Nexus of Worlds (NoW) Tournament Rules
1: Follow the Roleplayer's Creed.
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.
General Combat Guidelines and Absolution:
Combat is to be conducted following T1 Eden era Rules
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.
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.
1: Follow the Roleplayer's Creed.
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.
General Combat Guidelines and Absolution:
Combat is to be conducted following T1 Eden era Rules
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.
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.