Synopsis:
Welcome to the Sonic: Edge of Tommorow universe, a fan-series spanning way beyond the original scope of the Sonic games. Based three years after the canon events of Satam and Sea3on, EoT is a more mature ("Rated T") and boundless take on Sonic, his friends, his trials, and Mobius itself, bringing exciting new elements, synthesis, clever subversions, and twist-retellings on the lore of all the original Sonic medias, spaning from Segasonic to Archie to STC.
Here in a very new and expansive Mobius, you are a single character trying to survive and thrive despite the hardships brought upon the evil Robotnik and his rise to power. Though many have reclaimed their lives from the iron-grip of his Roboticzor and his campaigns of genocide against all sentient organics. The world is rebuilding, regrowing, but that doesn't mean all is utopia. Evils old and new are resurfacing, conspiracys are unraveling, mysterious truths are unvieling, dungeon crawlers and treasure hunters are racing against their competiton, and wars in the name of freedom and justice are fought against tyranny. This is but one story in a million, your story.
You are a pit-jockey trapped in the deep neon-lit pits of the Guilded Gyre, in Carnival-Nights, a very wealthy but sleezy city in the Casino Zone City states. The Gyre is a giant casino built inside and around an abadoned overlander strip-mine. The circular steppees make the perfect ampitheater for which buid a colleseum/casino. The ruling class called The Suits (coprativistic exectuives) bet and "test their investing-mettle" against each other by raking in exciting combatants by any manys necessary (think of the movie Rat-Race with a darker-edge). There will various different challanges for the characters as they progress through rounds (games) and they be break for which the characters to develop their relationships and personal plot lines. Eventually a series of third parties and personal plots are going to butt in on this and that will cuase some havoc, and a conspiracy will unravel which give you the oppurtunity to escape this life of blood-letting and challange for one of adventuring further in the EoTverse (in another spin-off game).
So are you ready to spill some blood in the Guilded Gyre?
There will be Three Acts, a prologue and an epilogue. Each character will create an origin (how they got here), their stats (what they can do), and a goal to get through the Gyre alive (what they plan on doing).
Prologue: Your personal backstories will come into play. This will last only around a few turns and determine how you came to the Gyre. Some will volunteer. Some will come as slaves. Some will comes a prisoners and debtors. Some will just to get "chips" (money). Some will do it because they are blood-thirsty. Some are infiltrators and spies looking into affairs of the mysterious Suits (the rulers of Casino Zone), ect... The origin is dependant on the character and you personal preference. If you wish to lie about your origins and reasons why you are here, just PM me. There is no reason to trust this information given in this part of the story. Players can lie. And if you get suspicious, you have the right to fact check them through snooping and detective work.
Act One: A series of fish out of water battles and situations. You will be introduced to the world of EoT in dramatic way as you are pushed into the action and a series of simple challanges.
Act Two: A conspiracy and personal plot lines are going to unravel and the villans of the story are going to offer a select few (the players) the privalage to fight in the upcoming "Gore Gulch Bonanza". The winner will be gifted their freedom to leave the Gyre and live a life of their choosing with the prize money, become the Grandmaster of the Gyre with a penthouse, perks, and prestige , or break the system and spark a rebellion to free people trapped in the Gyre.
Act Three: The last few challanges of the Bonazanza are going to be punctuated by the climaxes of your personal stories and a wildcard event that will give you a chance to escape the Gyre for good. After the challanges, you can choose to keep being a "Pit Jockey" and gain your freedom through blood shed, become a grand champion in a corrupt system, or escape with the help a thrid party. In the end your means will define your ending.
Epilogue: Will act like the prologue for the next game to come (Beyond the Gyre) .
General Rules (formulated with the help of Red Authar, amended by The Red Stranger)
Reminder: Rules are not yet set in stone untill the game starts. Be free to ask questions and give opinions.
A. The GM is flexible, though he takes the opinions of majority in a count over one person’s enjoyment. Please keep this in mind.
B. Be respectful to the person behind the player. You characters can be at each other’s throats in the game, but you can’t turn this into a real shouting match. Settle all your real world disputes outside the game please.
C. Try to avoid micromanagement and statistic-blabbering. All the stats are sent privately to the GM for a reason, so you don’t have to worry about that crap. All rolls are done for you by the GM. You just need to focus on making your part of the story exciting. That means good prose. Don't be saying non-canon, stay in character, and don't be afraid to write your actions and reactions like they were a story. Sparsness will be forgotten, creative writing will be rewarded by the GM.
D. If somebody is ruining the fun. PM the GM. He’ll take care of it. But if this turns out to be a wild bantha-chase, then you will be the one that gets taken care of…
E. Have fun, but more importantly make it fun for everyone.
Character Development and Narrative Arcs
A. All preexisting EoT characters are controlled by the GM as NPCs, unless told otherwise in private message.
B. The GM will give you a simple character sheet to fill out. GM indeed encourages veteran Role-players to bring in their old characters and revise them for EoT. New and inventive characters are happily welcomed as well. The PM will personally delegate with you via your PM (labeled Guilded Gyre/[Character Name] PM) on how lore-friendly your character is and how well they and their personal narrative fits in the story. He will try to make your character function as entertainingly and believably as possible in the context of the EoTverse.
C. Characters are all novices in a generalist sense. The GM will leave you the opportunity to develop your abilities as you continue.
D. Character/Character Relationships have to be approved by both players. You can't just decide you are or someone was your brother/sister/parent/lover/whatever without consent of the other player, and an appeal to the GM if there is some form of protest from the other players.
E. Character/NPC relations must be approved by the GM. There will be no long lost secret family members of the original freedom fighters. However you can appeal via a PM to the GM if you really believe that will work in canon and context.
F. Mary Sues and their Male Counterparts are not allowed. All characters start out with a few select skills they specialize in from their given backstory. Specific race-based, physiological, spiritual, and mental characteristics will determine how fast they progress in certain areas.
G. The GM encourages original characters. The more inventive and original the characters the more the GM has to work with in order to enrich you’re playing experience. If you character is a transparent rip-off from another franchise, your recruitment sheet will not be accepted.
H. There are no static characters. Your characters must progress as persons in all aspects to some degree or another. Alignment, skills, and character traits can and will change.
I. Keep within continuity. If you start pulling out lightsabers and secret aqua-maroon sol-emeralds out of your bunghole…you will be reprimanded.
J. All the non-improvised spoiler material for your character is given to the GM, PM with the desired player as well when asking consent for such things (example relationships or killing off the characters). This way deaths and big plot twist come off as a shock to the other players and watchers of the story. Characters can scan and investigate certain hidden character traits, which the GM will roll for if there clue-hunting is successful.
K. Certain character traits will add bonuses to certain actions relative to those traits. For example if your character is impatient it will penalize their success-rate in certain time-consuming events.
L. Power-ups, and strategic advantages will give your characters either bonuses or additional action-rolls per turn (all micro-managed by the GM for your convenience), heightening you averaged success-score. Certain weaknesses will detract from those scores. The GM handsomely rewards the strategic and the creative players.
M. Be consistent. If you wrote out your character as a 7.0 tall and you’re crawling in a two-inch whole, the GM will wrist-slap you accordingly.
N. Throughout the story characters will be given condition events. Much like Pokeman’s burn, paralyze, poison, etc., condition events will temporarily change stats. They will either cause temporary buffer or penalty to the success-chance of you actions.
O. The micromanagement and statistics will not be show unless a character performs some form of investigation or scan. All such factors will be expressed qualitatively in the narrative not quantitatively.
. Posts and Turns:
A. Turn: A turn is every GM post (which will be specifically marked.) You are allowed 1 Major Action, Up to 3 (Can be debated depending on circumstance and initiative) Minor Actions, and Unlimited Free Actions per turn (within reason: if you are sipping tea while on fire you will feel the burn, if catch the GM’s drift
). Each Action is a Post. However be considerate and do not cut anyone out by posting too much.
i. Major Action: You’re main Goal during the turn, such as Attacking, Defending, Building, Moving to a new Room, Examining objects, Running Away, Spying, Persuasion, Solving a Puzzle, etc.
ii. Minor Actions: These are things you can do in reaction to someone else or Simple things/tasks such as, moving out of somebody's way, shifting uneasily, twiddling thumbs, walking around a room (but not moving to a new room).
iii. Free Actions: Things you don't need to actually post about, such as breathing, blinking, etc. Also Talking is a free action; just don't make long conversations that cause someone to become left out.
B. If you talk aloud you will be heard. If you talk to muc during a dangerous event you can be hurt. When using your actions be aware of your environment, make sure to check your environment from time to time. The GM will inform you accordingly.
3. Actions and Reactions:
A. Non-Combat:
i. Player v. Object/Event/Puzzle: Depending on what you do, how you do it, and your current skill set privately given to the GM., the GM will then determine the success or failure of the Action.
ii. Player v. NPC: Same as Above. You will probably bite the dust quickly if you attack canon-characters.
iii. Player v. Player: Determined by the Player the Action. Remember just because a character is bigger and badder than you doesn’t mean you can’t beat him. Use your best stats against each other in the situation at hand. A simple throw of dirt in the eyes or a creative strategy can turn the tide.
B. Combat:
i. Player v. Object: The interaction is successful depending on the needed skills (blacksmithing, hacking, pick locking enchanting, ect).
ii. Player v. Event/Puzzles: You can't fight Events... that doesn't make sense. Puzzles need to be solved, fighting them usually results in a failure to solve it.
iii. Player v. NPC: Depends on Players actions and applied stats and the NPC's applied stats.
iv. Player v. Player: Determined by the GM. Players can protest anything deemed unfair via PM. NOTE: You are NOT all powerful, play fairly and sensibly (you aren't invulrable in this). GM will intervene as needed.
C. Talking: Players can talk all they want, just don't leave anyone out. GM will intervene as needed.
D. Reactions: Everything you do will have a reaction. Good, bad, indifferent.
E. Powers: All powers have a limit and success rate. The more you use them the more worn out your character will be and the less successful the power becomes. This will all change your overall condition and be based on your hidden stats. Each character will be given Game Changers (perks for you character based on their overall personal stats) bequeathed to them by GM to put on their private character-sheet. They will offer your character bounus and extra rolls to average
F. Mind Control: Try Persuasion. Mind control can be used but none of you should start with it. Former rule applies to this, and leave the user open to certain attacks and reversals. Other forms of persuasion are less risky.
G. Additional Rules: Rules will be added as they need to be.
H. If you are unsure of something Ask first via your Guilded Gyre/Character Name PM
I. If you to make changes ask first via your Guilded Gyre/Character Name PM and give me the reason why. I'll only bite if you are mean/rude about it.















