Unnatural Selection Stats
Rules and Character statistics for Unnatural Selection
Ultra Non-Canon Statistics
Inventory
- 93300 Dollars
- Dress
- Cell Phone (Polatt's)
- Cell Phone (Loviro's)
- Cell Phone (Fern's)
Modules
Basic Sex Module, Rank D
Basic Abilities
All characters currently have access to these.
Basic Communication
- Grants the ability to communicate with spoken and written language.
Summon Rulekeeper
- If the player spots a rule violation, or simply feels that their puzzle was unfair for the purposes of the contest, then the player may summon the Rulekeeper. They may argue their points, and the Rulekeeper will make a decision and, if necessary, convey the argument to the stage's Judges who will assist in forming a decision.
Review Known Rulesets
- The contestant will be refreshed on the rules of any specific puzzles (Stage 7 and beyond) it has encountered.
Stage 8 Mechanics
Alison's Inventory
- 271 Zeny
- Rank 2 Weapon
- Rock Candy
- Ghost Emblem
Known Item Descriptions
- Items are non-tradeable, and no other player can block usage of an item. There is no limit to the number of items one can have.
Lava Immunity For 10 Seconds - 250z
- - One Time Consumable - Allows the user to touch lava without harm for the duration. (Rulekeep note: What we call lava is not actually lava, it is just a red liquid that kills instantly on any contact. Clothes included! Please remove loose strands of clothing, and watch your hair.)
Rock Candy - 200z
- - One Time Consumable - Feeds Ghosts, pacifying them from their insatiable bloodlust. (Rulekeep note: These ghosts cannot actually pass through the walls! Perhaps a zombie or ghoul would have been a better word choice? Unfortunately, we don't have a vocabularian with us! Oh, and these ghosts have no relation to any other ghosts you may have heard of, by name or form.)
Rank 2 Weapon - 300z
- - Upgrades weapon from Rank 1 - (Rulekeep note: Your normal fists and body maneuvers count as rank 1 already, so don't think we overlooked something! This also allows a new weapon form, much like before. It can even have range! Up to 5 meters. Note that players start with defense 3, meaning you need a rank 3 weapon before you can engage in killing other players! Until that point, there are some baddies along the way you might need to fight. Still freeroam, so there aren't stats or HP or whatever! If you're near death, though, you'll know it, trust me. Oh, uh, pain receptors are at 20% with a modest sedative cap, if that means anything to anyone. Try to get used to it, all pain limiters are getting removed on stage 9!)
Magnifying Glass - 250z
- - One Time Consumable - Gives a hint towards solving the current puzzle (Rulekeep's note: These are one-time use only! After use, the magnifying glass explodes. No refunds! If you are unhappy with your hint, then please summon the rulekeep.)
Ghost Emblem
- - Can hold up to 5 ghosts, one in each node.
- - According to Fuzz, once a ghost enters the emblem, the emblem's node will be dedicated to that ghost, and no other ghost can be put in it.
- - It is believed that there are 2 checkpoints. At each of the two checkpoints, 2 nodes will have to be deactivated. The ghosts inside, if any, will be killed off. The remaining ghost will be resurrected into the normal competition.
Stand-Alone Mechanics
Isolated Exit NPC
Entrants: 1 Exits: 1
NPCs surround the entrant, each with a specific message. There is a lower limit of 2 NPCs, and no upper limit.
Area Specific Abilities gained: Have NPC talk - When used, the NPC will say a predetermined message. This message never changes. Trigger NPC - The NPC's ability will be triggered. There is one NPC who's ability is to transport the contestant to the next area. The other 9 NPC's ability is to kill the contestant.
NPCs may be Blue, White or Red.
Blue NPCs always tell the truth.
Red NPCs always lie.
White NPCs can tell both truth and lies.
Questionnaire
Entrants: 5-10
Exits: 1-4
Each player answers 3-6 questions.
Abilities Gained:
Trade Answer - An manner to safely trade answers with one or more others. Each player will choose any answer they know - either one of their own, or a question they gained from another player. These choices will be known to the people within the trade, including who the answer belongs to. If all players agree to the final trade proposal, then the trade is enacted. Every player must choose at least one answer - a trade will not trigger if a player chooses nothing, even if all participants would agree, and it will not trigger if all answers offered are already owned by the recipient.
Link - Choose at least one target. All targets will get the chance to decline this link. If all players accept this link, then all players will be able to talk telepathically to each other. In the case of a 3 person or more link, anything one person says will be heard by both other people. The only way person A will be able to say something to person B without person C hearing is to either set up a link with person B alone, or to attempt to whisper using normal speech (however, people will be able to see or overhear this if they are paying attention.) A player can only maintain 3 links at any given time.
Disengage Link - Disengages from an existing link. If this link contains at least 3 people including the user, then this will not break the link for the other players.
Elimination - Target one other contestant. Success in using this ability requires that the user accurately recites all of the target's answers to the questionnaire. If the user succeeds, this will eliminate the other player. If the user fails to answer accurately, then the user is eliminated.
Rules:
Use any given abilities to eliminate all other players. The last survivor will continue to the next area.
If no trades are performed inside of a 5 minute period, then the game breaks the tie. Whoever has the most answers of all contestants disincluding themselves will be the winner. Should multiple people have the same number, then the winner will be the one having the most answers belonging to a single contestant besides themselves (example: Person A only knows answer for Person B and C, with 2 answers for B and 4 for C. Person D knows 3 answers from each E and F. If the game ends with a tie breaker, then A and D both know 6 answers total. Since A owns the most for a single person, then A will win the next phase of the tie break).
If a tie remains, then survivors will continue on. However, the exit may only be overloaded by a maximum of 4 people. If 5 or more have a tiebreaker, then all contestants will be killed.
If multiple contestants survive, then they will engage in another puzzle to the death in which only one will survive.
Not Go Fish
- Found in Stage 8, Area 2 (Citadel Basement)
- Alison entered on Round 28.
Overview
- Freeroam: No
- Attacks: On
- Entrants: 5
- Each Player starts in a room next to a locked stairwell, and must be unlocked by using cards. See the section on 'Cards' and 'Rooms and Exits'.
- Each turn you may take one action. The primary actions are Attack, Search, Ability, Use Item, and Move, and the priority of each goes in that order (the exception is for multiple attacks, see the attack section for more). Other actions include Unlock Stairwell, put ghost in or out of an emblem, and Do Nothing. These other actions all take absolute last priority.
- Although moves have priority, your actions are decided in advance; there is no mid-round decision making.
- Free actions, which can be done indefinitely without occupying an action, include things like giving cards to other players, speaking, and so on.
- Regardless of where a ghost is, they can speak with the host at any time, but a host can only speak to ghosts in the same room, but outside of the emblem.
- Rounds take as long as you need! Time will still be abstracted, so you won't need to wait for others at all when you finish a round. There is also no time limit for this stage.
Attacking
- One's ghosts can use attack at 1 HP regardless of one's own weapon rank (remember, it always starts at one HP - to simplify that, weapon ranks start at 1 instead of 0 now, so everyone gets +1 to weapon rank)
- Your starting HP: 5
- Your max HP: 15
- Ghosts HP: Infinity, but a hit ghost will be returned to the emblem instantly and be unable to leave the emblem for a number of rounds equal to 3 times the number of damage inflicted. These disabled ghosts will not give in-emblem bonuses, but may still speak.
- By means of leveling up, one can gain multiple attacks. However, additional attacks beyond the first are given the last priority and done simultanously. That is, if player A attacks player B three times, and player B decides to move to the next area, then the round will start with A attacking B once, B moves, and then A misses the remaining attacks. If player A happened to anticipate the move and attacked 3 times and moved to the same location as player B, then all three attacks would hit.
- Targets of attacks can be selected for conditionally. This mostly applies for multiple attacks, which happen last. For example, 'Attack player B, but if they are gone, attack player C instead, and if they are also gone, then randomly attack anyone I consider the enemy.' This still must be decided upon at the beginning of the round.
- Shield HP gained by levels is depleted like regular HP. The difference between Shield and regular HP is that shields are regenerated anywhere. If shields are depleted without fully absorbing an attack, the remainder of that attack will deplete regular HP.
Who Can Attack Who
- Blue ghosts can only attack Hosts
- Hosts can attack anything.
- Purple ghosts can only attack Hosts
- Any ghost can harm a ghost that protects their host from harm.
Host | Blue | Puprle | |
Host | Yes | Yes | Yes |
Blue | Yes | No | No |
Purple | Yes | No | No |
Cards
- Every card is unique! There are 5 decks, each with 5 cards numbered 1 to 5, for 5 entrants.
- These do not count as items for use, and they are only used to unlock the exit to the next area.
- Although there may be hidden ways to find cards, the primary two ways are to guess an opponent's card, or get lucky searching a room. There is no limit to the number of cards one can have at the same time.
- If a card is lost, then it is returned to an unclaimed pool of cards. This pool can be randomly drawn from by searching rooms. The exception to this is if a player leaves the area with cards still in their deck, or in their personal room with no permissions allowed for any remaining entrants, these cards are permanently lost.
Rooms and Exits
- The personal room can be used to safely stock items and oneself from harm, as only you and any entrants you grant permission to will be allowed inside. But be warned, permission cannot be revoked, and any entrants who have permission can attack you inside this room.
- While inside, you heal 1 hp every 2 rounds.
- This room contains a door to a stairwell to the next area - you and anyone with permission can enter to the next area. Note that you can unlock the stairwell from any room. The exit contains a five part lock sequence (although it does not take multiple rounds to unlock multiple sequences). To unlock each sequence, one must expend a card denoted on each sequence (used cards will return to the unclaimed pool). At the beginning, this will be 1-2-3-4-5, effectively meaning a player must have 1 card of each number to unlock it. However, as the game runs on, or as players find items to expand sequences, a single lock segment may be given multiple options. For example, a lock sequence of 1 - (2 & 5) - 3 - 4 - 5 can unlock the exit with a deck of either 1-2-3-4-5 or 1-3-4-5-5 - in other words, they are able to substitute a second five in place of a two.
- You can unlock multiple exits so long as you have the cards and access to personal rooms.
- This room contains a door to a stairwell to the next area - you and anyone with permission can enter to the next area. Note that you can unlock the stairwell from any room. The exit contains a five part lock sequence (although it does not take multiple rounds to unlock multiple sequences). To unlock each sequence, one must expend a card denoted on each sequence (used cards will return to the unclaimed pool). At the beginning, this will be 1-2-3-4-5, effectively meaning a player must have 1 card of each number to unlock it. However, as the game runs on, or as players find items to expand sequences, a single lock segment may be given multiple options. For example, a lock sequence of 1 - (2 & 5) - 3 - 4 - 5 can unlock the exit with a deck of either 1-2-3-4-5 or 1-3-4-5-5 - in other words, they are able to substitute a second five in place of a two.
- Non-personal rooms are either segments of hallways (as denoted by a circle on the map), which have nothing inside of them and only serve to make room, or are feature rooms (rectangles). These latter rooms can be searched. This will give a random chance for items, zeny, cards, etc. Searching a room takes one round, and only yields one item per round max.
Area Specific Item rules
- Lava invulnerability
- Lasts for 10 rounds
- Magnifying Glass uses
- Tells how many hidden objects remain in a room (must be in the same room).
- Tells how many cards an opponent has that are of a different number than the user(must be in the same room).
- Reveals the location of all opponents (but not ghosts) for the current round.
- Rock Candy:
- Instant use, can only be used in the same room, to turn a purple ghost into a blue one permanently.
- Lava invulnerability
Abilities
- Guess Card
- Guess the number of a card on an enemy player's deck. If you're right, you gain their card! If you're wrong, and you take damage equal to the number of cards in their deck, and then they get a random card from your deck.
- Guess Deck
- If a player has 2 cards or more, you may guess their entire deck. This ability has a cooldown of 20 rounds. If you are correct, you deal damage equal to 5 times the number of cards in their deck. If you are incorrect, you receive the damage instead. This ability is invoked before the round begins as usual, but the guess only occurs when the ability is activated. However, the player must guess no matter what, and will either be right or wrong.
- Add Permission
- Grants opponents access to your personal room. Any number of opponents can be added per use of this ability, and this can be done regardless of opponent location.
- Ghost Speak
- This allows the host to speak directly through a selected ghost. The ghost just acts as speakers to the host's voice; they may still speak at the same time, and hear the host. This is the only direct way for the host to speak to a ghost (and others in the same room as the ghost) in a separate room.
- Instant:Ghost Pull
- This ability brings out any number of ghosts from the emblem, or ghosts within 2 rooms, by your side. While pulling ghosts from the emblem is possible to do without spending any action points, unlike other abilities, this ability has max priority and will bring ghosts out to protect you before any attacks occur. This expends all action points in a round, regardless of level.
- Guess Card
Ghosts
- Ghosts provide sight to their host, and telepathically speak to them (but not vice versa!) If they can see an opponent or other ghost, so can you.
- Ghosts can search rooms as well, but multiple people from the same party cannot search the same room in the same round! (Party: the people consisting of the host and their ghosts, regardless of separation). Don't ask about that rule - we're not trying to abstract real life, otherwise we would have just freeroamed this stage. If they find an item, then they can use it, but will drop it if they are sent back to the emblem either by attack or host summon.
- Ghosts cannot attack other ghosts directly (but indirectly, a ghost can take ghost damage by blocking an attack made on a player).
- Summoning a ghost back to the emblem takes a number of rounds equal to the number of rooms away they are divided by 3, rounded up.
- You can pull any number of ghosts in the same room into your emblem freely, or push them out as a free action. However, ghosts pulled/summoned through this free action only show up at the end of the round. To have them show up instantly, use the Instant Ability: Pull Ghost.
- Ghosts in the same room can take damage in place of the host. Even if they've already chosen an action for the round, they will be alerted to incoming attacks towards their host and given the option to, instead of their original option, block one single attack of their choosing.
- Ghosts in the emblem provided what we will call level ups. Each ghost inside of an emblem allows for one level each. Although you will instantly drop all your levels if you drop all of your ghosts out of the emblem, you can only gain a maximum of 1 level per round (which takes place as soon as the round is over.) Everyone starts at level 0 with all 5 ghosts in their emblem, gaining 1 level per round until they reach the number of ghosts they keep in their emblem.
- Level 1 - +3 Shield (Regenerates 1 per 3 round in any room. If one goes to level 0, then the current shield value is frozen and will not replenish until level 1 is regained.) - Level 2 - Gain one free Move action per round - Level 3 - +1 Weapon Rank - Level 4 - Gain one free Search action per round - Level 5 - +1 Action Per Round (Priority cannot be changed, but the same action can be done twice)
Purple Ghosts
- Every contestant has probably made an enemy by now! Therefore, all 5 contestants have had all of their previously encountered individuals who are now dead and put into a single pool. From that pool, an ungiven number of purple ghosts who have the highest amount of animosity towards their respective contestant are pulled out to wander this area, and periodically through the rest of the stage. That means that the less hateful enemies you have in proportion to the other contestants, the less purple ghosts will have a personal vendetta against you during this stage. And the more, the more!
- Their HP is 1, and their attack is infinite versus players.
- They cannot attack any ghost directly, but if the damage is blocked, the host's ghost receives 5 damage.
- They do not get move actions automatically, and must spend one round getting a move action.
- If they are killed, then they get teleported to a random spot in the entire stage. But they are then granted the ability to move through through areas freely, so they can come back to find you again.
Lava
- Through means one will have to find out for themselves, a room can be flooded with lava for a certain number of rounds. After each round, the lava will flood all connected rooms that are A) lower in elevation than the current room, and B)smaller or equal in size. This flow is continual, so a flood in a high room will eventually flood all the rooms until the lava either must raise up or go to a bigger room.
- Rooms will be colored highest to lowest, denoted from from blue at the highest to a light grey at the lowest.
- Lava rooms, and how many rounds they last, are broadcasted to everyone regardless of location.
- Although each round lasts far longer than a single second, the Lava Invulnerability item will grant 10 rounds of invulnerability. During this, lava can be swam through.
- All ghosts are invulnerable to lava, but if they are in a room with lava, they cannot move. If they are holding any items, then the lava destroys one random item per turn. For this, 200 zeny counts as one item.
- Checks for lava damage and item destruction are considered an Attack for priority purposes.
Death
- If someone dies, then they die like anywhere else.
- Zeny and standard items are dropped. If these are destroyed by lava, they are lost permanently.
- Cards are lost as soon as the player dies. The cards will return to the unclaimed card pool, and can be found by any player searching in rooms.
- Their personal rooms will maintain the same permissions at time of death.
Found Hints
- The War Room has a chance to yield a permanent Weapon Rank +1 (up to rank 4. Ghosts cannot use or take advantages of this, but they can hold the item and give it to a player to use.)
- Chances of a successful search gradually increase the more times you search without taking any other actions.
- Any specific object or section in a rooms can be targeted for search, but most objects will have a reduced chance of success.
- The main hall has a +30% chance that a purple ghost will be found if no other items are found.
- "The square comes before the circle."
- "The Helix cannot go on the edge."