Nexus of Worlds (NoW) Tournament Rules 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. Summonings 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 completed by this point, the missing combatant(s) will be ejected from the tournament as a forfeiture. 6. Fighters should respect one another at all times. Personal insults will not be tolerated. Fighters will be given one (1) warning. A second infraction will result in ejection from the tournament. If there is further protest, you will be banned from the next tournament. There are no restrictions on who can and cannot enter the tournament, thus top fighters can enter, as well as people new to the Arena, and fighting in general. This allows for a good mix of veterans and rookies, which promotes different styles of learning, play, and to promote rookie growth. Progression The tournament will progress in the following manner, with no exception granted without permission of the host/judges. Bracketed Stage: 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. Bracketed Rounds 1: Rounds are scheduled in 15 day intervals. You have 15 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. [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. 1-Characters 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 2-Introduction 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 3-Action 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 4-Attack/Conflict 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 5-Defense/Resolution 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 6-Creativity 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] General Combat Guidelines and Absolution: 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 T1 (MP T1) tier 5 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. Fights Will Default To These Basic Rules: - 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. Exception: A grab may be counted 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) break after 2 successive 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. Absolutes: If an opponent does not show within the first 2 days, they will be replaced. 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. [hider=tiers] Level 1 || This is the general human level, encompassing the power attainable by the average Joe and is limited to the most basic of technological weapons, like guns, crossbow and knives—maybe even a scooter if in the wrong hands. Level 2|| Human abilities at their peak, but still nothing overtly supernatural. Examples would be a genius IQ, very minor spell-casting ability (I’m talking sparking dried brush into flame). Technological objects such as laser guns fall under this level. Level 3|| Genetic, cybernetic, divine or magical enhancements that allow you to run as fast as a sports car, jump anime style, or bench three-hundred pounds without breaking a sweat—as well as other physical modifications of that level. Dexterity level equal to an expert marksman, low level psionics and spellcasting ability, super-genius intelligence quotient and martial arts master are other examples of Level 3 abilities. Equipment falls under the same range of power. Level 4 || Examples of Level 4 powers and abilities include Mad Scientist level genius and scientific ability, long ranged telepathy, magical powers that to not involve a divine patron, and the ability to shoot flaming bats with magic arrows of light without the aide of that damnable fairy partner. In general, the range of ability to be expected from a Jedi Padawan of Star Wars or a Gennin Ninja of Naruto—as well as the use of cybernetics, alchemy, and so on to simulate any of that. Level 5 || The basics of nano technology capable of regenerating minor wounds, or alternatively wizardry or clerical ability capable of the same. You can pilot your own short range star fighter 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. Level 6 || The ability to heal major damage taken bother personally, or by others, through the method of your choice. The charisma and influence necessary to muster an army of elite soldiers, and access to the technology needed to build and operate a small space craft capable of interstellar travel (or a magic dragon from the future, whatever floats your boat). Your powers and skills rival those of Gandalf the White, Obi-Wan Kenobi and Himura Kenshin at their best. Level 7 || Personal shielding and an Imperial Star Destroyer for a flagship; computer expertise that can take down Borg Cubes, and you may have weapons so slick and high tech that they make the ladies hot and bothered. You can distort space-time at will with your magic, enough so to influence events worlds or even light years away, and your physical strikes can no longer even be seen. Armies of grizzled veterans--wearing too much steel to stand up on their own—will carry your banner to war and ride really expensive looking horses across the battlefield. You could out gun an Agent in the Matrix or beat him down with your martial arts, and powers and abilities compare to Mace Windu of Star Wars, Ultimecia Final Fantasy, and Hyuuga Ricdeau of Xenogears. Level 8 || The firewalls of the Death Star and Magi Supercomputers fall with ease before your unbeatable hacking skills. You can repair lost limbs and destroyed vital functions expediently. Your powers can cut down small armies, and shield you from the effects of nuclear weapons. You are no longer merely limited to visiting other worlds and epochs from afar, but may now visit them personally. Powers are of comparable scale to Marvel’s Magneto and Doctor Strange. Level 9 || That your powers rank less then omnipotent and have finite energy requirements are essentially your only restrictions at this point. Level 10|| Anything becomes possible within the restraints of the rules of the forum and common sense. As far as characters and abilities go, let your imagination free, as long as it isn't too OP.[/hider] Roleplay Ramifications 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 in all of their ability and wholeness 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: Bobble-Khan: A tier 4 NPC that can be summoned once a fight, this NPC last for three posts. Appearance: - Weight: 48 - Height: 3’6” - Hair color: N/A - Hair style: Bald - Skin color: Flayed desiccated flesh. - Eye color: pin pricks of red light - Body type: 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. Powers/talents/skills: Summon the fires of the dead(3) With this simple energy, Bobble-Khan can start the beginnings of a small black fire, which can grow into a large forest blaze. This is mostly 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. Mini-Khans(3) Bobble-Khan can manifest two smaller versions of himself, standing 28-inches tall, these mini-Khans can shoot bony spires in varying size, from small pea sized flicks(Fastest to employ) to massive misshapen balls of knobby bones.(Slowest to employ). These mini-khans are tier 1 opponents and last only two rounds. Their missiles may or may not harm someone depending on where they strike their opponent. Ride the Bone Dragon(3) This is one of Bobble-Khans 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. Also, these fragments of bone aren't limited to one direction shots. They can potentially; and with great energy, be sent off in 360°. Bone Spikes of DOOOM(3) Being an avid bone enthusiast, Bobble-Khan has developed the ability to send spikes of bone from 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 bony spikes no more than six-inches in length. There are literally a hundred or so of these bony spikes that rocket towards an opponent. Proximity Step: (4)In a nutshell, this ability allows Bobble-Khan 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, Bobble-Khan 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. -Silent Step: (3) Prevents sound from Bobble-Khan being heard, if he is walking or running. - Master Troll Femur Weapon Mastery -(4) Bobble-Khan 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, Bobble-Khan 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 Bobble-Khan. *Primary Weapon* [/hider]