[color=6ecff6][b]Nexus of Worlds (NoW) Tournament Rules[/b][/color] 1: Follow the [url=http://www.imaginechat.com/creed.shtml] Roleplayer's Creed.[/url] 2: There is absolutely NO time manipulation. There is LIMITED healing abilities at the judge’s discretion based on character biography and situation. 3: Any Weapon(s) must be carried into the arena. (You must be able to carry the weapon on your character.) Mechanized characters can carry their initial load out. Summoning of creatures/items is an action available from the second post on. 4: Usage of any questionable abilities or maneuvers are at the discretion of assigned judges. What the judge decides is 100% FINAL. Any dispute or argument afterward is a breaking of the rules. 5. All fighters have 48 hours after the scheduled end date of the match to complete the match. If the match is not complete by this point, the missing combatant(s) will be ejected from the tournament as forfeiture. 6. Fighters should respect one another at all times. Personal insults will not be tolerated. Fighters have one (1) warning. A second infraction will result in ejection from the tournament. If there are further protest, you are banned from the next tournament. [color=6ecff6][b]Progression:[/b][/color] The tournament will progress in the following manner, with no exception granted without permission of the host/judges. [color=6ecff6][b]Bracketed Stage:[/b][/color] All fighters will compete in Bracketed stages. The tournament rounds are conducted in a format in which any combatant, may be paired against any other fighter in the tournament. It is a random drawing. This requires a minimum of four(4) combatants to make two brackets. If there's a fight in the Great Hall, you MUST add that to the system as soon as you're out of your match. You must be active in the IC Great Hall as well as in the fights to lend atmosphere to the story surrounding the tournament. [color=6ecff6][b]Bracketed Rounds[/b][/color] 1: Rounds are scheduled in 18 day intervals. You have 18 days to complete the fight. 2: You have 48 hours before a connection post. 3: You have 24 hours after a match to file for dispute resolution. 4: There MUST be a winner/judgment at each match. A judge will be assigned to the match. 5: Winners will advance and face the winner of the other match in their bracket. 6: If an extension is needed due to real world activities, you must inform the judge and opponent immediately. 7: If there is no activity after 72 hours the match will be awarded to last poster. [hider= The Scoring Rubric] The scoring rubric is as follows- Scoring is 1/10 to advance a grade, so 1.10 is lower than 1.20 on the scale. This allows for finer grading with in the six categories, each category has a maximum value of 4 points for a total of 24 points to be won. [color=6ecff6][b]1-Characters[/b][/color] The characters are named and clearly described in text giving the reader a vivid picture. Most readers could describe the characters accurately. Score: 4.00 The characters are named and described. Most readers would have some idea of what the characters looked like. Score: 3.00 The characters are named. The reader knows very little about the characters. Score: 2.00 It is hard to tell anything about the characters. Score: 1.00 [color=6ecff6][b]2-Introduction[/b][/color] First paragraph has a "grabber" or catchy beginning. Score: 4.00 First paragraph has a weak "grabber". Score: 3.00 A catchy beginning was attempted but was confusing rather than catchy. Score: 2.00 No attempt was made to catch the reader's attention in the first paragraph. Score: 1.00 [color=6ecff6][b]3-Action[/b][/color] Several action verbs (active voice) are used to describe what is happening in the fight. The fight seems exciting! Score: 4.00 Several action verbs are used to describe what is happening in the fight, but the word choice doesn't make the fightas exciting as it could be. Score: 3.00 A variety of verbs (passive voice) are used and describe the action accurately but not in a very exciting way. Score: 2.00 Little variety seen in the verbs that are used. The fight seems a little boring. Score: 1.00 [color=6ecff6][b]4-Attack/Conflict[/b][/color] It is very easy for the reader to understand the attack the character uses and why it is a problem for the defender. Score: 4.00 It is fairly easy for the reader to understand the attack the character uses and why it is a problem for the defender. Score: 3.00 It is fairly easy for the reader to understand the attack the character uses against the defender, but it is not clear why it is a problem. Score: 2.00 It is not clear what attack the defender faces. Score: 1.00 [color=6ecff6][b]5-Defense/Resolution[/b][/color] The defense to the character's attack is easy to understand, and is logical. There are no loose ends. Score: 4.00 The defense to the character's attack is easy to understand, and is somewhat logical. Score: 3.00 The defense to the character's attack is a little hard to understand. Score: 2.00 No defense is attempted or it is impossible to understand. Score: 1.00 [color=6ecff6][b]6-Creativity[/b][/color] The fight contains many creative details and/or descriptions that contribute to the reader's enjoyment. The author has really used his imagination. Score: 4.00 The fight contains a few creative details and/or descriptions that contribute to the reader's enjoyment. The author has used his imagination. Score: 3.00 The fight contains a few creative details and/or descriptions, but they distract from the fight. The author has tried to use his imagination. Score: 2.00 There is little evidence of creativity in the fight. The author does not seem to have used much imagination Score: 1.00 [/hider] [color=6ecff6][b]General Combat Guidelines and Absolution:[/b][/color] Combat is to be conducted following [url=http://www.roleplaygateway.com/type-turn-based-combat-eden-era-t4212.html]T1 Eden era Rules [/url] This is a moderate powered tournament. If the submitted character does not fit into this bracket, it will be denied. If asked to remove a power set and you refuse it will be denied. As always, fighters may agree to deviate from requirements on fight procedures set by the NoW rules, but agreements must be publicly stated by both parties before the fight begins. [color=6ecff6][b]Fights Will Default To These Basic Rules:[/b][/color] - Closed posts Attacks must make logical sense, and must be completed in a second post after the opponent has had the opportunity to attempt an equally logical avoidance. - Equality of posts and preparations (preps) The attack (or defense) strength is equal to the number of posts made for that action. All individual posts are equal in strength, but posts can be stacked if you clearly state that you are preparing for an action. A grab is counted as an attack and must take two posts; the initial grab and a successful latching onto the target. Your opponent may try to disengage if logically possible. Exception: A grab may be countered/continued in a single post if contact is preexisting. A lock must be preceded by a grab, and consist of one extra post. Objects (arms, legs, weapons) can break after 2 successive and continuous targeted attacks to the same object, or 2 consecutive posts through which targeted pressure is applied (to a joint or otherwise) with a lock. To make this clear, targeted attacks are interpreted as follows- tr.v. tar·get·ed, tar·get·ing, tar·gets 1. To make a target of. 2. To aim at or for. 3. To establish as a target or goal. Parry, block or otherwise redirected attacks by using your weapon is not a targeted hit by your opponent unless they specifically declare they are trying to hit your weapon/armor or body part. Ranged attacks must take an extra post to close distance with the projectile. (Arrows, Bullets, Fireballs...) This means they do not connect in the post they are written, but you may write in a semi-closed manner to indicate the damage/effect expected. Any other rules such as length, quality, and style will go unset, and if the fighters choose to set these - they are not binding unless both parties agree. [color=ed1c24][b]Absolutes: [/b][/color] If an opponent does not show within the first 2 days, they will be replaced if possible. If there is a waiting list of fighters, they will be used as replacements for fighters who no show within the first 2 days of their fight. Actions are voided if the poster cannot accurately explain them within the post. Your writing clarity is the sole vehicle for you to control your character, and the lack of sufficient clarity in your post will result in the post being declared invalid. If you use an ability that is beyond the scope of reality, you will be expected to provide ample information in your post on the way the ability works. Failure to explain your movements and actions will likely result in misinterpretation of your intent, you have been warned. Obfuscation of your writing is unacceptable. If your posts cannot be understood by everyone involved it will be voided. You must write clearly. [color=6ecff6][b]Errata: [/b][/color] Firearms are [color=39b54a]ALLOWED-[/color] I reserve the right to allow/disqualify a firearm on any character. All firearms will have a 6-round magazine limit with a 10 magazine limit per firearm. Characters have a firearm limit of two long guns (rifles/shotguns/SMG), two pistols, and two heavier weapons (missile/rocket launcher, squad based machinegun, flamethrower etc.) based on design of the weapon in question. Heavy weapons are evaluated on an individual basis. Grenades are limited to six total grenades but can be of mixed variety, i.e. two fragmentation, three white phosphorus and one smoke. Mechanical weapons that produce ‘effects’ such as magical ‘guns’ that ‘shoot’ fireballs, acid, electricity etc. will be evaluated individually based on their described action/effect. [color=6ecff6][b]Roleplay Ramifications:[/b][/color] For the purposes of providing an in-character explanation for participants who plan to use characters who are in use elsewhere during the time of this tournament, all events taking place during the Nexus of Worlds are taking place in their own dimension. Participants will be summoned, complete with all of their ability into this dimension at the commencement, where time will transpire as in normal time-space, but frozen to those outside of the Nexus of Worlds Dimension. Participants may leave at any time to return to the exact moment in time where they left, but once a participant has left the NoW Dimension, they cannot return. It is up to the participants to determine how they wish to play their character's responses in other non-Tournament roleplays to this instantaneous interruption of consciousness, as upon their return they will have experienced any number of events and will have full recollection of them. For some characters, this may be a bit disorienting, but again - this is up to the individual player. As metaversal roleplay goes, events that transpire here in the NoW Dimension and any permanent effects are permanent when within this realm, but do not have physical ramifications outside of this world. [hider=The Prize:] Prize: An NPC summonable once a fight, this NPC last for four posts. Appearance: - Weight: 480 - Height: 13’6” - Hair color: N/A - Hair style: Bald - Skin color: Flayed desiccated flesh. - Eye color: pin pricks of red light - Body type: A boney skeletal being with extremely long arms and over-sized feet and hands. - Miscellaneous: Wears a black ragged loincloth. - Other features: Carries a large femur bone of a troll, (31” long) nearly indestructible. Powers/talents/skills: (A) Summon the winds of the dead- With this simple energy action; The Shrouded Horror can start the beginnings of a small black fire, which can grow into a large forest blaze. This is a starter ability and is rarely used to directly damage an opponent. He can also use it to channel flames down any weapon he currently holds in his hands, most likely the femur. (B) Shadow Called- The Shrouded Horror can manifest two smaller versions of himself, standing 8 feet tall, these Horrors can shoot boney spires in varying size, from small pea sized flicks(Fastest to employ)to massive misshapen balls of knobby bones.(Slowest to employ). These Horrors are npc opponents and last only two rounds. Their missiles may or may not harm someone depending on where they strike their opponent. (C) Ride the Bone Dragon-This is one of The Shrouded Horrors secondary forms of energy usage. As a wave, the bone fragment blast ripples slightly as it makes its way towards an opponent or chosen item. These ripples of bone are like a wave, overlapping each other, adding to their power overall. Therefore, in theory; the longer it takes to get to an opponent, the more damage it will do inclusively. These fragments of bone aren’t limited to one direction shots. They can potentially; and with great energy, be sent off in 360°. (D) Bone Spikes of DOOOM- Being an avid bone enthusiast, The Shrouded Horror has developed the ability to send spikes of boney his body in an Omni-directional field. They don’t gain energy, or power, since they don’t overlap. They can be sent in a single direction. When he employs this manifestation, it appears as a series of boney spikes no more than six-inches in length. There are literally a hundred or so of these boney spikes that rocket towards an opponent. (E) Proximity Step- In a nutshell, this ability allows Shrouded Horror to be undetectable by sight, so long as he is in the range of his opponents shadow. This is to say, if his opponents shadow extends ten feet out, Shrouded Horror can be anywhere within ten feet of his opponent, and not be seen. However, this magic is negated once he makes an attack, and reinstated once the attack ends. Practice has extended this to all shadows. (F) Silent Step: Prevents sound from The Shrouded Horror being heard, if he is walking or running. - Troll Femur Weapon Mastery - The Shrouded Horror is an expert at wielding the troll femur; specifically the enchanted one he has on him at all times. This is due to his affinity with close-range combat, and his warrior like mentality. Being highly versed in their usage, The Shrouded Horror can systematically counter many long-range weapon usages with surprising speed, and brute force. The damage the troll femur can inflict are limited by the imagination of the Shrouded Horror *Primary Weapon* [/hider] Or [hider=The Prize: A Forgotten Dark Disc] Prize: A Forgotten Dark Disc This torc is made of a liquid black metal that constantly shifts and moves. When the wearer focuses their attention on the torc it will create a six-foot black disc that the summoner can step upon. The disc allows the summoner a form of flight, rising to a maximum height of 250 feet and move at a speed of 180 miles per hour. However, the most important ability is the ability to travel through the dark universe similar to the way Dreamers can travel from one multiverse to another using the Seidher. The Dark Disc will always enter through shadows. [/hider] [color=82ca9d][b]CHARACTERS:[/b][/color] All Characters for the NoW –Rise of Darkness must fit in the following parameters for a low/mid-powered character. [color=fff79a]Examples of low-powered:[/color] A character with a mad scientist level genius and scientific intellect. Long ranged telepathy, magical powers that do not involve a divine patron, and the ability to shoot flaming bats with magic arrows of light without the aid of that damnable fairy partner. In general, the range of ability to be expected from a Jedi Padawan of Star Wars or a Genin Ninja of Naruto—as well as the use of cybernetics, alchemy, and so on to simulate any of that. [color=f7976a]Examples of midlevel powered:[/color] The basics of nanotechnology capable of regenerating minor wounds, or alternatively wizardry or clerical ability capable of the same. You can pilot your own short-range starfighter and have access to technology so advanced as to be almost magical in nature. The ability to fly for any reason you can think of that makes any rudimentary amount of plot logic. Your character may have the reflexes and skills of an elite Jedi Knight, the speed of Saito Hajime, and the power to take down Trinity of The Matrix with ease. [color=39b54a][b]APPLICATION PROCEDURE:[/b][/color] 1-Submit a character in the OOC- 2-Once accepted, place it in the character section. 3-Make an introduction post in the IC to confirm your participation in the tournament. [color=6ecff6][b]RANKING POINTS:[/b][/color] Each win is worth 100 points. The final match is worth 200 points.