Tournament Specifications: (Updated for clarifications)
1. Team tournament. Each team will consist of 2-3 posters. Each team member (poster) will represent one character in the battle and will not be able to post arguments for the others. The exception to this rule is teams with only 2 (two) posters. On these teams each team member will be able to post arguments regarding the character they represent as well as the 3rd character (you'll need to coordinate your arguments so that your attacks do not conflict).
2. Each team will be allowed to draft 6 (six) characters (Any Genre).
3. With this 6 (six) character roster you must field a 3 (three) character team, whether they be amalgamated or individuals. Examples:
3 two character amalgams
1 three character amalgam + 1 two character amalgam + 1 single character
2 two character amalgams + 1 single character
1 three character amalgam + 2 single characters
3 single characters
4. No amalgamated character can be a combination of more than 3 (three) individual characters, and no team fielded can be a combination of more than 6 (six) individual characters. You must field 3 (three) combatants (max) at all times.
5. You are allowed, and encouraged to, reconfigure your amalgamations into any combination you wish for each round. However, you can not reconfigure your amalgams during combat.
6. After each round the winning team will be allowed to add a member of their defeated opponent's team to their own roster for the subsequent rounds. However, the above amalgamation and combatant requirements still apply, you simply increase the pool of characters to choose from.
7. In the interest of instituting a strategic element, the 3 (three) characters and configuration that each team will be using in the battle will not be known until the opening combat comments are posted in the battle. You'll know your opponents roster, but you will not know which 3 (three) characters the team you are facing will be fielding until battle commences.
8. Each team member on a 3 man team is allowed 8 combat posts plus 4 scan only posts (12 posts total each). 2 man teams are allowed 12 combat posts and 6 scan only posts each.
Tournament Rules:
1. This will be a Spider-Man/Low Meta Tier Tournament. The characters do not need to be less powerful than Spider-man himself, simply in the same power class. There is no cap on how powerful your amalgamation can be. The limits are simply on the individual members of your roster prior to amalgamation.
2. No magic (spell casting or magical attacks). Magically granted physical abilities (strength, agility, etc., barring senses) are allowed.
3. No offensive telepathy (mind reading, mental bolts, emotion manipulation, psychic illusions, mind wiping, mental location tracking). Short term, limited clairvoyance (akin to a "Spider-sense"😉, and other passive telepathic traits will be allowed.
4. No offensive matter manipulation. Only the elements of the battlefield can be altered. No character that can manipulate their opponents molecular structure (organic components), will be allowed. Manipulation of inorganic material is allowed, but direct use on the opposition is banned.
5. No time manipulation powers or technology.
6. No one-shot kill abilities (example, Omega Red's "Death Factor", Rogue's soul/life-force absorption, etc.).
7. No access to the battlefield prior to the beginning of combat. Teams will begin combat .5 kilometers away from each others' position.
8. Prep is allowed. You get 10 (ten) minutes of prep per round at a member of your team's historical base of operations. Characters that are members of teams (X-Men, Avengers, etc) will be able to utilize the team base of operations unless the character is also a solo hero and has their own personal base of operations (i.e. Batman gets the Bat-cave as his base even though as a member of the JLA he has access to the Watchtower). For characters that are members of a team you will not have access to any of their teammates equipment or arsenal, only the prep host's resources. The only resource available to you other than the prep host's arsenal will be the computer database present at the base. You get the character's historic primary base of operations and access to the prep host's equipment only. No exceptions and no loopholes.
9. The amalgamation process will take place during prep and will utilize a portion of your prep time as follows:
2 character amalgam: 2 minutes of prep used for amalgamation process.
3 character amalgam: 4 minutes of prep used for amalgamation process.
Amalgamations can take place at any point in time during prep, and all characters do not need to amalgamate at the same time. That is purely at the teams discretion. Manage your time wisely.
10. Take into consideration that whatever prep area you utilize in a previous round will not be available to you in any subsequent rounds. Utilize these options wisely. If, for example, you used the Bat-cave (and all vehicles and tech there within) in round 1 you won't be able to use it again in any later rounds within this tournament. Also note that drafting multiple members of the same team will not grant you the use of a particular prep area more than once. If you draft Wolverine and Beast you will not be able to use the X-Mansion twice, only once. You only have access to any given prep area one time in this tournament. No exceptions. Choose wisely.
11. Vehicles will be allowed for use and are based solely on availability at chosen prep host's base of operations. For example, if you chose Batman as your prep host (The Bat-cave as your prep area) you'd be able to use either the Bat-mobile, Bat-wing, etc. Each team is limited to 1 vehicle per round. You can only utilize a "midsized" vehicle that can carry 2-6 occupants. No mobile bases. So, for example, if you drafted Nick Fury, no, you can't bring the Helicarrier with you into battle. However, if you drafted an Avenger you could use a Quinjet, or if you drafted an X-Man you could use the Blackbird.
12. Experience is the only thing that carries over from round to round. You can not bring any implement that you acquired during prep or during the battle to the subsequent rounds. All you'll have is your memories/experiences from the previous battle. No exceptions. No loopholes.
13. No loopholes.
14. No loopholes.
15. No neutering of a character's abilities to enable them to compete within the cap limits.
16. During combat no more than 3 independently acting constructs per team (sum of 3 team members + constructs must not exceed 6). When a construct or duplicate ceases to exist in combat it can not be re-summoned until the following round. Duplicates count as construncts.
17. No CIS.
18. [Clarification on Power Copying Characters]: The ability to copy powers is allowed, however, you can only copy the powers of individual characters, not amalgamated characters.