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Praetorian

Wonderland Resort: T1cs Elemental Team Tournament

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Please feel free to ask questions or request additional clarification in this topic. Feel free to banter as well. The comprehensive and complete rule set is available in the spoiler below.

Spoiler

 

The Rules:

1. All characters are functionally identical, but superficially unique, until an action or statement established by one party is accepted by both.

 

2. All actions must take measurable time to happen and travel measurable distance, action economy is more important than raw speed value.

 

3. All actions, regardless of how they are written are attempts.

 

4. Any action that is not addressed in some fashion is automatically accepted as having happened as the manner described in the post.

 

5. Preps denote actions that add weight and significance to future actions.

 

6. Advantages add weight to immediate actions and are based on articulation of clear logical and reasonable superiority based on facts, rather than assumptions.

 

7. Actions with or without additional noted weight or significance can be undone/negated/prevented by actions of equal weight or significance, and if logic supports it possibly by an action of lesser weight and/or significance.

8. No item, object, person, or concept is unstoppable, unbreakable, or perfect.

 

9. Rules supersede physics, physics apply otherwise. What is not covered by rules or physics shall be supported by clear rational logic.

 

10. Any attempt to say some variation of "Creates an action too fast/strong to avoid/block/dodge." by virtue of "just because" or false assumption of superiority, without applying an appropriate amount of effort to establish an advantageous situation results in the entire contents of that post being stricken from consideration.

 

11. Any Firearms used in this tournament must use the Terrenus Gunpowder unreliability Table Per shot fired, regardless of firearm type.

 

12. All actions regardless of type, shall be treated as quickdraws unless preps are utilized. No quickdraw, regardless of physics, shall travel at such a speed that it cannot be reacted to or dodged.

 

Judging:

1. No do overs - content stricken from consideration

(a) Any content that violates a rule is stricken from consideration.

(b) If a post fails to clearly articulate what is happening, or fails to provide sufficient detail to make it reasonably easy to understand, the actions within that post are stricken from consideration.

2. Weighted actions:

(a) The default value of an action is 1, preps increase the value of the action as such:

i. 1 Prep = +1

ii. 2 Prep =  +1.9

iii. 3 Preps = +2.7

iv. 4 Preps = +3.4

v. 5 Preps = + 4.0

vi. Any number of preps over 5 will add an additional .20 to the weight of the action.

(b) Advantages are broken down into persistent and situational. Advantages must be well articulated and based on both fact and logic.

i. There may be no more than 3 Persistent advantages. They add a value of +0.30 to an action.

ii. Any number of situational advantages may exist at any given time, however they must be well articulated, logical, factual, and rational. If at first glance you can't understand why an advantage would exist, then it doesn't exist. Situational advantages add a value of +0.20 to an action.

(c) A disadvantage is a persistent advantage that reduces the weighted value of a player's actions. A disadvantage occupies the available persistent advantage slots and must be resolved in order to free up that slot. If a player has all persistent advantages filled at the time that a disadvantage is applied, the number of persistent advantages my exceed three, although no more than three may ever been advantageous. Disadvantages add a value of -0.25 to an action.

(d) Not all preps or advantages are created equal. An increase in numerical weight does not grant superiority if there is not a well articulated explanation as to why the prep and/or advantage should contribute to an advantageous situation. (Aiming a gun for five turns does not have a clear benefit. So that action would never net more than one prep.)

 

 

Each character participating in the tournament will have all powers and abilities outside of five randomly assigned to them, neutralized. Additionally, any biological or mundane attribute that might otherwise give them an advantage is negated for this tournament. (No voice attacks, echolocation, super strength, or flight.)

 

Power assignment will be random based on a 5D9 roll. Each character will start with one Buff/Debuff spell, One Defense Spell, One close Range Spell, One Long Range Spell, One AOE Spell. Possible Elements are: Fire, Water, Electric, Earth, Time, Light, Dark, Wind, and Ice.

 

Each spell will have a limited number of uses and once all uses are spent, that spell cannot be used again.

 

Each fight will last for 7 rounds, a round ends when all players have posted. A player can win in one of the following ways.

  1. Incapacitate the Opponent

    1. Certain moves have an incapacitate ability.

    2. A situation happens where the player is logically knocked out or otherwise defeated.

    3. The player leaves the designated fight zone.

  2. If a player forfeits the other player wins.

  3. If a player is disqualified, the other player wins.

 

At the conclusion of the fight, the winner may swap one of their abilities for one of their opponents, or they may choose to have one of their abilities replaced with a random ability.

 

During the fight, any prepping, advantage, or ability used most be noted in a spoiler at the end of the post. The full description of the ability does not need to be posted. Only the name. Additionally, participants are expected to keep track of their uses. Anyone who attempts to use ability but has no uses remaining will be disqualified from the tournament.

 

I probably can’t emphasize this enough, your spells do not recharge between matches. So if you use all of them first match, you will have none left unless you opt to switch out one of them for a new one.

 

My expectation is that most people will not be able to incapacitate or otherwise make their opponent give up. Therefor once 7 rounds have passed, the fight will be reviewed and points assigned by on hits and modifiers. The individual that accumulates the most points, wins.

 

Debuff/Buff is specifically designed for introducing or removing positive or negative modifiers. Some of these directly deal with damage, which is more important for point calculation, while others can generate an advantage.

 

Defensive Techniques are intended for defense, but may have other uses.

 

Close Range techniques - The maximum distance that a close range technique can travel from the caster is approximately 2 meters/6.5 feet/79 inches.

 

Long Range Techniques - The maximum distance that a long range technique can travel from the caster is  approximately 30.5 Meters/100 feet/1200 inches.

 

Area of Effect techniques - Unless otherwise specified within the description, AOE’s default hit for a space consisting of a perfect sphere with a radius of 3.1 meters/10.17 feet/122.05 inches.

 

Regardless of description there is nothing preventing you from targeting yourself, your opponent, or a teammate with any of your spells/abilities/techniques/skills/powers.

I'll update this post once brackets are up.

As of right now I have the following people partnered:

 @Magister  with @dvsn - The Janitors (Because they're going to take out the trash? Those are fighting words, kick their asses!)

@Aves  with @HollowCipher - Team B

 @The Bone King with @Die Shize - The Sandal Bandits (.... never change Die Shize, please never change.)

@Acies ab Vesania with @Ayden  - Team D

@Stumbler with @Fierach  - Team E

 @amenities with @Ataraxy - Team 7 (Because someone can't count!)

If you would like to switch partners, please negotiate among yourselves. <3

If you guys would like to change your team name to something more creative, let me know.

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In the event that your partner DQ's during the match, you should handle it the same way that you would if your partner is defeated during the match. It becomes a two versus 1. If you win the match by yourself, depending on how early in the game it is, I may let you find a replacement, or I may let you just go about proving that you're a badass and kicking everyone's ass 1 vs 2 style.

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4 minutes ago, Praetorian said:

In the event that your partner DQ's during the match, you should handle it the same way that you would if your partner is defeated during the match. It becomes a two versus 1. If you win the match by yourself, depending on how early in the game it is, I may let you find a replacement, or I may let you just go about proving that you're a badass and kicking everyone's ass 1 vs 2 style.

I like that.

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There are some powers that have a built in combo or natural compliment. Chain lightning and Charge are an example of this.

That being said there is nothing limiting you guys from trying.

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1 hour ago, Praetorian said:

There are some powers that have a built in combo or natural compliment. Chain lightning and Charge are an example of this.

That being said there is nothing limiting you guys from trying.

Follow up question along the same line: can we chain our own attacks so that one attack counts as a prep for another attack? Kind of an odd way if phrasing it, but asking in the case it comes up.

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Just now, Ataraxy said:

Follow up question along the same line: can we chain our own attacks so that one attack counts as a prep for another attack? Kind of an odd way if phrasing it, but asking in the case it comes up.

If you are asking if you can use a quickdraw to prep for a different action, the answer is yes. So long as the rules and logic for prepping are followed.

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