Start Date: Monday the 13th
Last day to sign up: Friday the 10th
Floopay's Fantasy-Style Tournament
Alright, this is a new tournament for me. It's been awhile since I hosted one, and my last tournament sort of fell through due to poor timing on my part. But this time around I don't see any schedule conflicts so it should be solid.
Okay, I'm just going to jump to the things people skip to when viewing these things anyway. Restrictions and Limitations.
You get a team of 4 characters, all have to fall within the limitations provided. You also get a single team leader, and you must designate him at the start of the tournament.
Personalities will still clash within your team, and language barriers will still exist. Keep these things in mind. Your team will, however, be assumed to work with one another and not against one another. So though one character might not follow orders, one might hate the rest of your team or disagree with them, they will be assumed to remain loyal and not attack your team unless manipulated somehow.
Different versions of a character may be chosen, but none from the same universe (unless they're a clone or something). Which means no two people can have mainstream Wolverine, but someone can have mainstream, and someone can have Ultimate, as well as someone having the movie version. I don't care.
These are their MAXIMUM limitations. Which means you can't pick someone with Mach 1 speed, and give him an item that lets him temporarily triple his speed. Or a character with 3 ton strength who can boost himself to 5 ton strength.
Sources: I don't care, but they have to have a reasonable amount of feats. Not a one shot wonders or featless characters with assumed feats.
Strength Limit: 5 tons
Speed Limit: Mach 1
- Base Durability: They have to be at least damaged by assault rifle fire. And I'm not talking them grunting because of mild discomfort, I'm talking at least flesh wounds from assault rifle fire. Realistically, this means nobody who has a durability higher than that of steel.
- Extended Durability: With equipment, they cannot have a higher durability than that of plated steel. Plated steel dents and multiple assault rifle rounds will penetrate it. It's susceptible to armor piercing rounds, and etc.
- Intangibility: Cannot become completely immune to attacks. And no rematerialization kills. Which means nobody who can stick their hand into someone's head and auto-kill. But you can pick a character who can phase through solid objects and attacks, but they have to be susceptible to some form of attack while in this state. Whether it's elemental, sonic, holy weapons, etc.
- Regeneration: Limited to Bone Claw Wolverine or Deadpool Level.
Destructive Capability Limit: Nothing stronger than an RPG. Which means if someone were to pick Gambit, he wouldn't be able to throw anything bigger than his playing cards, nor would he be allowed to charge anything bigger than that.
Telepathy Limit: Read Below
- Power Limit: None
- Maximum Distance: 100 Meters (300 Feet)
- Maximum People who can be affected simultaneously (Offensively): 1 person. This means you cannot mentally assault teams, but you can mentally assault people one at a time.
- Maximum People who can be affected simultaneously (Defensively): No limit. If you want to put a powerful telepath on your team to protect your team against other telepaths, you go right ahead.
- Overall Limit: You can pick a telepath of any power, but they will be limited to these restrictions.
Telekinesis and Similar Powers: This includes electrokinesis, magnetic fields, force powers, and other attacks that are similar to telekinesis. The limit is 5 tons, same as the strength limitation.
Magic: Allowed, but it can't do anything outside of the limitations provided.
Summoning/Duplications: Cannot summon anything that is outside of the tournament limits. Cannot have more than 2 summons or duplicates present at any give time.
Gear Limit: Plain and simple. Nobody could carry more than they could reasonable have on them without become encumbered. This includes backup ammo, and etc. Keep these things in mind, nothing is unlimited unless you can prove otherwise. Characters only get what they would normally carry, no one shot items, no bringing a team's worth of items. It's standard equipment.
Other Limits: Obviously I can't foresee every possible limit to put on a character. Be reasonable with your choices, and if you find a loophole and try to exploit it, I will remove that character and you'll be stuck with a team of 3. Not sure whether or not somebody is allowed or should be allowed? Ask me, just tag me in a post or send me a PM and I'll let you know, the character will be reserved as yours until I make a decision.
Your team has been randomly transported from their home realm into some crazy fantasy world. The first people they encounted were each other. And by some means or another, they have decided to work together.
Your team has been traveling together for three months, and they've learned how the world operates. They've begun taking up jobs as adventurers to earn coin, and they are now doing bounties.
Your teams will fight each other for bounties, and we are going to assume that they believe the other team is deserving of being hunted and fought, and are okay with it morally and etc.
Teams get 4 hours of prep to familiarize themselves with the battlefield, discuss tactics, and etc.
Before the start of each round, you will get to choose a PERMANENT bonus for your team. You will keep that bonus for the rest of the tournament.
You cannot loot equipment from your opponents, lets assume when they are defeated as a team, both them, their corpses, and any of their possessions get transported to their home existence.
You get one bonus per round, follow the limitations provided. When you build your team, feel free to pick a boost right off the bat. Your team will start with it.
- Perfect Teamwork - Your team has overcome their differences, and will work like a well oiled machine, and all language barriers have been overcome.
- Comm Links - Your team somehow managed to find a bunch of comm links, enough for themselves and any henchmen they might find/hire.
- Psychic Shield - Your team has paid someone to give them a psychic shield. This protects against mind reading, being located telepathically, etc. Telepaths will have to actually be able to see your team to target them with telepathic assaults. Note: This does not protect against anything stronger than basic mind reading.
- Ring of Shocking - Any melee strikes by your character, including with melee weapons, will generate a shock equal to that of a taser or stun gun.
- Ring of Regeneration - Character gains regeneration. Cannot regen limbs, but it can regenerate someone from death. I'll provide feats for this if needed.
- Bracer of Daggers - Instantly conjures a dagger into the user's hand(s). Provides a limitless source of daggers. The biggest bonus is it conjures the daggers with a thought, which means anyone who throws weapons
- Ring of Free Movement - Characer will be unaffected by any movement impairing effects.
- Jarlaxle's Eyepatch - Character is immune to any and all mental assaults, magical, psionic, etc. None of it will effect them. It also allows the wearer to see through illusions, and see invisible opponents.
- Wand of Lightning - Has 3 charges, it creates a lightning bolt upon command. Great for marksman.
- Obsidian Steed - Summons an 800 pound Hell-Horse for someone to ride on. It has some flight and levitation.
- Bane's Venom - Character can use Bane's durability and strength feats instead of their own. I won't provide these for you, I'm sure there is a respect thread somewhere.
- Fenrir - Cloud's motorcycle from Final Fantasy 7. It's very fast, extremely durable, and whoever uses it will be assumed they are trained with it. It has compartments for weapon storage in it, and they will be assumed to be tailored to whichever character you have using it. I will provide feats for this if needed.
Henchmen are first come first serve. If you don't have feats for the character, or don't know where to get them, then ask. I will PM you all their feats if needed.
Your characters can only use what they have used by feats. So no taking one of the D&D characters I provide and posting what the D&D Player's Handbook says a cleric, or wizard, or whatever can do with spells. You only get feats from what they have done, which means if they haven't done something, don't assume they can do it out of reason.
The Man with No Name (Clint Eastwood) - Quick draw marksman, carries a revolver and a long barrel rifle. I will provide movie clips if you need them, but you can provide any novel and comic book feats if you have them as well.
Kimuriel (Sellsword Trilogy) - Psionicist. Can create barriers around up to one other team mate to give him extra protection against attacks, can create telepathic links, shield himself against telepathic attacks, can explode objects with his mind if someone is close enough, etc. Ryld Argith (War of the Spider Queen) - Skilled fighter, wears very protective armor, and uses a sword with near limitless cutting power. He has centuries of training and experience beneath his belt. Very strong melee character.
Forgath (Goblins) - Cleric. He's an okay fighter, he wears a suit of platemail, and he can do some spells including holding spells, healing spells, and some offensive. Wields a mace and shield.
Elektra (Marvel) - Gets both her sais. She's skilled, a great stealth artist, and pretty smart. Tifa Lockhart (Final Fantasy 7 Compilation, no Dead Fantasy Feats) - Great hand to hand combatant, she's fast, strong, durable, and extremely capable. Also a great wilderness survival character. Peter Petreli (Heroes, Season 3-4) - He starts with flight, and has the ability to mimic one power set at a time upon touch. This isn't Peter at the height of his powers. Sango (Inuyasha) (Pre-Anti Demon Weapon) - Great sword fighter, throws a huge boomerang, and has a lot of survival skills and training to fall back on.
Saeko (Highschool of the Dead) - Manga or Anime version. Gets a real katana and a training sword. She's smart, capable, and extremely well skilled.
T-800 (Terminator) - Gets no weapons, and this is the original. He doesn't get the nuclear power core, just him from the first two movies. Comic and movie feats apply.
Anyone can take these any number of times. If you wanna keep taking the same one over and over again to amass a small army, have at it. I can provide feats if needed.
They are assumed to be trained to work with you, and are absolute when listening to orders.
Xenomorph Drone - You get a single Xenomorph drone. You can use all feats from all types of drones for this one (Drone, Warriors, Dog Warrior, no Predalien or Hybrid Alien, or obviously Queen). I will provide movie feats, but if you have comic feats or novel feats, have at it.
Two Facehuggers - Can use all feats from the Aliens movies for them. They are pretty much worthless...so why take them? If you advance to the next round, you will lose the facehuggers, but will gain two Xenomorph drones in their place. This is a decent advantage I would say.
Two Marines - They have M16 rifles, have standard training, a Beretta M9, a single flash-bang grenade, and a fragmentation grenade. Trained to work in all environments. Use any and all marine feats you can find on the internet.
Four Trained Wolves - You get three trained hunting wolves. Use any and all wolf feats you can find for them (real world wolf feats).
Ten Bat Familiars - These things act as scouts, they constantly scout and report the battlefield for your team. You can choose where to send them and can command them. You cannot, however, use them to telepathically relay messages between team members.
Thanks for reading,