Post by Sol on May 27, 2014 7:31:36 GMT
The World Crucible ~ The Story
The World Crucible is the first event of its kind to come across the face of Nu Guardia. For the first time, all of the lands of the world have come together in a place widely considered to be holy, and the bed of life to lay down their arms, and put a temporary rest to any squabbles from philosophical differences, to cultural differences, to fully declared wars in the spirit of mutual competition.
Banner-weilding warriors, and spectators alike flock to the land in droves to watch this olympian-esque contest play out. Some bring banners representing their nation, and some bring nothing but themselves to represent. To put all the training and preparation of this event its climax.
That land? It is called Tivia Atlantis, the first landmass to emerge from the great seas. It is largely uninhabited, yet beautiful artwork, and even the remnants of once great civilizations lay fossilized or buried beneath the dunes, seas, and earth waiting to be uncovered. It is a magical place filled with phantasmic entities, and esoteric magics and secrets. The very air seems to brim with an ancient scent.
The man or woman who emerges from the Crucible victorious will not only bring glory and pride to their homeland if they have one, but also a great pride and name for themselves.
~The Breakdown~
The Crucible is an interim Mild Powers T1 tournament.
The point of this tournament(As well as all T1 tourneys, really) is to test new rules and combat systems and then put them up for a vote at the events end for which ones will be added to the overall system, or exchanged into the overall system,(which is the Chosen's) while pitting fighters against one another to see which is the most skilled and versatile. That means this may go great, or not-so-great. The idea is to find what works and what doesn't. Most importantly, just have fun with it
Key Notes:
-- This tournament is held IC. That means any relationships your character makes, anything he receives, and anything he learns or loses(besides his or her life) becomes canononical to your character.
-- Character death is not permanent.
Rewards:
First Place:
- 500 Emeral(The equivalent of the American Dollar)
- Moderate increase in character renown.(take this for what it is. Renown gained IC is pretty much the chance that another character would pretty much be forced to know of yours. If a guy blows up the Vatican and the news has the guys name everywhere, then chances are unless you are living under a rock, you will know that guy when you hear his name or see him.) That said, a moderate increase will be seen as marginal. A few people in large towns may have heard of you, and if you walk into a local bar or pub, a few guys may know you by name or rumors.
To register, simply send a link to the character you will be using in a reply to this post.
Side Note: This tournament is supposed to be taking place after the current Chosen. Since death was not permanent in the Chosen, you may use your character from it, even if they fell in battle
~Rules~
Fights are decided by Judges. The Judges are the final say on what actually happens in the battle.
If a Judge declares a hit, then the defender must post IC, receiving the hit, or else be eliminated.
Fighters have 48 hours (2 Days) to respond to their opponent's post. Failing to respond to a post will result in forfeiture of the turn, i.e., they will be skipped. Fighters may request extensions by contacting a judge or posting in the lobby.
If the defender fails to post within 48 hours (barring extensions), then the defender is hit with whatever attack was levied against them. If it was fatal, this results in a TKO.
The 1st fighter to post in a battle* posts the entrance of their character.
The 1st fighter cannot attack, until the 2nd fighter has posted an entrance.
The 2nd fighter of the fight can post an entrance, and can also be the first to attack.
No auto-ing under ANY circumstances
Disallowed Powers
- String Manipulation
- Reality Manipulation
- Black Holes
- Instant Attacks
- Soul Stealing
- Ethereal weapons that cut directly on the soul level
- Omni-powers
- Teleportation
Examples of Allowed powers
- Element control/manipulation
- Energy of various forms(chi, ki, chakra, magic, solar, etc.)
- Psychic ability(telekinesis, anti psychic ability, etc)
- Various schools of magic(evocation, illusion, etc.)
- New! God characters and avatar characters are allowed in title, but not in power. (You can have a character who is a god from another realm, but may not posess godly powers such as reality manipulation or the ability to be immune to everything, etc.)
Judges: Poet, Solar, Alchemist, Paladin, Entropic Discord
Combat Guidelines
New!Phases: Phases are the term used to describe the sections of a combat rp post. Players are allowed two phases per post, in which they can do as they please. Phases also are closely related to how many actions a character can perform in the length of a single post. Attacking can be considered a phase, and defending can also be considered a phase, while prepping would also be another phase. That said, being only allowed two, will force players to make critical decisions. A player cannot defend an opponents attack, then launch a counter attack, and then also begin prepping. You must chose two. Using more than two phases in a post will not open a character up for disqualification, but instead open them up IC for a chance to be Interrupted,
Preps: Preps are the general way for increasing the power of an attack, character, or string of events. The maximum number of preps a single thing may have que'd up at a single time is five(5), and only one(1) prep may be gained per turn, and take a whole turn to mature into a full prep. There are two ways to acquire preps. The first is traditional prepping.
Traditional preps are gained by sacrificing one of your two phases to increase the power and/or effectiveness of an ability, skill, or series of events that lead to a common goal. An example would be a character who just blocked an enemies fireball, and then begins to power up his energy to create a laser blast, rather than delivering a counter attack. Traditional preps are done one at a time.
The second way to gather preps is called combo gathering. This one is a bit more situational, and usually, more effective. When you have two attacks(or defesnes) prepped to +2(or whatever number they are prepped to), you can add them together(in an optimal scenario) for a super +4 move. An example would be I have spent the time prepping my primary ability(light, and my secondary ability electrokinesis to +2, and then combine them for a great +4 lightning solar flare strike. This can only be done if the two things being added make sense. Doing this willy nilly will usually result in the action being shot down by a judge or the other player.
Combat Styles: Each character will need to pick a particular style their character uses. Is he an offensive fighter? A defensive fighter? A little of both? This will help fill those grey areas in rp fights that seem to come up quite a bit between characters.
--Offensive: This character is always coming forward and slinging attacks at his opponent. He can use up to five preps in attacks that fall under his primary discipline. His limited knowledge of defense means that his defensive abilities are executed more slowly than a defensive or balanced character's, but his offensive abilities are executed more quickly. He may not allocate more than three preps to any defensive manuever. He may use a desperation modifier to reach up to four preps for a defensive ability in his primary or secondary disciplines.
--Defense: This character is often on the defense, and instead waits for opportune moments to counter and inflict pain on his opponents. He may allocate up to five preps for defensive manuevers that fall under his primary discipline, but may not give more than three preps to any offensive manuever. His defensive abilities are executed quickly, but his offensive abilities are slow. Desperation modifiers will allow this character to reach up to four preps for offensive abilities in his primary and secondary disciplines.
--Balanced: This character balances out both offense and defense. He may use up to four preps in either offensive or defensive abilities that are either in his primary or secondary disciplines. His abilities are executed quickly, but his attacks aren't as fast as an offensive character's, nor are his defense as fast as a defensive character's. He may use a desperation modifier to reach up to five preps in either offensive or defensive abilities in his primary discipline.
Disciplines: Each character should have to list their set of primary, secondary, and general disciplines. This will help balance characters out, and make figuring out who would win in stalemates a lot simpler for judges and combatants alike.
General: General: A character may have up to two disciplines in which he has general knowledge. Examples may include melee, magic, and psionics. Characters may use up to two preps in any abilities that fall under their general disciplines.
Secondary: Secondary disciplines build upon the general disciplines, and must therefore be related. They are much more specific than general disciplines, and are therefore associated with high-level mastery and specialization. Examples of secondary disciplines include swordplay, hand-to-hand, blood magic, ward magic, pyrokinesis, and the like. Characters may have two secondary disciplines, both of which will allow up to four preps.
Primary: A character may have one primary discipline that he has completely mastered. Primary disciplines come from the same pool as secondary ones, but represent a higher level of mastery (but not specialization.) Primary disciplines allow up to five preps to be used.
Desperation modifier: Desperation modifiers will add one prep to any action, as long as it doesn't go above the hard cap of five. A character may only use one desperation modifier per a fight, and must have taken some damage before using it.
End Note: Interested parties are free to voice any concerns they have in a response to this thread, but keep in mind, interim tourneys are mainly for us to play around with new things and systems to see how well they function. THis automatically means there will be flaws, and people who like it more than others. If you have concerns, please also come with possible solutions. Complaints alone do not help fix something broken.