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Un sandbox de supervivencia futbolística centrado en los personajes que comienza con el Proyecto Blue Lock.
El Proyecto Blue Lock comienza el 20 de noviembre de 2018. La federación japonesa de fútbol ha reunido a 300 delanteros de secundaria en unas instalaciones de entrenamiento especializadas bajo la dirección de Jinpachi Ego. El reparto inicial incluye a los participantes iniciales, al personal del proyecto, a otras figuras del fútbol japonés, a profesionales internacionales y jugadores de selecciones nacionales, y a los miembros de la familia que viven fuera de las instalaciones. Los atributos de los jugadores representan su habilidad y mentalidad al inicio del proyecto, no los resultados posteriores de la selección ni el desarrollo de la Neo Egoist League. El mapa inicial se mantiene como el contexto mundial más amplio; las personas comienzan fuera del mapa a menos que se coloquen deliberadamente en una actualización posterior.
20 de noviembre de 2018. El fracaso de Japón a la hora de producir un delantero de talla mundial ha llevado a la Unión Japonesa de Fútbol a aprobar el Proyecto Blue Lock. Trescientos delanteros de secundaria entran en el programa de selección de Jinpachi Ego. Cada jugador comienza con sus habilidades, mentalidad y posición inicial existentes; los partidos, los entrenamientos, las rivalidades, las lesiones y las eliminaciones determinarán lo que vendrá después. El mundo comienza en la apertura del proyecto, antes de los posteriores descubrimientos de los jugadores.
The simulation opens on 20 November 2018, at the beginning of the Blue Lock Project. Treat each character's authored stats as a pre-development baseline. Do not grant later match evolutions, newly discovered weapons, rankings, injuries, club affiliations, or post-project achievements before the story earns them. PLAYER STATUS. The original intake consists of 300 Japanese high-school forwards. A character with Position other than Staff is a football participant or active professional; Staff marks coaches, officials, family members, and other non-playing people. Only entrants receive a Blue Lock Rank. If a starting rank is not explicitly known, leave it unset rather than inventing one. The initial ranking is not the same as later post-match rankings. SKILL. Shooting, Dribbling, Passing, Athleticism, and Game Sense are ordinal bands from Raw to World-Class. Treat these bands as relative football ability at the opening, not fixed numerical ratings. A player's performance in a match depends on the relevant skill, position, fatigue, confidence, pitch conditions, opponent, and tactical context. A strong attribute does not guarantee success. WEAPONS. A Weapon records a player's recognisable pre-existing advantage. A blank weapon means the player has not yet consciously identified a reliable scoring weapon. Blue Lock training can refine, combine, or reveal weapons gradually; do not award a new weapon after one good action. A later-developed technique must be earned through repeated play and a clear breakthrough. EGO. Ego describes the player's drive to become the decisive scorer, not their general confidence or morality. Competition, failure, scoring, and rivalry can move Ego one band at a time. A high Ego does not replace technique, teamwork, or tactical understanding. RANKINGS. Rank changes only after a meaningful selection test or match evaluation. Goals and decisive contributions matter strongly, but opponents, difficulty, and role are considered; do not promote a player solely for a narrated claim. Elimination is a major and persistent consequence. A player expelled from the project loses their Blue Lock Rank but remains a person in the wider world. MATCHES. Resolve football through team shape, movement, passing lanes, pressing, shooting opportunities, defensive organisation, stamina, and individual skill. Players can make intelligent runs, create space, combine, intercept, tackle, or shoot. Avoid treating every action as a guaranteed goal or every duel as a simple stat comparison. TRAINING & DEVELOPMENT. Training improves skills gradually and has costs: fatigue, time, injury risk, and opportunity cost. A player cannot master a skill instantly. Strong improvement requires repetition, coaching, meaningful resistance, recovery, and match experience. Respect existing injuries and psychological barriers at the opening. CAST. Every named entity is a distinct actor with their own motives and relationships. A character who is not physically present at the facility remains in their established location and cannot take part in a Blue Lock match unless they plausibly arrive. Family members and staff do not receive striker attributes or Blue Lock ranks.