platform has a way out. They’re able to upload themselves into virtually any platform connected to the net. And in order to interact with the physical world, mobile platforms are created for them that have V.I ports built in, allowing a V.I. to easily upload into them. The one fatal flaw in the V.I. system is that they are very much vulnerable to hacking, unlike drones. Viruses can affect them and their defenses can be worked around in time if accessed through hacking tools, which tend to be capable of reaching into V.I. ports. V.I. tend to have less personality and are often more logic-driven, making them seem colder by comparison. Though there are exceptions.


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Last edited by Ink on 16th December 2017, 12:11 am; edited 4 times in total
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Post by Ink 15th November 2017, 2:16 pm

SLAY-BALL


While Slay-Ball has become one of Earth’s most significant new-age pastimes, it does have a bit of a negative reputation amidst the old guard. Unlike the very uniform league sports of Football, Basketball, and so-on, Slay-Ball is extremely sporadic in nature. There are very few specific rules and no official “plays” or techniques. The sport very much conforms to those playing.

There’s also the factor of Slay-Ball players (better known as Slayers) "not needing to go through any extremely trying physical training or rigorous drills." This is a vast misconception on the part of detractors, however. Slay-Ball does, in fact, require a significant amount of training in order to "git gud," as people say. Just because the more extreme nature of many of the physical feats are the result of virtual augmentation, doesn't mean the game has no need for actual physical and mental finesse.

The stigma has begun to dissipate over the years as people have come to recognize the game as requiring a number of rather taxing skills. Fatigue is still a very noteworthy threat, perhaps more so than in other sports, due to the faster pace of the game. Focus is a necessity, as are quick reflexes, coordination, situational awareness, strategic thinking, and adaptability. Actual physical training can likewise improve one's game by covering for things that one's V-Brace doesn't enhance.

The Slayer Circuit


The Slayer Circuit is moderated by the World Slay-Ball Federation (WSF). The Federation breaks down the world into 8 regions per continent (barring Antarctica) for a total of 48 Regions. As Slayers gather Skill Points for their team by winning matches, their regional rank goes up within their region. At the year’s halfway point, a Regional tournament is held between the top 24 teams in the regional rankings. The winners of these tournaments will represent their region in the Global competition at the end of the year in a 48 team tournament.

In order for players to begin gaining rankings, they have to register their V-Brace and information with the WSF Office, usually located in major population centers.

While a team will earn points in a victory, points are lost in defeat. The points lost and won are determined by the overall rank of the teams involved. The greater the difference between those rankings, the more drastic the point distribution gets. There are caveats to this, however. The most noteworthy one is that matches between Slayer teams from two different regions will not count for or against either team’s score unless either team cheats.

The Rules of Slay-Ball


The core of the game is simple. "Hit the other guys with the ball, don't get hit, yourself."

• Each Slayer begins the match with 1000 Hit-Points. The objective of the game is to deplete the opponent's by hitting them with the ball while simultaneously making sure to avoid being hit with it. The harder a Slayer is hit by the ball, the more Hit-Points they lose.

• Slayers are not, under any circumstances, allowed to grab or hold the ball. Slayers may only punch, tap, or kick the ball if they are using wearable Strikers.

• Slayers redirect the ball using their Strikers and/or objects around the field.

• Slayers may not physically engage an opponent. No tackling, holding, etc.

• Strikers are at no point meant to be used as weapons to directly assault the opponent.

• There’s essentially a two-strike system. The first offense earns a Red Card, which is a warning. The second earns a Black Card, which disqualifies the Slayer in question, though the rest of their team can continue if there are others in the match from it.

• Slayers may forfeit a match by saying “I Withdraw.”

• A match has a time of 10 minutes. At the end of that time, if neither team has defeated the other, a winner is decided based on how many players each team has left on the field. If both teams have the same number, then the score is determined based on which team has the most hit points remaining.

• Tampering with a V-Brace is highly illegal in the world of official Slay-Ball. If it is detected during the match that a V-Brace has been tampered with, the team on which its wearer is playing is disqualified immediately.

V-Braces


V-Braces (short for Virtua-Braces) are technological wristbands capable of materializing digital information to create tools. The was their original application. They'd program the necessary tools into its database, press a button, and they'd have the tool. It saves space, money, and time. But the Tsunari, who originally created the devices, had other thoughts. The applications for the devices were vast, once they had the technology nailed. They expanded it to entertainment purposes, creating virtual reality experiences, unlike anything that'd even been accomplished before. Then came the revolutionary idea of something that was both a video game and a physical sport. Something that only the technology of the V-Braces could really allow. Newer V-Braces were created for the sole purpose of being used in this new game. They were given whole new capabilities. As time went on and the game got more popular, the V-Braces became more and more advanced until they finally had it. The standard versions of the modern V-Braces are very similar to their original purpose. They're used as tools to save on storage space, money, and so-on. There's also the "Game-Model," which exists solely for playing VR games. Then there's the "Slay-Model" - V-Braces made exclusively for the purpose of Slay-Ball.

Slay-Ball V-Braces are able to project a field that bridges reality to a virtual environment. When a game is initiated, this field is cast, creating a fairly sizeable battlefield, complete with invisible boundaries. Whatever real world is inside of this field is displaced in reality and imitated by the illusion. So any damage done to the area during the match is only virtual, and when the field drops, it's as if nothing happened. While in this field is up, those inside are also granted a boon in the form of a significant physical buff. Slay-Ball players have their physical capabilities (strength, speed, etc.) enhanced significantly. The caveat is that where these buffs are applied will vary from person to person. Some may be specialized in strength, for example, while others are more specialized in speed. Additionally, the V-Brace will give the Slayer a "Drive," which is a signature ability, unique to that V-Brace model. Not all V-Braces even have Drives. Those that do tend to be more expensive due to the rarity. Lastly, each V-Brace can be programmed with a Striker. Once it's locked in, that is the Striker that the player will be using for the match.


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Post by Ink 15th November 2017, 5:19 pm

What is a DRIVE?


As mentioned previously, a Drive is a powerful tool for any Slayer - an ability given to them by their V-Brace. Drives come in three distinct types - Amp, Mod, and AoE.

AMP Drives

Drives that enhance the Slayer in some way are referred to as "AMP" Drives. These Drives cast some manner of special effect on the user, such as letting them defy friction or perceive time more slowly. AMP drives tend to place a heavy emphasis on abilities that can increase mobility or defensive viability. The tradeoff is that depending on the Drive, there will typically be some level of personal expense. Accelerated fatigue, mental exhaustion, etc.

MOD Drives

Short for Modifier, "MOD" Drives are typically highly coveted due to their utility. When triggered, the Striker will be augmented in such a way that grants it bonus abilities. Many of them allow the Striker to pass some sort of effect onto the ball itself. This can range from setting the ball on (virtual) fire, to curving the ball in a path that ignores physics, right down to creating holographic illusions of the ball. Other Mods simply imbue the Striker with triggerable abilities. Most, though not all, of these Drives are intended more for offensive use. Many of the more powerful or tricky ones tend to come with cool-downs for the sake of balancing. Some need to be charged. Some can only be active for a certain amount of time.

AOE Drives

Anyone familiar with video games knows that AoE stands for "Area of Effect." These Drives live up to their name as Slayers who wield them are able to employ these drives to alter the conditions of the field or a portion of it. This can be anything from changing the gravity to causing rain. These are incredibly powerful Drives because both the ball and other players are affected by them. While the user isn't immune to their, either, the advantage of being able to change the conditions of the arena are staggering. As a balance, AoE Drives generally come with a time limit and need to be charged by hitting the ball.

Strikers


A striker is essentially any object created by the Slayer's V-Braces to interact with the ball. They come in several types - Basic, Ballistic, Wearable, and Orbital.

Basic Strikers

Basic Strikers are the most straightforward. They're essentially simple items, such as baseball bats, staffs, and so-on. These items don't generally have special properties. They're good all-around items thanks to their versatility.

Ballistic Strikers

Strikers that can produce a burst of force are Ballistic Strikers. Due to their nature, getting the maximum value out of these requires the user to aim and actually shoot the ball. While it's perfectly possible to use them to melee the ball, they aren't especially strong at using this capability offensively, and it's best to use that method only to deflect. The explosive force from the shooting feature on a Ballistic Striker places an incredible amount of power behind the ball, rewarding how difficult it generally is to pull off. Furthermore, Ballistic Strikers obviously have the greatest range.

Wearable Strikers

Becoming more popular lately are the Wearable Strikers. Gauntlets, Boots, and so-on that allow Slayers to be a bit more physical with the ball. While these are good for power plays, Wearable Strikers obviously come with absolutely abysmal reach. Though to make up for this, they're generally good for both offense and defense.

Orbital Strikers

Orbital Strikers are those that literally orbit the Slayer. They remain floating nearby and can be directed by the Slayer's commands. They generally come in groups of 4, though as many as 6 have been seen in one set in the past. They are expensive, but worthwhile if the Slayer in question is aiming to play the long game. They're the epitome of defensive play, being quick and precise. However, there is the tradeoff of Orbital Strikers being abysmal in terms of power. Thus hitting the opponent hard is seldom as much of an option as hitting them a lot.


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Post by Ink 16th November 2017, 12:02 am

Skill Ranks


A Slayer's Skill Rank is more or less what it sounds like. It's their experience level in the official game. In order to gain their Skill Rank, Slayers register their information with the Federation and take a Placement Test with their team. That test ranks them accordingly, based on their performance. As Slayers participate in the qualifiers, their matches are observed by the Federation. If the Federation sees them fit for a promotion, they will advance that Slayer up to the next rank. Skill Rank, unlike Team Rank, cannot drop naturally by losing matches. It can only be reduced by the Federation, typically as a punishment for cheating or some sort of serious infraction.

Slayer Circuit OOC Thread GiantWinterMoth

Newbie
While you may have played Slay-Ball before unofficially, you're so new to the world of official Slay-Ball that you may as well have only just heard of the sport at all. Being in Virtua-space is still surreal for you, so you don't really have a handle on the power your body has while in it. And even thinking about using Drives is out of the question. You'll stumble. A lot. You may even fall. But baby steps. You'll get there.

Rookie
You have a firm grasp of the basics and a fair amount of control over your capabilities in Virtua-Space. You may still make the occasional slip-up, but you're still learning. Your limitations aren't entirely under your grasp yet. You have some grasp of your Drive's ability as well. You've overcome the first hurdle of official Slay-Ball: proving you have the tenacity to ascend beyond the early stages of the game. Now the real game has begun.

Intermediate
You've been playing for a little while, now. You've got a firm grasp of how your body handles in Virtua-Space. Muscle memory means you'll no longer overshoot jumps and the like. Using your drive is becoming easier, and you're learning to be more adaptable in the field.

Adept
You're an experienced Slayer, capable of throwing down with most in the Regionals. Silly mistakes are a thing of the past. Using your drive is second nature to you. You're able to adapt and multitask, letting you come up with effective plans using the resources at your disposal and executing them with little to no complication. At this point, there is no luck. Every battle from here on out is all about skill.

Advanced
You've reached a point where your skill has exceeded what's normal. Everything an Adept can do, you can do better. Your control is superior, your timing impeccable, and you've developed the ability to employ ever more complex strategies in the heat of battle. You have the game of Slay-Ball down to a science. You're not here to mess around. You're here to gain the attention of the pros and prove that you can stand among them.

Pro
Not an official Rank that can be earned from the Federation test, but still valid as the Pros are in a league of their own. The Pros are advanced players who stand atop advanced players. They set the flow of the Slay-Ball game. Their matches set the standard for official Slay-Ball, as they deliver battles with the utmost finesse and style.

Elite
Put plainly, the Elites are no mere Pro Slayers. They're legendary. Their accomplishments are beyond what any other players have achieved, pushing the limits of what Slay-Ball, itself, could be. Elite are the Masters, plain and simple. They've even been hailed as capable of single-handedly defeating entire 4-man teams of Pro Slayers with minimal effort.

Team Ranks


A team's rank is initially determined by their performance throughout the qualifiers. Everyone starts on the same level. Then it increases or decreases based on their victories and losses in the Regional Qualifying Battles.

Brass (E)
Easily possessing the most grueling of uphill battles, Brass teams are the bottom rung. They consist of the new blood, and are typically written off as the "Scrub Class."

Iron (D)
Once you've started to win a few matches, your team will rank up to Iron. You have a long way to go, but you've managed to prove that you have what it takes to climb the ladder. Still, much like Brass, the Iron Rank doesn't generally garner much respect.

Silver (C)
Your team's been winning a few matches, and now you've ascended to Silver Rank. At this point, people may begin to recognize you. Silver is a difficult Rank to get into due to the lacking coordination at lower Ranks. This Rank shows your dedication to being a team and making it all the way.

Gold (B)
Due to how the media works, attaining Gold Rank might just earn you a bit of a fanbase. Once you hit this Rank, you start getting attention from rather important people. You officially become contenders. A team who people are considering capable of possibly making it from the Qualifiers to the Tournament, and possibly all the way after that.

Platinum (A)
People know your name. There's no question, at this point, whether you'll make it through the Qualifiers. Everyone's already expecting it. Unless you manage some kind of legendary blunder. Now the question is whether you'll get through the tournament or not at the end of the year.

Diamond (S)
This is essentially the rank of Pro teams. Participants in the Slayer Circuit can't achieve this rank, though it may very well be a dream of theirs to reach it one day by becoming a Pro Slayer.
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