I actually began thinking about the #Chittournament Tournament Arc. Mind you, some of this is a bit of a meta, or even pataphysical. Don't worry about that particular issue. I will begin constructing an Arena. You will sign an Arena Covenant. It is an all-powerful Juju-Contract. The primary facets of the Covenant are as follows: 1. The arena can contain, percieve, and affect you. 2. No entrant is truly omnipotent, invulnerable, or incapable of losing. 3. Your powers function within reason according to constraints placed on you by the covenant with all individuals having a shared ceiling. 4. Individuals cannot retroactively reveal immunity, preparation, or abilities that were not disclosed in the covenant or to organizers before the match began. 5. Losing does not result in death, permanent injury, or damage to your particular narrative or canon unless you specifically desire it for honor or some other faculty. Entrants would have to submit the following: 1. Primary Ability: Your defining power. 2. Secondary ability: A supporting or contrasting power. 3. Defensive ability: How you intend to avoid or withstand attacks. 4. Mobility ability: Teleportation, flight, speed, portals, so on. 5. Limitation: A known and exploitable weakness. 6. Finisher: A powerful move that requires setup. 7. Victory Vulnerability: A believable method in which you can be defeated. Abilities may be flavored as infinitely powerful, but ultimately, the covenant would result in the offensive ability to erase universes to be just as powerful as swinging a hammer. The arena would facilitate this through dream projections, narrative gravity, temporal stabilizers, and so forth. Matches will be objective based. Here are the potential objectives: 1. Capture and hold an item. 2. Escort a vulnerable NPC. 3. Reach the center of an ever-shifting labyrinth. 4. Sieges 5. Accumulate points via destroying hidden targets. 6. Survive the environment longer. 7. Discover the arena's hidden rule(s) and win condition. 8. Cooperate against a boss, last-hit wins. Each combatant will be constrained to an action economy. 1 Major Action per round. 1 Defensive reaction. 1 Movement action. 3 Resolve Points to represent your health. 1 Finisher Action able to be activated when you have sufficient 'Momentum' in the match. Momentum is rewarded by myself, or other referees, for: 1. Creating and exploiting an opening. 2. Using the environment cleverly. 3. Accepting Consequences instead of simply negating everything. 4. Building on your opponent's actions. 5. Advancing the round's objective. 6. Revealing a previously disclosed weakness at a dramatically appropriate moment. 7. Revealing preparation for the match that you confirmed with a referee or myself. Uncertain actions will be resolved impartially. When outcomes are obvious from established positioning, the judge rules directly. When both actions are similarly plausible, roll a die. Give small bonuses for genuine advantages established in prior actions, not for increasingly extravagant descriptions of power. For example: Base opposed roll: 1d6 Established tactical advantage: +1 Strong objective positioning: +1 Maximum total modifier: +2 However, the objective will not be the only means of winning the individual match. Akin to a War Game, you may win through alternate conditions. A match can be decided by: Objective Progress (0-4 Points) Tactical Coherence (0-3 Points) Responsiveness to Opponent (0-3 Points) Consequence Acceptance (0-2 Points) Your Performance (0-2 Points) Objectives carry the most weight. But this allows underdogs to possibly make up for not being reality-altering gods and just being Guy with Hammer 3. There will be rules to prevent godly performances as well. You cannot dictate your opponent's reactions or their injuries with your own will. I apologize Doc Scratch for this. You cannot negate everything with an unmentioned immunity. You cannot retroactively prepare. You cannot have new powers. You cannot have unlimited counters to others' abilities. Editing your actions or retcons are not permitted. Receiving external assistant is not permitted unless the round describes otherwise. You must accept some consequences. You cannot pretend you were not hit by Hammer Guy 3's Hammer of Hitting. Abilities will be published before the bracket. Each match will have two scoring judges, one for each participant, and a judge to resolve disagreements. Judges recuse themselves from matches involving close friends, partners, rivals, or themselves. Scores and a brief explanation are published afterward. Appeals are limited to factual rule errors, not for subjective scoring. Rounds will be kept short and based on the participants' scheduling. There should be a match going pretty much at any time if we have enough participants. The Judges for the Round will post the Arena and the Objectives on Chittr as well as their randomly selected players. Each player will have approximately 3 or 4 substantial actions per round generally with some exceptions. There may be a special final action sequence. Each Player Judge will introduce a complication after each player has 2 primary actions taken. Judges score the complete match. The essential rule is participants control their individual selves; the rules and judges control outcomes.


