Checkmate: Overture
Premise
The history of chess spans some 1500 years, with the game believed to have originated from India. However, what was the inspiration for this game of strategy and tactics? None who remain alive today remember that in a time a thousand years before the first recorded game, it came to pass that two neighbouring leaders, whose countries had been at war for countless generations, decided that war was not the answer to their quarrels. It was bleeding their countries dry, stripping their land, the very thing they sought to protect, of everything that made it worth protecting. Thus, they decided upon a new way to settle disputes: gathering together their most trusted servants, they made a contract with their Gods, granting them the gift of life eternal for as long as the game continued.
Yet despite the ingenuity of this game, or perhaps because of it, ultimately only the two Kings were left standing by the end of it, as they knew one another as brothers, and neither could gain the upper hand. It was with great sorrow that they drifted into eternal slumber, neither able to gain triumph over the other…or so they had hoped. The Old Gods were rarely kind, and it came to pass that, after a century, they were awakened once more to continue the game that they had pledged to complete; there would be no respite for them until their quarrel had been settled.
History became legend, and legend became myth, and whilst war persisted amongst the neighbouring countries, the game that the two nameless leaders had devised as an alternative was adopted by those who followed as a recreational activity, developing into the game now known as Chess. The rules developed and changed as time distorted memory and bred new creativity, until the game was barely recognisable in its new form.
Had they any inclination that the dispute between the two who inspired the game – those whose names had long since been forgotten with the passage of time, and were now simply represented by the shades of White and Black – still continued, perhaps they would not have been so keen upon the game. Once a century, the two awake from their slumber, choosing who they will for their own reasons to play out the game with them, gifting them with powers beyond mortal imagining, with the promise of immortality upon victory.
The year is now 1800 and the game has begun once again yet, this time, something has changed. A void has been left within the ranks of those who now call themselves The White before the game has even begun in earnest…a void that is about to filled with a mysterious third force with its own agenda. With the two Kings slumbering still, those who have been selected as the next players of this ancient game must now fend for themselves on two fronts…
The Rules of the Game
- The game is played out until the King of one side concedes defeat, or is defeated.
- The game is conducted in turns: the side identified as White issues the first challenge, and then the side identified as Black is gifted with the opportunity. So it continues until the game is completed.
- The word of the King is Law. If a player is commanded by a King to carry out a task, they MUST obey; failure to do so will result in immediate death.
- In the absence of the King, players should look to their Queens for leadership.
Player Ranks
- The King is supreme, and unmatched in might.
- The Queen is second only to the King and, in his absence, wields his authority as though she were speaking with his voice.
- Rooks serve beneath the Queen, and are of greater strength than Knights and Bishops.
- Knights and Bishops are of equal strength, yet they do not serve at the pleasure of the Rook.
- Rank determines who is the stronger, yet strategy determines who the victor is: a Knight can defeat even a King with the right strategy.
- All Pawns are equal in strength, no matter who they are wielded by: a Pawn wielded by a Queen will have no advantage against a Pawn wielded by a Knight, for example.
- All who share an affiliation are capable of sensing and recognising one another’s presence instinctively. They cannot, however, recognise their opponents in the same fashion.
Battle
- Battle is initiated by challenging a player of the opposing side. This can only be done when it is your side’s turn to issue a challenge.
- When it is your turn, one member of your side MUST make a challenge within one week of the last challenge made, or your lives are all automatically forfeit, and the game begins anew with different players.
- Challenges, once issued, must be accepted by the opponent, and cannot be withtracted by the challenger.
- Battles are conducted singularly, between two combatants, and other battles cannot take place during this time.
- Once a challenge has been issued and accepted, the two combatants may both manifest their Pawns and harm the other with their Powers. They will not, however, be able to harm others of opposing sides.
- Victory in a battle is gained in one of two ways: through receiving surrender from your opponent, or by inflicting a mortal wound: decapitation, stabbing through the heart, etc. Removal of limbs is not enough: as long as your opponent still breathes or refuses to admit defeat, they are still deemed as able to fight, no matter their condition. When your opponent is no longer able to battle, you are declared the victor.
- The loser of a battle forfeits their Pawn or, if they have already forfeit their Pawn, their life.
- The winner is allowed to continue on. Winners may not take loser’s Pawns for their own, nor do they become stronger in any way as a result of their victory.
- Battles cannot end in a draw; there must be a winner and a loser.
- Upon completion of a battle, both participants (assuming the loser is not vanquished) are restored to their previous state in readiness for the next challenge.
- There is nothing in the rules against the loser of a battle immediately challenging the winner to a second match after the battle is concluded…although this would be hasty, and would almost certainly not please their Queen…
Pawns and Powers
- Each player is gifted with a unique power that they may use both in battle and outside of it, as well as a unique Pawn.
- Pawns are a weapon of choice – for example, a sword – that act as a barrier between the player and death; defeat in combat will result in the destruction of the Pawn, yet their own life, even if they have been killed as a result of combat, will be spared….the first time. Without a Pawn, there is nothing standing between the defeated and the embrace of death.
- Pawns are sealed until the moment of a challenge; they CANNOT be called upon at will.
- Once a Pawn has been lost, there is NO WAY to regain it.
- Powers may be used passively in any way the player sees fit outside of combat. However, powers may NOT be used to harm the opposing side outside of combat, in any way. You could not, for example, blow up the ground with your power in hope that the earth would bury your foe.
- Powers are unique to the wielder: only one active player can wield fire, or have super strength, etc.
- All powers are equal; however, advantage may be gained by virtue of strategy, surroundings, or rank.
- If powers are used in an attempt to harm another player from an opposing side, through intent or otherwise, the one responsible will be immediately extinguished and replaced.
Other
- Players may use any tactics or strategy they feel is appropriate as long as it does not violate any of the above rules.
The Red Queen
A mysterious third party to the game, nobody knows precisely who The Red Queen is, or what her objectives are. A being of immense power that dwarfs that of a normal Queen and perhaps even rivals that of the Kings, the Red Queen appears to be outside of the conventional rules of the game, and also appears to be capable of bringing other players under her control, thereby bringing them outside of the rules also.
The game does not recognise the Red Queen as a participant – she does not share the contract that the Kings made with the Old Gods - meaning that those who are attacked by her or one of her minions when they are unable to issue a challenge will be unable to engage in combat, and run the risk of death or being captured themselves. The Red Queen can no more be refused than a King, although she requires your blood to bring you under her control. Her control, however, cannot be broken by any other a King once it has been put into effect.
Those who have been converted to the Red can be challenged in the same manner as any opposing player, however and, presumably, can be defeated in the same fashion; despite their ability to flout the rules, the Red remain of the same strength that they were of to begin with. Reds are capable of sensing both those of the White and Black, however.
Rules and stuff to consider
- THIS IS A PRIVATE RP. If you haven’t received an invitation via PM from me within 24 hours of this topic's setup, however, this does NOT mean you can’t get involved. PM me if you’re interested in taking part and we will discuss it. But before you do, consider the points below; I'm not the kind of person who typically throws things open, so you may want to re-think your eagerness.
- This will be a two-part RP. So if you’re taking part, be prepared to do so for the second one as well…unless your character is killed off, anyway. Because this is a two-parter, this also means those who don’t get in the first time might get luckier the second time around; I'm not planning that far ahead, but I WILL contact you when we're closer to it so we can discuss things. There may be scope for more RPs beyond this depending on the level of interest, but there are no plans beyond two.
- There is a VERY high probability your character will lose once, if not twice, before this RP is over; this RP is very battle-oriented, and there is no scope for draws or inconclusive matches. There has to be a winner and a loser, and you can't win every time...unless you're a villain anyway, and that typically ends badly; not even villains win EVERY time. Be open-minded to that possibility. This is not a "play nice and let everyone win" RP.
- DISCUSSION. Because of the turn-taking nature of this RP, and the way that I – and others participating – role-play, this RP is NOT NOT NOT going to be ad-hoc. If you think you can just cruise by, you can bloody well think again and get out now. If you’re taking part, then you’re ACTIVELY TAKING PART. This involves talking with me and others about plans for your characters, how challenges will play out, how your character will develop; anything and everything. It is not enough for you to just make a good bio; you need to have a definite goal in mind that is firm and yet flexible. Development of your character is important, but it is not just about you. This RP is NOT dying because some people don’t pull their weight; if I accept your character and you don't make an effort, I'm just going to kick you right back out again. It’s not unreasonable to expect you to take part in something you sign up for. So there. This is an advance warning for people who I’ve never RPed with before who may be thinking of signing up for - I am considerably more demanding of people than most - or people who I KNOW do this. If you know that I know you do this, save yourself the trouble of PMing me now. We are going to FINISH THIS ONE.
- ACTIVITY. If you take part, I want a post every three days at least, unless you have a compelling reason for not posting. Bear in mind here that I’ve done an Undergraduate Degree, and am doing a Master’s Degree: I am extremely sympathetic if you have exams or prior commitments. Shit happens; I'm not expecting you to drop everything for the sake of an RP. But I’d like it if we were all on the same page, so interest doesn't just dwindle out and die.
- If you've RPed with me before, you may have a maximum of TWO characters, due to limited spaces. One per side. If you haven't, start with one and we'll see where it goes. This is just me being cautious.
- This is set in the 1800s, in a fictional city...we'll say in England somewhere. Please try to keep this in mind. The location is deliberately vague so we don’t bugger up continuity - it doesn't really matter - but the time period is not. Think retro/steampunk~
- I am well aware there are more chess pieces than this…why do you think the RP is split into two parts? This is what I deem to be a manageable number of characters: the Kings and the other Bishops/Knights/Rooks will be introduced in the second planned RP, when the intrigue is high and the ranks have been thinned a bit. Big RPs stumble and fall and are a bitch to organise. So this will not be a big RP. This will be a modest-length RP with a definite ending, but how we reach that ending and how quickly will be up to the participants. I COULD be persuaded to include the second White Bishop to balance out the numbers, but that is all. I'm not going to include every single planned space to accomodate extra people; if you don't get in, tough luck.
- All that usual stuff about roleplay etiquette here. I’m not going to repeat what is blatant common sense. But I will say this: you only get one strike with me, not two or three. One. Piss people off and you’re out, immediately.
Character Roster:
The White
The White Queen [RESERVED] [Element: Ice] [Pawn: Scythe] [Martel]
The White Knight
The White Rook
The Black
The Black Queen [RESERVED] [Element: Gravity] [Pawn: Chain] [Martel]
The Black Knight
The Black Rook
The Black Bishop [Alyss] [Element: Lightning] [Technocrat]
The Red
The Red Queen [Poppy] [Element: Spirit] [Martel]
The Red Bishop [RESERVED] [Ringo]
Application Template
Name: [The name of your character]
Affiliation: [Your character’s affiliation, e.g. The Black Knight]
Gender: [Male or Female]
Age: [16 or over]
Appearance: [What your character looks like. You can provide a picture to illustrate, but I still expect significant detail]
Pawn: [Your character’s Pawn.]
Power: [Your character’s Power. You may have ONE Power. I want a significant amount of detail here: strengths and weaknesses, limitations, how your Power interacts with your Pawn, etc. Powers of Light and Darkness/Shadow are NOT available.]
Personality: [Be detailed]
History: [Be detailed]
Character theme: [Optional]
Battle theme: [Optional]
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