SOTF Supers: Rules!

Required reading!

Important information about the game and its universe may be found here.

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VoltTurtle
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SOTF Supers: Rules!

#1

Post by VoltTurtle »

This thread contains all of the rule differences between how regular Minis operate and how SOTF: Supers will operate.

Table of Contents
  1. Character Information
  2. Collars & Collar Deaths
  3. Danger Zones
  4. Daypack Contents
  5. Endgame & Epilogue
  6. Escapes
  7. Inactivity & Death Deadlines
  8. Rolls
  9. Weapon Assignments
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VoltTurtle
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#2

Post by VoltTurtle »

Character Information

  • SOTF: Supers takes place in the United States in an alternate universe where every human being has some kind of superpower.
  • In order to be approved, your characters must be able to attend the trip in order to participate in the game, this means:
    • Your characters must be human (superpower induced physical mutations notwithstanding).
    • Your character cannot have a Gift (superpower) that would prevent them from going on the trip (for whatever reason).
    • Your characters must live in the town of Bend, Oregon, the fifth largest town in the state located roughly near the center, with an estimated population of a bit over 100,000 residents.
    • Your characters must go to school at Duniway High School (named for Abigail Scott Duniway), with the abduction taking place during a regular Biology class field trip to an Idaho potato farm on October 21st, 2021.
    • Your characters can either be Juniors or Seniors (with typical ages ranging from 16 to 18), as the Biology class responsible for the trip is attended by both Juniors and Seniors.
  • There will be no proper Pregame or Sandbox, but there will be a Memories area that can serve the same purpose.
  • Only one character per handler is permitted, and as such each handler will receive one (super)hero card instead of one hero card and one swap card.
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VoltTurtle
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#3

Post by VoltTurtle »

Collars & Collar Deaths

  • The collars in SOTF: Supers are solid black, clearly metallic, and heavy. They have no apparent electronic components when viewed from the outside. They for the most part fit tightly around the character's necks, though the individual collars vary slightly, and may fit very slightly tighter or looser than they do on average, character-to-character.
  • If you wish to have your character die courtesy of their explosive collar, please contact one of the AU-runners (either VoltTurtle or Catche) to work out the details of the death. Collar deaths that are not written with the prior approval of the AU-runners may either need to be edited or be declared non-canon.
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VoltTurtle
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#4

Post by VoltTurtle »

Danger Zones

  • Danger zones will work much the same as they do in the regular Mini rules. After the announcement, anyone within the newest danger zone will be given three days for normal posting to finish, and a further seven are given for exits.
  • Should a character either remain in the zone after this period or enter a danger zone while not either having permission to enter that zone (such as from winning the most kills prize) or having successfully removed/disabled their collar, they must be immediately killed.
  • Any areas that become a danger zone will remain a danger zone for the rest of the game, with the space gradually being restricted over time. Exactly one area will become a danger zone with each announcement until the endgame announcement, at which point all but one area will become a danger zone.
  • In character, the collars will not beep when a character enters or remains within a danger zone, and the game-runners will not immediately detonate them. Once they believe that a character is either deliberately remaining within the zone (not just loitering on the edges) or obliviously wandering through it, their collar will detonate without warning. The exact perimeters of each area is clearly marked on the (detailed) in-character map, and as a result the gamerunners have no mercy for anyone not paying attention to where they are wandering.
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VoltTurtle
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#5

Post by VoltTurtle »

Daypack Contents


The bags the characters are assigned at the beginning of the game are unmarked duffel bags, and contain the following provisions:
  • Eight high-energy survival ration protein bars (Approx. 4 days worth of food)
  • Six liter bottles of water (Approx. 3 days worth of water)
  • Detailed Area Map
  • Compass
  • Bright Yellow, Lantern Flashlight
  • Unmarked Black Sleeping Bag
  • First Aid Kit (Clear Plastic Box)
    [+] First Aid Kit Contents
    • Adhesive bandages
    • Sterile dressings
    • Non-Adhesive bandages
    • Butterfly closure strips
    • Saline solution
    • Soap
    • Antiseptic wipes
    • Burn dressing
    • Hypoallergenic adhesive tape
    • Gloves
    • Scissors
    • Tweezers
    • Alcohol pads
    • Hand sanitizer
    • Thermometer
    • Emergency blanket
    • Aspirin
    • Epipen
    • Ibuprofen
    • Oral rehydration salts
    • Iodine
    • Aloe gel
    • Burn relief gel
    • Anti-fungal cream
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VoltTurtle
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#6

Post by VoltTurtle »

Endgame & Epilogue

  • The endgame of SOTF: Supers will (ideally) consist of four characters, and follow the normal procedures and rules for Endgames on Mini (including activity rules), with the handlers participating in Endgame being given a chance to unanimously agree on a winner.
  • Should unanimous agreement not be achieved, rolls will be conducted per standard Mini procedures to determine a winner.
  • The epilogue of SOTF: Supers will be a collaborative effort between the out-of-character winner and the AU-runners, with the in-character winner meeting the gamerunners and speaking to their leader before being released.
  • After the winner is released, the epilogue's content will be almost entirely up to them, though it will still need to be approved by the AU-runners.
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VoltTurtle
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#7

Post by VoltTurtle »

Escapes

  • Escapes will be handled in a very specific way, contrary to how escapes are handled in normal Minis and Main.
  • Handlers will still submit their escape attempts (such as attempts to remove the collars, damage the cameras, etc) for approval as normal, but should their attempt work as planned, they will then need to contend with the escape process.
  • The immediate outside of the arena's perimeter will be represented by an area marked as "The Outskirts". The Outskirts will start out as a Danger Zone from the very beginning of the game, to represent it being the entire out of bounds area. In order for a character to successfully escape, they must enter The Outskirts and remain within it until the next roll set is posted.
  • Should the character survive the roll cycle after entering The Outskirts, they will successfully escape the arena without being caught. Should they get rolled (and not saved), however, they will be successfully hunted down and killed.
  • Once a character has been marked as having successfully escaped, The Outskirts then serves as the dedicated area for them to write what their character does in the aftermath while the game is still occurring (such as reaching civilization and contacting authorities).
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VoltTurtle
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#8

Post by VoltTurtle »

Inactivity & Death Deadlines

  • Activity and its enforcement is the same as under Mini's normal activity rules. The sole change/exception is how going over death deadlines are handled.
  • After each announcement, handlers will be given 28 days to write their character's deaths once the card period of 72 hours ends.
  • There will be no extensions granted for these death deadlines, and the handler of any character that goes over will receive an activity warning (if they have not received one already) and be given one additional week to finish the death.
  • Should a character still be alive by the end of the week after their handler receives a warning, or their handler previously received an inactivity warning prior to going over deadline, they will be considered terminally inactive and be inactive killed.
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VoltTurtle
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#9

Post by VoltTurtle »

Rolls

  • There are no mid-month rolls in SOTF: Supers.
  • Instead, rolls will be conducted immediately prior to the beginning of each month and posted on the first day of each month, concurrently with an announcement in all except the first rolls.
  • The normal card period of three days will apply, and everyone rolled would receive the remainder of the month (28 days) to write the deaths.
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VoltTurtle
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#10

Post by VoltTurtle »

Weapon Assignments

  • No weapons will be assigned at the beginning of the game, with characters instead relying on whatever their Gift (superpower) happened to be and whatever they can scavenge from the natural environment.
  • With each announcement, the character(s) that got the most kills the previous day will be able to safely enter the newest danger zone (before in-character noon) to collect a new weapon.
  • Should multiple characters tie for the most kills in a day, they will all be directed in-character to the newest danger zone to fight over the weapon, with the handlers deciding OOC who receives the prize.
  • Should handlers not be able to come to an agreement, rolls will be conducted to determine which character receives the prize.
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