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AVAILABILITY:: CST timezone; work is from 11pm to 7 am, I sleep from 7 am to 3pm and go to the gym from 4pm to 5pm, my days off are Wednesday and Thursday. My optimal availability times are Wednesday and Thursday from 6 pm to 6 am. While I intend to try and post outside of my strictly stated availabilities (e.g. Wed and Thurs at the aforementioned hours), I cannot guarantee it because of the nature of my job, which sometimes requires me to stay late or go in early. The stated days and hours are just the times when I know I can post.
EDIT:: Sleep times may change in the future. I'll know where my hours lay closer to the event.
Name: Caius Aurelio Alias: Cay [Kay] Age [apparent]: 24 Age [true]: 35 Gender: Male Race: Homo Superior [metahuman mutant; psionic; dynamic manifestation] Profession: Mercenary Class: Psion Subclass: Telekinetic Dynamophage
Ethnicity: Unknown admixture of human ethnotypes; Mediterranean-Arabic in appearance. Hair Color: Black Eye Color: Pale green Skin Color: Darkly tanned Height: 6'2'' Weight: 225 lb Bodyfat: 11% Physique: Muscular, lean, athletic.
Caius has a Mediterranean look to him -- black, curly hair shorn short in the Roman style, bright eyes of pale jade, and a respectable tan. His features are sharp and aquiline, with a long, straight nose and defined cheekbones. He has a classically athletic physique, with an emphasis on a strong core, back, shoulders and legs. His skin is unblemished, free of scarring or tattooing. He wears no jewelry or accoutrements, and he is extremely utilitarian in his clothing preferences, often wearing plain linen or cotton clothing with leather boots. He prefers dark, neutral colors -- black, brown, gray, navy, and so on. He is notably well-groomed at all times, and is quietly fastidious in his appearance, always looking professional and alert. His gaze can be disconcerting because of his psionic abilities.
Religion: Polytheistic apatheism -- the acknowledgment of multiple pantheons but worship of none. Sexuality: Asexual Likes: Traveling, working, training his mind and body, studying history, philosophy, and the occult sciences. Dislikes: Undisciplined people, people who go back on their word, low standards Personality Markers: Calm, collected, analytical, detached, meditative, quiet, professional
Caius is a quiet, soft-spoken man. He can be cold and distant in his professionalism, but he is not immoral or hard-hearted, he simply places his professional interests above all other concerns. He can be casually ruthless when his profession requires it, but he takes no joy in it; he isn't a sadist and doesn't seek to cause pain when it isn't necessary. His approach to violence is methodical, surgical in its precision, and designed to end any confrontation as quickly and efficiently as possible. Caius is well-educated to the point of being scholarly, and values intelligence, cleverness, and lateral thinking. Despite working as a mercenary, Caius holds to his own personal code of honor as a professional and will not broach it.
[hider=P R O F I C I E N C I E S]
Proficiencies are graded on a scale from Untrained to Grandmaster; the former represents the lowest level of proficiency while the latter represents the greatest. The grades are as follows: Untrained [U], Basic Proficiency [BP], Standard Proficiency [SP], Moderate Proficiency [MP], Advanced Proficiency [AP], Master [M], and Grandmaster [GM].
Pistols [GM] Rifles [AP] Shotguns [BP] Explosives [BP] Swords [MP] Daggers [AP] Bludgeons [SP] Axes [U] Staves [SP] Spears [SP] Hand to Hand [AP]/[M] Throwing Weapons [M]
[Specialization] Gunslinger Caius has trained extensively in the use of pistols. His accuracy while firing on the move or from the hip is exceptional, and he can perform numerous trickshots and a variety of feats [rapid reload, dual-wielding, gun kata, hyperprecise aim, etc] with his weapons of choice.
[Specialization] Telekinetic Combat Caius's gunslinging abilities are complemented by his ability to fight utilize telekinetic power to bolster his melee combat or to control multiple weapons at once -- particularly throwing daggers that are designed specifically for telekinetic use. [/hider]
[INNATE] Metahuman Physiology As the next evolutionary leap in humanity, Caius is imbued with greater physical abilities than the norm. He is physically stronger, faster, smarter, and more durable than the average human, and has reaction and sensory processing speeds many times faster than that of the base human. Caius's senses are also heightened, not necessarily in potency but in versatility; he is capable of seeing across a broader spectrum of light, tracking and memorizing smells, and can pick out specific sounds from a jumble of noise more readily.
[INNATE] Psion -- Power Rating: Beta+ Caius, like many metahuman, was born with a natural aptitude for psionic powers. His psychic abilities manifested at the age of twelve, and he has spent his life studying, developing, and honing them. As a psion, Caius is capable of manipulating, on levels both macro and micro, the physical world around him via pure willpower and/or the utilization of various forms of energy. Psychics in Caius's world are rated in power from Double Alpha Plus, to Omega, with Double Alpha Plus being the highest possible rating. Caius is a Beta Plus rated psion, putting him in the upper 1% of the psionic population as far as raw power goes. A well trained Beta psion is capable of significant environmental and energetic manipulations, but lacks the raw power of an Alpha, who can influence regions several miles in size.
Caius's psionic power makes him a Beta, but it his his capacity for controlling that power that makes him a Beta Plus. Caius is able to adroitly wield his psychic powers with a natural ease and with minimal exhaustion. His area of casual effect is upwards of [color]100'[/color] radius, but if he focuses specifically, he can generate phenomena upwards of 250' away. Caius has a natural aptitude for dynamokinetics in various forms. His elemental kinetics are poor, as is his ability to manipulate his own body. He isn't an accomplished telepath, but can defend himself against telepathic intrusions with ease.
[INNATE] Extrasensory Perception Caius is capable of sensing the psychic and/or energetic signature(s) of the world around him upwards of 150' away from his position. He can also, with concentration, "cast" his senses in a broader net. Caius possesses a full suite of secondary "psychic senses" that come into play should his physical sensory organs be damaged in some form or fashion.
[TRAINED] Major Discipline: Dynamokinesis Dynamokinesis is a broad spectrum of psychic abilities that refers to the manifestation and manipulation of energies in a multitude of energy-matter formats. There is a broad list of energies that falls under this category, and Caius can manipulate them to various degrees for offensive, defensive, and enhancement purposes. His Dynamokinetic disciplines are graded on the same scale as his martial proficiencies. Those that are bolded can be considered his major specializations, while those in italics are his minor specializations.
Kinetics [GM] - The ability to generate and manipulate kinetic energy. Psychic [GM] - The ability to generate amd manipulate psychic energy*. Gravitic [M] - The ability to generate and manipulate gravitic forces. Electric [MP] - The ability to generate and manipulate electricity. Magnetic [MP] - The ability to generate and manipulate magnetic fields. Radiant, Light [MP] - The ability to generate and manipulate light, visible or otherwise. Radiant, Heat [MP] - The ability to generate and manipulate thermal energy. Radiant, broad genera [SP] - The ability to generate and manipulate radiant energy.
[Psychic Energy can be defined here as the energetic representation of a psion's will; a manifestation of their ability to manipulate the world around them. As such, psychic energy behaves much like "magic" or other supernal energies in that it allows the user to bend or supersede the laws of physics to some degree. Psychic energy, being sourced directly from the psion, is the most malleable of all energies, as there are no governing laws that it must follow, resist, or break except those of the psion's mind. Although psychic energy is generated by a psion, it is not necessarily a pathway "into" the psion's mind, body, or sphere of influence. Caius's specialization in utilizing psychic energy also gives him prominent defenses against telepathic assault or attempts to affect his mind.]
[In any other psychic discipline not explicitly described, Caius can be assumed to be Untrained -- capable of utilizing said discipline, but not with any semblance of proficiency. For example, he may utilize the elemental-kinetic disciplines -- e.g. manipulation of fire, stone, metal, etc -- but only at the level of a novice. While biokinesis is not one of Caius's disciplines, he is capable of imbuing his body with these energies in various forms and formats, such as sheathing himself in kinetic energy to move with greatly increased haste or strength.]
[The basal/automatic level for Caius's shielding is resistant enough against outside forces to withstand small arms fire -- resistant, but not immune, as a sustained assault can readily abrade and break through Caius's barrier, as every attack can crease, crumple, or crack the shield, little by little. These energy barriers have benefits and drawbacks -- they aren't as sturdy as a corporeal shielding mechanism, but they can be adapted, strengthened, and reformed with appropriate focus.
Caius's absorption rate varies based on the energy being used. Per his dynamokinetic proficiencies, Caius can most readily absorb kinetic energy, with electricity and heat coming in second. Caius is least proficient at absorbing energy from supernatural sources, even when he's aware of them. Caius absorbs at an upper rate of 50% with kinetic, electric/magnetic, and heat sources, and as little as 0-25% from supernal sources. His absorption rate is based on his focus and what knowledge he has regarding the attack.
The strength of his barrier and Caius's ability to siphon energy are related: the more Caius chooses to focus on a specific kind of energy, the less the barrier in question can deal with other energy forms. For example, of Caius focuses a barrier on dealing with kinetic energy, it will be less equipped to deal with other energies. If he programs a shield to absorb kinetic energy, he does so at the expense of other energies' absorption rates.]
[SPECIALIZATION] Sub-Discipline: Dynamophagy Dynamophagy means, literally, "energy eating." This refers to Caius's training in dynamokinesis, which allows him to leach energy off of incoming attacks and from the environment for his own use. A common example would be utilizing a psychic barrier that draws off the kinetic energy from incoming attacks, both to weaken them and to provide fuel for Caius's psionic maneuvers. Caius can siphon energy from incoming attacks as well as the environment. This allows him to strengthen both his offensive and defensive measures appropriately.
[TRAINED] Major Discipline: Psychic Imbuement Psychic Imbuement is the art of creating tulpas or eidolons, automatons imbued with a semblance of life by way of imbuing them with psychic energy. Eidolons tend to be physical or elemental manifestations, whereas tulpas are often composed of energy of various sorts. Caius has studied extensively enough to be proficient at the creation of either but prefers to create tulpas because his eidolons tend to be overly simplistic, given his relative lack of elemental kinetics. Once created, tulpas and eidolons can behave according to numerous parameters: at will according to premade training, at their maker's order, or when specific conditions (attacking, defending, moving) are met.
[TRAINED] Sub-Discipline: Psychic Programming Pursuant to his training in psychic imbuement, Caius has studied how to impart "programming" to his eidolons and tulpas so that they are created for specific purposes. Utilizing this programming, he can make tulpas with specific purposes: autonomous defensive or offensive measures, most often, or to act as a "multi-mind" network to boost his psychic abilities.
[Tulpas and Eidolons are not NPCs -- they lack sapience or sentience, lacking no free will and no multifarious systems of instinct/thought/memory/mind with which to make decisions. Tulpas and Eidolons are more akin to machines or electronic devices -- tools of varying complexity that can behave autonomously solely within the purview of their programming. For example, a Tulpa may be created and "programmed" to use Caius's telekinetic daggers to block incoming solid-state projectiles -- it can do so autonoumously, but it cannot do anything other than that programming unless Caius modifies the programming.]
[TRAINED] Sub-Discipline: Psychic Encoding Psychic Encoding is a parallel art to Psychic Programming. It is, in all ways, exactly like Psychic Programming, except it applies to non-autonomous energy forms -- that is, to projectiles, barriers, and other permanent or non-permanent manifestations that Caius generates which lack any autonomy and are under his immediate command. This synergizes with his status as a dynamophage, allowing him to encode his attacks and defenses to make them more proficient at dealing with certain forms of energy.
[TRAINED] Major Discipline: Psychic Compartmentalization Psychic Compartmentalization is, in short, the ability for Caius to consciously and willingly "fray" his thought processes into multiple strands, effectively allowing him to multitask. To do this, Caius partitions his mind, allowing him to follow several trains of thought/activity at once, akin to a computer running with more processors. Caius cannot have more than three simultaneous "compartments" at once. If he has more than two psychic "strands" running, then he is not capable of his most complex psychic phenomena -- eidolons and tulpas.
[TRAINED] Major Discipline: Defensive Theory; Supernal Energies Caius has studied supernal energies to such a degree that when they come into contact with his psychic energy or his tulpas, he can grasp what the energy in question is to some appreciable degree. He may not know specifically, nor can he grasp his opponent's specific capabilities, but if someone throws a fireball at him, he can determine the root cause of that fireball, whether it be formed by sorcery, bodily chi energy, or psionic pyrokinesis. This is especially useful for his dynamophagy and his psychic programming/encoding talents, as he can learn a great deal about an opponent in repeated exchanges.
This ability was clarified with two of the judges (Dirge and Shadow). As described above, this passive ability does not give Caius any in-depth knowledge or understanding of his foe's capabilities, inner workings, or intent. The only information it provides him is that of the root cause -- that is, if he defends against or assaults a magical phenomena, he will learn that it is magic. However, he does not learn anything beyond that -- he doesn't know whether or not his opponent is a specific kind of mage, nor does he learn anything about his opponent's magical abilities. He does not ascertain anything beyond the fact that they used a magical phenomena.
Caius gains what can be considered an analog to psychic "tactile" feeling, in the same way that when a person places their hand in snow, they know it's cold. If someone throws a magic fireball at him, he will learn that the fireball is magic, but nothing else -- not how his opponent made the fireball, whether or not fire is the specialty, or any other secondary information.
[TRAINED] Sub-Discipline: Occult Sensory Perception Caius can tune his psychic senses so that they overlap his physical senses, allowing him to sense supernatural energies. He can use this to see, hear, and/or smell various energies such as magic, chi, or the like. While he can sense the energy in question, he CANNOT identify it without directly interacting with it in some form or fashion. He may be aware, for instance, than an opponent is gathering energy, but he cannot discern what kind of energy unless he interacts with it.
[WEAPON] KinetiTech Orochi [Loadout: Telekinetic, .75 caliber] The Orochi heavy pistol is a milspec firearm designed to work in tandem with psionic abilities. Caius's first Orochi is designed to operate via telekinetic energy. The gun and its ammunition are both keyed to telekinetic manipulation, allowing Caius to empower the weapon and its munitions via telekinesis. It also means that, unlike other guns, Caius can directly control the pathing and trajectory of his shots to a limited degree, allowing him to "curve" his shots around obstacles to a limited degree. The Orochi utilizes a twelve round magazine. It's bullets aren't armor piercing, but designed to fracture and shatter on impact, allowing Caius to manipulate the fragments as an anti-personnel or chaff mechanism.
[WEAPON] KinetiTech Orochi [Loadout: Hyperkinetic, .75 caliber] Caius's second Orochi pistol is keyed to his ability to manipulate kinetic energy, and as such this weapon can fire either its physical munitions or energy projectiles of raw kinetic energy [akin to certain mutants, e.g. Gambit, to discharge kinetic energy in items]. The solid-slug munitions used by Caius's second Orochi can be enhanced in one of two ways: they can be charged with kinetic energy to create energetic effects at long range, or to boost their armor piercing qualities, hence the term "hyperkinetic." The pistol sheathes its rounds in phasic sabot-jackets that will make them better suited to armor-piercing, as the "jacket" of kinetic energy will be expended in order to allow the slug to continue unslowed.
[WEAPON] Telekine Blades [20] These blades are tear-drop shaped, flat, and edged all the way around so that a person cannot pick one up without risking an injury. These are keyed to Caius's psionic signature so that they are inert for other psions, and to make them remarkably responsive to his will. Each blade is approximately the size of an adult man's hand. Caius wears these attached to his armor in various places, and on outward appearance they look like decorative plating. The composition and relatively small size of these blades makes them incredibly durable.
[WEAPON] Kinetic Cestus [2] Built into the bracers of Caius's armor are two "gauntlets" that can overlap his hands at his command. These gauntlets are extremely thick, and slotted with psionic nodes, allowing Caius to turn his hands into weapons of tremendous destruction in physical combat. Like all of his gear, each cestus is keyed to his psionic signature. Caius has difficulty wielding his pistols while using his cestii, meaning that he will often only use one cestus at a time.
[ARMOR] Ares MK XIII Mobile Fortification Platform [Psi-Geared] The Mobile Fortification Platform [MFP] is a multilayered armor system designed for military operations. The first system is a rubberized polymer bodysuit that protects Caius from extreme temperatures and electrical discharge, although the latter to a limited degree. The first layer is mildly resistant to slashing attacks. The second layer is made of hard plastic, coated with ceramics to decrease conductivity and issues with extreme heat. The second layer of armor is rated against small arms fire and most melee weapons, and will withstand a solid amount of punishment. However, because of its design, pieces of the armor can be shattered or warped out of shape. The armor system has ten nodes built into it that are conducive to psychic energy, allowing it to collect, store, and utilize the psychic energy in order to increase protection or boost the physical attributes of the wearer. These psychic nodes are keyed specifically to the wearer's mind, meaning that other psychics cannot influence it.
The armor is designed with a quick release function to allow Caius to remove it at will, should wearing the armor be a detriment, such as when deformed by anti-armor weapons. He can choose to remove one or both layers if the quick release is activated. Despite appearing somewhat bulky, the armor is remarkably lightweight, weighing only approximately 25 pounds for the full body suit. The armor comes with an optional helmet, which has a filtration system built into it.
[ARMOR] Psi-Active HUD The psi-active HUD is a microdermal implant in Caius's skill that feeds him realtime information about his environment, weapons, armor, and body. It also allows him to record energy signatures and track objects beyond his field of view, providing a limited omnidirectional perception. The HUD system is capable of performing simple and complex calculations regarding move speed, trajectory, and other simple functions, acting as an aim-assist for Caius's marksmanship.The HUD implant is suspect to electricity, but will burn itself out if attacked directly to avoid doing damage to Caius's brain. Upon burning itself out it will cause minor damage to his scalp, however, and if he's using the HUD when it shuts down the feedback can stagger him. The Psi-Active HUD's utilizes organic circuitry, meaning that a sweep for electronic devices won't pick it up.
[BIOTECH] Synthcardium MK III The Synthcardium is, in essence, a genetically enhanced heart that greatly increases bloodflow and oxygenation, effectively tripling Caius's stamina. The heart has built in electrodampeners to reroute fatal electrical shocks, although doing so is still enormously harmful to Caius, and it can only be done once. This also keeps Caius from being resucitated via defibrillators. The Synthcardium is psionically linked to Caius, meaning that in an instance of heart failure, Caius can manually keep his heart pumping should he still be conscious.
[BIOTECH] Tracheal Filter Mk XI Replacing a significant portion of his trachea, this filter is designed to capture incoming toxins, pollution, and otherwise harmful substances that might damage the lungs. It effectively allows Caius to breath in harmful substances, such as smoke or noxious chemical clouds, without issue. The mesh system also provides Caius with a limited amount of underwater breathing capacity by acting as crude gills, but only approximately ten or fifteen minutes' worth, depending on physical exertions. The Tracheal Filter has limits to how much it can parse and whenever the filter is "full", it forces Caius to vomit up its contents in order to purge the biotech.
[BIOTECH] Proteus Corporation Alphagrade Synaptic Booster Caius's synaptic system has been interlaced with advanced biotech to quicken his reaction and information processing times to an inhuman degree. The synaptic booster also comes with combat routines programmed in to help Caius shift into combat readiness, as well as a tactile editor that allows him to "turn off" tactile senses such as pain, extreme heat, or extreme cold. Doing so can be problematic, as it also reduces his overall tactile sensitivity, making him less dextrous.
[BIOTECH] Moros Tech Light-Class Armorderm An extremely thin artificial dermis has been inserted under Caius's skin, providing an unseen layer of protection against cutting, stabbing, and projectile attacks. It does nothing against chopping or blunt force trauma, however. It's material is organic, bio-engineered from the hide of rhinoceroces and elephants.
[PSYCHIC IMPLANT] Psionic Records Implanted in Caius's mind is a database of psionic techniques, tools, and protocols. This functions similar to a spell-list, in that it gives him prefabricated abilities that he can mold his psychic power around. The techniques are simple, meant to allow Caius to manifest certain psychic phenomena on a level akin to an autonomous nervous response, in the same way that a person might flinch or blink. This psychic implant can only be removed by wiping Caius's mind. This gives Caius the ability to reflexively manifest psychic phenomena as an instinctive fight/flight response.
[AMMUNITION] Telekinetic Munitions, three magazines of twelve rounds. Telekinetic rounds are predominantly anti-personnel thanks to their propensity to shatter.
[AMMUNITION] Hyperkinetic Munitions, three magazines of twelve rounds. Hyperkinetic munitions have innate armor piercing qualities, which can be further enhanced by Caius's dynamokinetic powers.
I haven't fought in about.. six years now. I guess I'll dust off the boots for this tournament, though, since I've been getting a bit of the itch in the past few months.
I also joined the Discord with 2swole2control as my tag, although I don't know how active I'll be there.
I've played across the whole spectrum of character power and I've generally found low levels of power (what people often call "mild powers") to be the most challenging and the most enjoyable. This is by and large for the simple reason that limitations breed creativity, much as necessity is the mother of invention. If I tell you to draw a line from point A to point B and give you a blank piece of paper, you'll draw a straight line. If I give you the same instructions but with a maze -- that is, limitations of where and how you can draw your line -- now there's a challenge involved. The same largely applies in roleplay combat. It's why it takes less effort to shift a character up in power than it does to shift them down: down-shifting requires applying harder, more concrete limitations.
That being said, I did enjoy high powered combat when I played it, especially with the DBZ approach of just "fuck it, laser beams for everyone!" There's nothing wrong with it. From a competitive angle and ensuring that characters can be placed on as level a playing field as possible in tournaments and similar events, I prefer mild powers. I (as Melon knows) even prefer the additional limitation of making fights non-fatal to force people to really think about their posts by removing the option of going right for the throat, both literally and figuratively. Puts people on their heads.
Also, if you want to read about superhero regulation or lack thereof, read Ennis's The Boys. Mostly because Ennis is hilarious.
As @MelonHead said, this is something we used to (and still somewhat) do on Gaia. We treat Gaia as a multiverse (referred to as the "Gaia Mainstream") where characters from any given setting can pop up. We have people who run events -- whether fighting tournaments or DMed mini-campaigns -- and these events are very condensed in terms of time, usually. Less so for tournaments, but even then we try to use a very clear timeframe for our events, and I think this aids a lot in promoting activity.
For example, a long-since-departed player named opaj used to run events; he basically developed the idea for those of us on Gaia who play in the Mainstream and he coined the term Gaia Mainstream. His method was something like this: Develop a campaign or event and tap a few people to DM it with him. They would then DM according to a specific schedule, and during those scheduled times people were meant to post as much as possible, within reason.
So, for instance, during one event he might say "The DM team will be rolling the story forward Thursday through Sunday. We will NOT DM NPCs or advance the plot on Mon-Wed. This event will last two weeks, and will conclude on the second Sunday." Basically, he would use specific timeframes to encourage people to post by saying "here's our active period, post then to be part of the plot's advancement" while having off-days where it would be less DMing and more general roleplaying to grease the wheels of the story. During this period, they might still DM casually, but more for interaction than for pushing the story to its conclusion.
All of opaj's events were ran on very particular, very condensed timeframes. I can't remember his events ever being longer than two weeks, and I think he ran one in a single weekend of constant posting. Admittedly, this is back when most of us were in high school or college, so we had more time, but I think the approach still has a lot of merit because a) as adults, we have some control over our schedules and b) it gives us an impetus to roleplay because we know we're working within a very specific timeframe, instead of a more lackadaisacal "it'll finish when it finishes" approach.
opaj-style events have fallen by the wayside on Gaia at the moment, but as someone who participated in one, I can tell you: they were immensely enjoyable, especially because you had this atmosphere of frenetic activity where everyone was just rolling along at a good, steady clip of roleplaying. No waiting for days or weeks, no hemming and hawing. Just people jumping in and playing and getting shit done.
The biggest problems are a) a lack of traffic and b) a lack of organization. There's the ranking system, sure, but there's nothing really promoting fighting. New faces come in once in a blue moon, but there's no structure to keep them around or to "remind" them to check in. You can "just" have a lot of fights if you have a good population and can steadily bring people in (even if they pop in and out) but if you don't, you need to have some kind of a lure. Just having a handful of people who sometimes, sort of, maybe fight isn't enough. It can be frustrating because it's kind of the work/experience or chicken/egg thing. You have to work to get experience, but you have to have experience to get a job. You have to have a population to have fights, but you have to have fights to have a population.
Gaia has a similar problem in maintaining a PERSISTENT community, but we also have the advantage of a lot of cross communication across several dozen individuals. Someone can clap their hands and shout "FIGHTING EVENT AHOY!" and people will crawl out of the woodworks. People message each other over Skype or Discord, or even text each other whenever it happens.
Skalla and Rilla get a lot of immediate attention when they try to host something for a few reasons. A) They've been around a while, and havce run things in the past with varying degrees of success and B) like Melon said, they basically worked to build the Arena subforum from the ground up.
I think the drop-off has a lot to do with the change-over from Old Guild to New Guild. Fighting, overall, has seen a decline since about 2011, which is probably a mixture of people getting older and the changing technology. Back in 2007, not everyone had Twitter, Facebook, Instagram, Vine, and a dozen mobile games on their phone. For a big chunk of the 2000s, the whole "forums" thing was a novel concept because most people didn't know about Usenet. You're always going to have roleplaying, but you can't just walk two paces and trip over a brawler anymore. You have to find them and then reel them in and get them involved.
Chat fighting has been dying a slow, ugly death for a decade. Forum RP has more sustainability, but only if people can commit to it.
That gaia tournament seems difficult in a bad way. You get a super bad penalty for killing your opponent, so this limits most characters you could do and most actions, as you'd need to constantly worry about killing your opponent so would always pull punches when the possibility of killing them comes up. Opening to the neck and you have a sword? Too bad, can't take it, etc. Someone like a brawler with their bare hands would be so much better in that ruleset as they would be easier to respond without lethal force. Not to mention the character tier limiting a lot of other characters. I'm fine with their rules but not as a main place to go for combat. Perhaps a different, less restrictive combat thread could be made in gaia. There appear to be enough people around that some could show interest in it even if already in the tournament.
Anyways, my character for our battle here would also be a student, as I would look silly having them a master and make mistakes in their form.
I've discussed it before -- at length -- but the bottom line is that deathmatches trend towards being efficient at killing, which leads to a narrowing of viable character archetypes, both in power and in equipment. Nonlethal matches are the most viable means of ensuring that, for example, a fist-fighter can square off against a swordsman. The swordsman can still hamstring his foe or even jam his sword into his belly because the wound won't be IMMINENTLY fatal (a rewording I'll need to make and clarify). It's meant to keep people from "going for the throat", which is the narrowing trend that deathmatches promote. Having done plenty of deathmatches in the past, I've always found them to be both boring and an endless source of arguments whenever I've been made to judge them.
We also use a fairly specific scope of power because a) that's the major trend in our community's events and b) it's the easiest form of powered combat to balance because profile grading and adjustment is a thing in many of Gaia's tournaments. Mild powers has, more or less, been the calling card for Gaia's tournaments ever since about 2007/2008 onward. That being said, I personally promote any kind of event, provided it's run well by someone who doesn't have their head up their ass. People complain about no killing? Make your own event. Don't like mild powers? Make your own event. Want to do tag-team tournaments? Make it happen. The biggest issue in the quasi-fractured community on Gaia is that we lack in leadership. Lots of Indians, few chiefs, and a lot of people who just want to piss and moan about the color of the feathers on the headdress without putting it on.
For unrestricted combat, we have Kharessos, which will be revamped shortly whenever I find someone capable of running a separate thread solely for arena combat. I, unfortunately, haven't the time to do so while also running/revamping the seasons and pursuing my own personal projects and hobbies (cooking 3,500+ calories of fruit, veggies, eggs, and chicken takes a lot of work, as does touching base with agents and editors). I realized that too late after making Kharessos, so Kharessos will be filtered down to "seasonal story shit" and another thread will be made solely for fights, where players are only limited by what they mutually agree to.
The GCL front page is going to get revamped between seasons. I didn't get a lot of feedback on the layout, but it needs to get reworked to include some missing info and to clarify some stuff.
It would be funnier if I haven't had to grade profiles that approximate that image -- or are worse than it by several orders of magnitude -- for past events.
There's no real wrong or right answer as to whether or not defending or attacking is easier/harder. There's too many variables. What kind of character are you playing? What are they playing against? What are the weapons? The powers? The environment?
Are you fighting a counter-boxer, an out-boxer, a swarmer? A swordsman, someone with a spear and shield? Do they have armor? How much? What kind? What kind of powers?
There's enough variables that you can't definitively say one or the other is easier, especially when "attacking" and "defending" are very broad topics. It's going to vary from situation to situation, and part of being a good fighter is knowing when to attack and when to defend.