Spoiler:
Disallowed powers: no manipulation on a quantum level, teleportation, planar attacks, black holes, reality manipulation, gods, avatars, or space/time manipulation.
Allowed powers: elements, chi, magic, light, gravity, shadows, psionics, and weapon techniques. We also allow custom powers, but you'll want to run them by a judge first.
Concerning the delivery of attacks: all attacks must cover distance, be it as energy or in a physical form. You may not summon an attack any closer than three feet from your opponent. No attacks can have an instantaneous effect or damage. If you seek to surround your opponent with an attack, then this must be set up before the attack phase - you'll need to surround him and then attack him in separate turns.
In regard to healing: healing of a fatal wound is not allowed, even if it's not instantly fatal. This does not apply to severed arms or legs below the knee. Healing will take several turns, although the number required will be less if a prepped regeneration spell is used. The current breakdown is:
four turns: catastrophic damage - severed limbs, lacerations that would require dozens or even hundreds of staples or stitches, fourth degree burns, or third degree burns over 35% of the body
three turns: significant damage - severe lacerations, partially severed limbs, badly broken bones, and third degree burns under 35% of the body
two turns: moderate damage - lacerations that would require stitches, broken bones, significant damage to connective tissue, and blindness
one turn: mild damage - minor cuts and sprains
Movement: Characters move more quickly than humans, but truly exceptional speeds require the use of haste. We allow characters to avoid bullets at a moderate distance (about thirty feet), but anything more will require additional preparation. Taking on an elemental form to move, like shadow walking or lightning jumping is not instantaneous, nor will it make you invulnerable to attacks. Plane hopping is not allowed.
Barriers: General barriers will be able to stop attacks with the same amount of preparations as the barrier. This will exhaust it entirely. Each attack that the barrier stops will subtract from its power. Specialized barriers will have more stopping power, and specialized attacks will have more penetrating power. That is, an attack created to break rocks will easily destroy an earthen barrier, whereas a reflective barrier would work exceptionally well against a light-based attack.
Power of attacks: The power of attacks is equal to the number of preps devoted to power. No attack will have anything above building-busting capabilities, which will be the hard cap in any fight. Any attack is potentially fatal, but unprepped attacks can be shrugged off pretty easily. An attack that hits with more than four preps will almost always be instantly fatal, unless special defensive measures are taken.
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.
Attack specialization does not count toward your total prep count, but will make your attack more effective against certain defenses. 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. You are allowed one specialization per action (defense or attack).
No character will be able to accumulate more than 5 preps at any one time, not just per an attack or defense. How many preps are allowed per an attack or defense are determined by two things: disciplines and fighting style.
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:
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.
Power assimilation: Generally disallowed (see judges)
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.
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.
If interested, post in the thread with a link to the character you wish to use.
Combat stance and specialization profile
Code:
Fresh to death— Combat stance: examples: offensive, defensive, balanced — General: examples: geometric magic, elementalism, basic weapons training, sorcery, psionics — Primary: examples: necromancy, holy, fire, electromagnetism, pyrokinesis, telekinesis, weapon mastery * Specifically: — Secondary: One1; Two2. *1 Specifically: *2 Specifically: — Weapon: Weapon name, weapon type. * Specifically: Items and misc., as above.


