Time

It is currently November 3rd, 2016.

Like the natural world we live in, time passes too in this role-play. Differences in time spent in the world will play a large role in your character's personal progression, as well as all of their worldly travels across Tokyo. For these reasons, it's important to always keep track of time.

In the role-play it is absolutely necessary for all role-plays to be properly dated. To start this, all sessions will require the date at the beginning of the RP log. An example of how to do so is provided below.

[Month] [Day], [Year]. [Time of day.]

All sessions, unless otherwise specified, take place a week apart from one another.

Most role-play will occur on imvu, but it is imperative that every session done on there is logged in the wikia's Discussions in the appropriate category. Any session performed that isn't logged on the wikia will be considered non-canon, since there is no proof of it ever occurring. Make sure to read the Discussions' Guidelines before posting a session.

Combat Time
One of the more important things to note, is how much time passes in-character when fighting someone. It can mean the difference between life and death. The standard amount of time that passes each posting round is three seconds. This is due to the high-intensity action present in the world of Tokyo Ghoul, where Ghouls and Investigators of various levels are able to achieve FTE (Faster Than Eye) movement, the disparity shown especially against higher-ranking characters against lower ones (I.E, Kaneki's first encounter with Yamori).

It is important to note however, that this is only the standard. In combat, if otherwise specified, actions can take a longer or shorter amount of time if decided by the combatant. While this does not need specific mentioning, especially if a character attempts a single attack that takes little effort or time (I.E, throwing a right haymaker at someone's head) and that is all in their post, then obviously they wouldn't take three seconds to do so compared to a fully-coordinated attack against another person. The same can be said for actions that would take longer than the standard.

Tip: This also means that within combat, your character's have a limited amount of time to speak unless they take a longer amount of time to accomplish their actions. Because of this, speaking with others should only be done in terse or abrupt amounts. Where you can still communicate what you're saying, while not wasting so much time on speaking. Doing so can leave you up to attacks, provided you can't handle such a thing.