Post by Sol on Jul 9, 2014 2:13:39 GMT
Synopsis
It has been several months since the conclusion to the first Chosen, in which Faustus Clemens took the #1 Headband for himself, and concreted himself as a legend in Nu Guardia. Now the second Chosen has demanded that powerful beings once again step up to claim the #2, and perhaps get a chance at Faustus himself for the #1 he covets. The Tournament demands that blood be shed, and it demands that a legend be born.
~The 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.
There will be a 4 day DQ limit on the second post AND ONLY THE SECOND POST after the introduction in all fights. The general 48 hour rule will remain in effect; this new rule only applies to the second introduction post
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
Judges: Solar, Alchemist(These judges may well be participating in the tournament itself, but they are under no circumstances allowed to judge their own matches.)
Combat Guidelines
• Manipulation of the elements, magic, chi/ki are allowed.
• No string manipulation(Quantum manip. or similar forms of advanced theoretical science. Science has its place in roleplay, but surely not to such an exaggerated standard. What is and isn't acceptable science will be left to the judges discretion.)), omni-powers/defenses, teleportation, power assimilation (quick-draw allowed), power hijacking, creationism, black holes, reality manipulation, soul stealing, gods, avatars, or instant attacks.
• No manifestation of abilities within another character's body, e.g., opening a black hole in someone's throat. Attacks can also not instantly manifest around an opponent.
• Active Healing/Regeneration take a full phase.
• No Ethereal Weapons that cut directly on the soul/spirit of the opponent.
• If you want to trick your opponent, send what's actually happening to a judge so that you are credible. Please include the base mechanics and make sure that the reference is feasible. Also be sure to include sufficient details in your post. A 'trick' is not the same as 'bullshit'.
• What is in the realm, stays in the realm.
• Modifications of posts must occur before your opponent replies.
• Things considered a victory are death, submission, and incapacitation.
• All attacks that are judged ultimately fall upon the Judge’s ruling as to whether they are legal.
• Restricted Time Manipulation (Subject to Judge's ruling. ) Things like time dilation (augmented time perception) and haste (a spell that quickens your character's movements) are possible in this tournament. No traveling back in time to rape your opponent when he's two, however, or anything on that scale.
• If you have a technique that you'd like to use, but are doubtful about it, be sure to message a judge to get it accepted. If it feels overpowered, it probably is. If it takes a while to get it accepted by a judge, the match will be paused.
• If you are fighting an opponent and think that he is stepping beyond the realm of mild powers, alert a judge and they will determine whether he is stepping out of bounds.
• Note that the judge staff does not necessarily follow each and every fight that's going on throughout the tournament. We rely on the participants to alert us about any discrepancies that occur throughout the match.
• Any post that happened before the current turn phase cannot be brought up for judgment. (In essence, you can't go back five turns and argue that your foe should have died there.) That is not to say that it will not be taken into account when a judgment is being issued.
• Try to be clear in your posts when detailing the distance, breadth, and power of an attack. If you think your opponent's attack is ambiguous, then you should contact him or a judge before you post. If you fail to do so, you may be required to edit your post so that it fits the original intent. If your opponent continues to be vague, then you should first ask him to be more specific, but contact the judges if the problem continues.
These are as much guidelines for the fighters as they are a rubric for the judges. To be the "best" is to be one who can blend skill and power, not just use an accomplished series of brute-force tactics.
Important Information:
IMPORTANT! Power standard: The golden phrase for the power standard on Nu-Guardia is "building busting". What does that mean? That means a single attack can not have more power than what could level a medium sized building. If your attack is causing mile long scorches and scars in the earth's crust, then it won't fly here. Nor will attacks that span a huge destructive radius/effect. The more preps fueled into an attack the more powerful it is, but at max preps(5) the most an attack can do is destroy a medium sized building.
IMPORTANT! Preparations: Preparations are done per turn and can be considered "mature" in the next turn. You can not prep the same attack twice in a turn. Stealth prepping is no longer allowed; all preps must be mentioned in a spoiler tag at the end of every post. No character will be able to accumulate more than 5 preps at any one time.
Advantages: Advantages are not preps, but do factor into the power of your attacks, especially if prep counts are equal. Advantages can be gained from field effects, buffs, innates, and equipment. Advantages are action- and situation-specific, so they don't have to be tallied post-after-post like preps, but they should be added to the prep count of an attack and mentioned in the spoiler tags as such. A two prep earth spike with one advantage would be written as such: Earth Spike: 2+, where the plus sign indicates one advantage.
Characters are allowed two persistent situation-specific advantages. That is, a character can have a resistance to fire, which will give them an advantage when combating fire attacks. In such a situation, the character would be able to shrug off quick-draw fire attacks or take reduced damage from a prepped fire attack, although the reduction would only be marginal. A common persistent advantage that a lot of characters have is spell-slicer, which is a weapon ability. This gives their weapon a defense advantage against magic attacks.
Field effects and buffs can also create advantages. For example, you can create a barrier that has the ability to amplify any attack that passes through it from within. If you fire an energy blast through the barrier, the barrier will confer an advantage into the attack, allowing it to overcome a defense with equal preps, assuming that it does not have any advantages, either. Buffs, like stone skin, can afford an advantage against melee attacks. Buffs and fields are not persistent and need to be maintained through preps or actions. There is no hard rule for the number of preps required per turn of field or buff effects, but please be reasonable. This will be up to the judges' discretion, should it be brought up.
Specialization will count toward advantages, in that it will make your attack or defense more effective against certain abilities. A laser will be extra effective against a wide, but thin barrier, and phasic attacks may be more effective against physical barriers. Additionally, a vacuum barrier will be incredibly effective against a fire-based attack, but useless against almost anything else.
In total, a character is not allowed to accumulate more than three advantages for any given action. Advantages do not ever mature into preps, and can rarely overcome dedicated preps, although judges have the last say in this.
Power assimilation: Generally disallowed outside of quick-draw attacks, which'll give one advantage to the total prep count of the assimilation technique.
Other power hijacking: Generally disallowed (see judges)
Actions per turn: There is no cap on actions per turn, but everything will count for less if you begin to be excessive. If you do five actions per post, your preps will count less than someone that does two actions per post, for example. We suggest you don't do more than two or three. Major actions are: prep, defend, and attack. General movement is not considered a major action. You are only allowed to accumulate one prep per turn.
Judges: Judges are here to interpret the rules and to arbitrate the direction of a fight if need be. With that in mind, we will often refuse to make a judgment if you haven't spoken with your opponent first. We view fights objectively and usually find that neither person is entirely right. If you come to the judges, you'll most likely end up making a forced compromise. You might be better conceding some points to your opponent.
The judges do not follow each and every fight, so don't expect us to call your opponent on something without you alerting us. We will listen to concerns of people not involved in the fight, but will only get involved if it features obvious rule violations, like time manipulation or string theory.
Judges will also not rule on posts that happened before the current phase. That means, you can't argue five turns back and say your opponent should be dead then. While the earlier posts will be taken into consideration, we do not alter the course of a fight retroactively.
Clarity: Be clear about what's happening in your posts. Some things you might want to consider including are distances, velocities, and dimensions. If you're not sure what your opponent's intent was, then you should ask him. Likewise, if someone comes to you asking for information then you are required to respond. There will be no exploitation of ambiguity; we will punish the fighter that is overly ambiguous, and we will also punish the fighter that punches self-serving and arbitrary values into an opponent's attack. If you don't know, then ask! We will not side with you if you don't.
Posting time: You are given 48 hours to post. We are pretty lenient with extensions and will allow you to go over the time limit if you contact us first or if there are obvious exigent circumstances - if you live in Florida and there's a hurricane, then you will be excused from posting; however, there are limits to this. If you're gone for more than a week then you will be disqualified regardless of circumstance. We will also allow your opponent to grant you an extension if he so wishes. If you need an extension then just post in the lounge or contact a judge.
You will have 96 hours to post the second introduction post after your opponent has posted his own. We will also offer extensions for these.
Going over the time limit will forfeit your turn and any attacks levied against you will hit. If someone launches an attack at you and you fail to post, you'll be allowed to take the hit however you wish. If you fail to post again then the attack is instantly fatal. Going over the time limit several times without extensions may also cause you to be disqualified.
Victory: Death, incapacitation, submission, and disqualification are all avenues to victory. Your opponent can be disqualified for going over the time limit several times or by breaking the rules two or more times.
-Registration-
To register, simply post a link to your charactersheet and ensure that everything within falls under the rules that have been established as above.