It's been awhile since I hosted a tournament, so I figured now might be a good time as any, this is a bit of a twist on the format I prefer; namely choosing your own characters. I'm hoping for 16 players, but I'll roll with 8 if I can't find 16 willing participants.
Rules
Let's get this out of the way immediately:
There is a zero tolerance policy for sneaking in characters that are over limits. You break the rules you lose the character (do not test me on this), you have questions or are unsure about a character, all you have to do is ask.
There will be NO NERFING, end of story.
I have the final say on all rulings.
You may pick four characters; all media welcome.
Only one version of a character can be picked (example you pick Wolverine, he's now off the table however, Ult. Wolverine, Earth 208 Wolverine, etc. are still available)
First come, first served.
Ammo is unlimited but reloading must occur.
New 52 and Post Crisis characters are considered separate unless other wise stated.
All Marvel 616, feats are applicable.
All characters will have Standard Gear (meaning what they normally carry), basic knowledge, (unless they have prior knowledge) and are in character.
Fights may be won via K.O, Death or Incap.
Team chemistry will come into play (there will a perk to make your team all work together but it will cost you a perk slot), Language barriers are not an issue.
All Telepaths are capped at using their powers at 200 feet maximum and may only offensively use their powers on one person at a time. Character's normal range applies for defensive TP.
All powers related to the soul/hypnotism/pheromone control fall under the umbrella of telepathy/telepathic resistance.
Magic/Enchanted items are allowed; provided they follow the other regulations.
Intangibility is legal, but only in a defensive manner (with a maximum duration of one minute and a 30 second cooldown between uses)
Duplication is limited to two copies.
Limitations
- Strength: 5 tons
- Travel Speed: Mach 1
- Reflex Speed: Can react to Machine Gun Fire.
- Durability: Bullet resistant.
- Gear Durability: Bulletproof.
- Energy Projection: Tank Busting
- Healing Factor: Wolverine
- Telekinesis: 1 ton
Banned powers
- Fantomex’s Misdirection (or like abilities)
- Gorgan’s Stone Stare (or like abilities)
- Precognition over the Spider Sense
- Tele dismemberment/Tele drop/Tele frag
- TK Crush/internal attacks
- Matter Manipulation/Transmutation
- Power Negation
- Reality Warping
- Time Manipulation
- Outside help (support staff's etc.) is not allowed.
- Space Manipulation (Carrying an armies worth of gear or w/e) is not allowed. In the case of such characters they are allowed to bring everything that they could reasonably carry on their person.
Bonuses
To be able to gain bonuses every member of your team must qualify for them. You may take all bonuses that apply to your team.
Soldiers United: If your team is composed of Soldiers take an extra perk.
Chessmaster: If your team is composed of prep masters gain 3 hours of prep.
Gunslingers: If your team are masters in the usage of firearms (I'll count Archery skills as well) Your team are granted Carbonadium bullets (or arrows for archers).
Comrades in Arms: If your team is composed of characters who have a good working relationship, your team is granted a telepathic link.
Make mine Marvel: If your team is composed of characters from Marvel, take an extra Marvel character.
I Like it DC: If your team is composed of characters from DC take an extra DC character.
Independent Pride: If your team is composed of characters from an Independent Comics company, take an extra Independent comics character.
Manga Master: If your team is composed of Manga characters (Must be from the same Universe) take an extra character from that Universe.
Stealth Specialists: If your team is composed of stealth masters your team's movement, breathing and heartbeat are all silenced.
Masters Of The Blade: If your team are masters in the usage of bladed weapons (daggers, swords, axes, knives etc.) Your team members weapons are enhanced with Carbonadium.
Ladies Night: If your team is composed of all women, take an extra perk.
Book Smarts: If your team is is filled with Genius level intellects, gain Full Knowledge on all of your opponents team
Perks
You may select two perks for your team from the list below; those perks will stick with you for the remainder of the tournament so choose well.
Prep Time: Gives your team three hours to make a plan and or build stuff and explore the battlefield beforehand, may not construct anything that is or will put your team over limits (Can stack with Chessmaster). Prep will take place at a state of the art military lab attached to a scrap yard.
Lock 'n Load: Each member of your team may bring one piece of non standard gear, provided it does not place them above limits or break any limitations.
Advanced Recon: You're granted full knowledge of *two* of your opponents characters gear, powers, weaknesses etc.
Telepathic Team Link: Your team is linked together telepathically.
Morals Off: Your team will kill without hesitation or remorse, their mental and emotional states remain in character.
Why can’t we be friends? : Your team all cooperates and will work together as if all existing personality clashes/enmity and bad blood didn't exist.
Xenophile: Give your team a pair of Xenomorphs.
Birds of Prey: Gives your team complete control of a four man cell of Talons.
I like Ninjas!: Gives your team complete control of a six man Hand Ninja cell (includes ninjato, shuriken and Kusarigama)
Better than Steel: Change 2 of your character's ammo or your melee weapons to Carbonadium.
Silent as the Wind: Completely silence’s 2 of your team's movement, heartbeat and breathing (any other noise they make can be heard normally)
Ladies Night: Picking a team of all ladies grants you an extra perk.
Boom! goes the dynamite: Grenade Launcher (six chambers) + Satchel with the following Grenades: 6 Frag, 6 Flashbang, 6 Incendiary, 6 EMP, 6 smoke and 6 White Phosphorus.
Teams
Dextersinister
I_like_swords
CJDavis
Godzillia44
Joewell
Highaccuser
rd1027
Westy206
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