Vintrict - Tournament Host & Judge
Female of the Species - Judge
count_zantara - Judge
Prize Pot
5,000,000
1st Place
2,500,000
2nd Place
1,500,000
3rd Place
1,000,000
2,500,000
2nd Place
1,500,000
3rd Place
1,000,000
Donators
Tournament Rules
- This is a single man tournament. That means that every man will be for themselves to go for the title of GTB champion.
Each fight will consist of two fighters meeting up at a single arena, which will be an arena all fights will have the same in terms of layout for each round. All fighter pairings will be determined by a set bracket. Winning is accomplished by judge ruling. That isn't to say that winning In Character isn't without it's benefits. Aside from likely receiving a higher score in Control and Tactics, a bonus to your score will be added for achieving a KO, Submission, or forcing a Ringout.
A ringout occurs when the person touches the ground outside the ring with at least two limbs, thus begins the ten count. For those fighters who are not of the normal humanoid anatomy, such as having one leg or many, or simply being a formless matter, going outside the ring with at least half of your character's body starts the ten count. If a person flies, they can only be off the ground for ten seconds (only willingly; if struck into the air by an attack, it doesn't count, unless the attack was of the person's own doing, such as getting recoil from shooting off a powerful attack). After that, if the person has not touched the ground yet assuming they are not being held off the ground by the opponent, the person is DQ'd as a ringout. Do not try to start technicalities for minor things, such as flipping around or other temporary acrobatic feats. Common sense is key here.
For the time when the character is outside the ring and the ten count starts, each post is effectively up to 5 seconds in time. That means, after two posts of not getting into the ring, the character is deemed out. The first post is considered the start of the ten count. After the second post and the character is still outside the ring (meaning, they chose not to actively get back into the ring), they are out on the opponent's turn.
If a fighter who is in the air lands into the ring out area due to willingly putting themselves into the air (not through being put there through an opponent's attack unless your character is willingly staying afloat), the ten count remains. That means, if the fighter is in the air in the first post, and on the ground the second, they should be back in the ring by the end of the second post or be DQ'd. If your character is attacked while they are still in the air, the ten count still goes. This means, the character should fall back to the ground willingly or face possible ring out. Thus, being in the air = not good.
Use of melee weapons, and armor either mundane, arcane, or mechanical, is allowed. However, no equipment can be considered too powerful (i.e. guns, Rocket Launchers, Death Ray). If it's over the top, it will be commented and your profile will be returned until you make necessary changes. If you wish to guage how powerful/how equipped your character should be for this tournament, think Street Fighter/ King of Fighters.
No outside intervention (friends, familiars, summons, or otherwise) will be permitted. Should a tournament participant interfere in a match, he or she will be disqualified from the tournament. Should a spectator interfere, he or she will be banned from further attending the event. Should a participant induce interference within his or her match, he or she will be disqualified. Spectator posts by non-fighters and fighters currently not in a fight, may that be from already finishing their fight or being eliminated from the tournament, is allowed, however.
No leaving the arena. Being thrown outside the boundaries of an arena by any manner, such as through the outer walls, constitutes a ring-out. You will have ten seconds to get back into the boundaries of the arena or you are out. Only when at least two feet of the opponent touches the ground of the out-of-bounds is when the count begins, though not touching the platform itself starts a ten count.
No teleporting allowed, or the user will be disqualified. Teleportation includes any form of disappearing and reappearing. Phasing (becoming ghostly or ethereal, changing state of matter to gas) is also banned. Leaving the material plane, shadowporting, fireporting, turning into air, and related methods of movement--even for a nanosecond--are considered illegal and are offenses up for disqualification.
Refrain from quoting. One quote, if there have been several posts following the post in question, may be permitted. Repeated misuse of the quote feature, such as quote towers, can lead to disqualification.
Keep OOC posts to a minimum to not distract from the fight itself. OOC posts detract from the mood of the roleplay, especially when following the death of a character or major event, lead to more arguments than are needed, and only add to spam a thread. Use private messages or the allotted OOC area. The only exception is if the OOC is between the participants of the match only.
Read before you post and ask questions (via PMs or OOC thread) if there is anything in your opponent's post that you do not understand. Missing or failing to understand something could cost you the match.
Registrants are expected to be able to commit to the tournament upon entering. Each match is expected to last for 7 days each, which then, all of them will be concluded for judging. Fighters will be given 2 days grace to present themselves for their match, and it is recommended that after signing up, you keep track of the tournament's progress. Having to send out PMs to everyone who does not show up at the time of a branch's start can become a daunting task.
Outside of the grace period at the beginning of a fight, there will be a penalty for being slow to post. After the match has commenced, each fighter will be obligated to post a reply within 24 hours of their opponent's latest post. Failure to do so will earn a fighter a -1 to their total score, and this is cumulative for each 24 hour period that they miss. Use the notice of absence thread if you know ahead of time that you won't be able to post, and we can work with you.
If a fighter loses once, they are out. Unlike last year, there will be no second bracket.
Judging only happens if a fight fails to have a winner by the time limit. When judging, judges follow the criteria below. The one who wins by majority vote from two out of three judges, at least, wins.
Judging Rubric
(Total of 10 points)
Roleplaying (3 points): The player's ability to keep true to their character, in addition to writing a nice overall picture of the fight.
Tactics (3 Points): This gauges how effective the fighter's fighting was against the other fighter. This includes control of space, control of pace, creativity, and overall dominance.
Conciseness (2 points): How clear was the player's posts? Was it easy or difficult to read what they were trying to do?
Damage (2 Points): How much damage did the fighter deal out? The more damage they dealt, the higher the points.
Bonus Points
Consistent Posting(1 point) - Posting within twenty four hours of your opponent's last post for every post in the thread. This does not mean 1 point per post. Just 1 point in total.
Point Deductions:
These occur based on negative behavior from the fighter.
OOC Bashing (Up to -5 Points): Any bad ooc behavior can result in getting points docked to your fight. As long as you remain civil and good-willed, you do not have to worry about this category.
Violation of Profile (Up to -5 points): Using an ability that is not in the fighter's profile. This can go from very minor to heavily severe. To protect yourself from this, keep a record of your character's profile somewhere that it can be easily accessed, such as your journal.
Absence (Up to -3 points): Consistent absence will lose you points.
Roleplaying (3 points): The player's ability to keep true to their character, in addition to writing a nice overall picture of the fight.
Tactics (3 Points): This gauges how effective the fighter's fighting was against the other fighter. This includes control of space, control of pace, creativity, and overall dominance.
Conciseness (2 points): How clear was the player's posts? Was it easy or difficult to read what they were trying to do?
Damage (2 Points): How much damage did the fighter deal out? The more damage they dealt, the higher the points.
Bonus Points
Consistent Posting(1 point) - Posting within twenty four hours of your opponent's last post for every post in the thread. This does not mean 1 point per post. Just 1 point in total.
Point Deductions:
These occur based on negative behavior from the fighter.
OOC Bashing (Up to -5 Points): Any bad ooc behavior can result in getting points docked to your fight. As long as you remain civil and good-willed, you do not have to worry about this category.
Violation of Profile (Up to -5 points): Using an ability that is not in the fighter's profile. This can go from very minor to heavily severe. To protect yourself from this, keep a record of your character's profile somewhere that it can be easily accessed, such as your journal.
Absence (Up to -3 points): Consistent absence will lose you points.
Fighters are encouraged to settle their own disputes via PMs or OOC thread, but the host will step in and make the final decision if it comes to that. No bickering or flaming will be permitted. If there is really a serious issue, then there will an appropriate thread available where a person can post the issue. A moderator would then reply to it as soon as they can. Problems with this rule will lead to disqualification or banning. Play nice.
For all intents and purposes, storylines developed here are canon, for those with ongoing plots and involvements about Gaia with their character(s). Spectate at your own risk, and don't let a character get put out of commission before the tournament fighting even starts! If you do choose to roleplay between matches, there are several spectator areas for doing so, and after checking with the host, you may make one of your own.
Remember: the skill of the roleplayer is reflected in his or her ability to remain in character, along with his or her efficiency, understanding, and cooperativeness.
Max Speed and Max Lifting Weights
For reference of human weight lifting classes, use the following link: Raw Power Lifting
This came up several times when I was judging profiles, with people have super strength and being able to run really fast. To avoid what happened in the last GTB from ever happening again, speed and strength restrictions are placed so that everything can be kept to a level that acts as an average for each fighter.
The max speed is 35 mph, and the max lifting weight is 1200 lbs. However, those who go at tops speeds over 20 mph won't be able to stop on a dime, many coming to a stop instantly. They'll have to slow their movement down first unless they want to face some tumbling and rolling, which still has their body slowing them to a stop. The higher the speed, the harder it is to stop. Not only that, but going at high speeds also constitutes for lowering your reflexes. For this tournament, going near the max speed has your character having a less accurate view on what's around them. Going in circles is okay, but say if someone drops something on the ground that is not that huge to be noticed will be a disadvantage for the runner.
When it comes to strength, picking up something then hurling it right away, especially if it's heavy, won't be that easy. Picking up something will require placement of body, lifting, fighting any resisting forces, stablizing, then finally launching if you are able to. If you have a character who orientates in strength, then they'll have a better time in doing all of this quickly. And if a character is heavy and big, then it just means their bodies are harder to affect with opposing forces.
As of this year, there will be a size limit. We are disallowing characters over 7'5 and 500 pounds in size, because of the imbalance it creates when fighting other characters around a more 'normal' size.
Restricted abilities
There are a few limits on abilities that people should know of going into this tournament. It was already stated that in regards to power levels, one should be able to input their character into Street Fighter, King of Fighters, or other such game and have a new fighter that can hold their own. That said, there are some abilities that we cannot allow in the tournament for fairness purposes.
No teleporting allowed, or the user will be disqualified. Teleportation includes any form of disappearing and reappearing. Phasing (becoming ghostly or ethereal, changing state of matter to gas) is also banned. Leaving the material plane, shadowporting, fireporting, turning into air, and related methods of movement--even for a nanosecond--are considered illegal and are offenses up for disqualification.
Any moves that blatantly cause instant death are banned. Any attacks that are impossible to avoid, are banned as well. This means stuff like making your opponent suddenly burst into flames, and so on.
Disallowed powers: no manipulation on a quantum level, teleportation, planar attacks, black holes, mind control, reality manipulation, gods, avatars, or space/time manipulation.
Powers that would likely be allowed would be the modest ability to create/control the following: elements, chi, magic, light, gravity, shadows, psionics, and weapon techniques. We also allow custom powers, but you'll want to run them by a judge first.
Characters that are unable to be fatigued/Knocked Out or otherwise impervious to physical damage will also be banned. Any fighter that enters must be able to take abuse as well as dish it out. That isn't to say you can't temporarily weaken a preexisting character if you so desire.
Healing of any sort is barred in this tournament. This includes passive regeneration that would have an effect over the course of a match. Charged up healing spells. Medical kits. Stimpacks. Draining health from the opponent to add to your own, and so on.
Basically, don't be dumb folks. If you think an ability is borderline illegal, but are unsure; Ask.
Attack Preparations - This is mostly a guideline and will help make your attacks more believable.
The issue of how strong attacks are and people acknowledging those attacks comes up often, too, but luckily I am here to clarify on that. Attack preparation is when the fighter does some process that results up to an attack. Preparations can go from charging an attack by gathering energy, to speaking chants, or even setting up some things before you can use the attack, like drawing magic symbols, etc. This is important because the amount of preparations an attack takes is proportional to how powerful they are in the end. The easiest example of this is someone standing in place and gathering energy to use their fireball attack. The longer they charge, (this means per post without doing anything else), the greater the fireball will be in the end. If a person's character is able to, they can store the charge to do something else, but cannot do the same thing in the same post. This means, Fighter A can charge a post. But in his next post, he is being attacked, so he holds off going for a second charge and dodges. He still has the charge from the previous post, however, and continue to gain it in later posts. Just remember that if you want to keep charges stored, you cannot use any other energy ability. If you do, then that stored charge is gone and you'll have to try it again. This is to keep fairness in those who try to use attacks while trying to charge another attack, too.
Charges: Charges are the standard for measuring the force of an attack. 4+ charge attacks can be fatal. Coincidentally, no character can buffer up more than 5. There are three ways of increasing charges:
1. Afterburn - Borrowing from the future to pay now. Can be used once per fight, and only after you've taken damage. +1 charge.
2. Charge - Borrowing from the present to pay in the future. The standard method. Charges only mature after 1 turn.
3. Combo - Borrowing from the past to pay now. Sometimes, that oil slick your opponent created can actually work in your favor, provided you've got a lighter
Preparations are done per turn and can be considered "mature" in the next turn. You can not charge the same attack twice in a turn. Stealth charging is not allowed; all charges must be mentioned in the post that they are done.
No character will be able to accumulate more than 5 charges at any one time.
Therefore, when preparing attacks, no matter what way you do it, just know that it costs a post to do whatever you are trying to do. And one more thing: the post when you activate the ability cannot be the post that you prepare, too. This means, even after you have all the charges you need, you have to wait your next post before you can use the ability you built up.
Overlord Clause- In case something slips by that isn't blocked by the rules that should have been, judges reserve the right to the final say on anything, though it does require a majority ruling on the judges behalf.
Have fun. This is the whole reason the tournament was conducted! Our host makes no profit and just wants everything to run as smoothly as possible.
Any questions, please do not hesitate to ask!
