Originally posted by illadelph12I would just like to point out Ill that two teams of Super Powered beings all of a sudden plopping into the Hall of Asgard during a siege would likely have the Asgardians raining fire and brimstone down on them. 😛
Um, as I said before, you guys are over analyzing the situation. You're not battling the locals, they are carrying out their own storyline as they take place in their native mediums, you just happen to be present. So long as you don't do something overtly intrusive that interferes with them you won't be noticed.It's funny how in previous tourneys people could be placed placed on Apokolips with Darkseid overlooking or Hiroshima on D-Day and not get this worked up.
You guys have nothing to worry about. Just don't try to use their stuff.
Originally posted by Newjak
I would just like to point out Ill that two teams of Super Powered beings all of a sudden plopping into the Hall of Asgard during a siege would likely have the Asgardians raining fire and brimstone down on them. 😛
Sub in Mogo, Metropolis, Cobra-la, etc, and that's what will happen in pretty much all the battlefields.
Ye of little vision...
You have full creative freedom with you plans, you just shouldn't try to co-opt anything that the natives would be using in these situations or they may attack you. I've said that like 4 or 5 times. You'll simply be present as the situation is taking place. Odin and the Asgardians won't attack you unless you did something stupid like trying to take Gungnir or Hogun's Mace and use it. You'll simply share the battlefield, they won't notice you unless you were to use a tactic that involved using one of their resources or purposely drawing them into your fight.
Originally posted by illadelph12
Ye of little vision...You have full creative freedom with you plans, you just shouldn't try to co-opt anything that the natives would be using in these situations or they may attack you. I've said that like 4 or 5 times. You'll simply be present as the situation is taking place. Odin and the Asgardians won't attack you unless you did something stupid like trying to take Gungnir or Hogun's Mace and use it. You'll simply share the battlefield, they won't notice you unless you were to use a tactic that involved using one of their resources or purposely drawing them into your fight.
Okay, I've looked over the rosters and will voice my concerns. These are the characters I'm voting against unless I am given a good explanation as to why they are low levels metas.
Seras Victoria is a Vampire with Alucard's powers, tactile telekinisis, and can outrun bullets.
Black Knight can absorb any energy or physical attack.
Gideon is an external copier who can copy any six superpowered beings without them being present, can also copy abilities and powers of mechanical beings, team-buster.
Shinobi Shaw, Density Control.
Jotaro, the Stand cannot be damaged in any way, unless via the human itself.
Kira, organic matter manip.
Venom, is above low level meta. Physically out classes Spidey by a mile.
Synch, Power Copier.
Sebastion Shaw can absorb all kinetic energy.
People who can replicate shouldt only be able to do so at their base levels.
Originally posted by Badabing
Black Knight can absorb any energy or physical attack.Gideon is an external copier who can copy any six superpowered beings without them being present, can also copy abilities and powers of mechanical beings, team-buster.
Gideon does have to have a person present to copy them....only people he's copied before (which are stripped from him for tourney purposes) stay with him. He also can't copy amalgams, so we're basically limited to our own team.
...and I think BK gets too much credit. He's not fraggin' Bishop, and can be hurt. The energy absorb is only as good as the reflexes backing it, because I believe it's channeled through his sword.
Tournament Rules (updated):
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 opponent’s 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 teammate’s 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 team’s discretion. Manage your time wisely.
10. Take into consideration that whatever prep area you utilize in a previous match will not be available to you in any subsequent match unless your team were to reach the semifinals, so utilize these options wisely. If, for example, you used the Bat-cave (and all vehicles and tech there within) in Week #1 you won't be able to use it again in any later weeks unless you reached the following round. 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 the first round. No exceptions. Choose wisely. The default prep area is the Bellagio Hotel & Casino in Las Vegas, NV.
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). If a construct or duplicate ceases to exist in combat it can not be summoned again until the following round.
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 pre-amalgamation, not amalgamated characters, and only those of the combatants, not of the inhabitants of the battlefield.
19. No BFR, of opponents or self. Teleportation is allowed and will be assumed instantaneous point to point.