3rd ANNUAL TOURNAMENT OF HOLDFAST!
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3rd ANNUAL TOURNAMENT OF HOLDFAST!
A few sheets of old parchment hang on the notice board, roughly pinned in with a large nail.
Under it, a blank sheet.
SIGN UP HERE. ONE ROCK PER ENTRY
-Asher
Under it, a blank sheet.
SIGN UP HERE. ONE ROCK PER ENTRY
-Asher
Asher Fairchild- Posts : 88
Join date : 2016-02-03
Re: 3rd ANNUAL TOURNAMENT OF HOLDFAST!
3rd Annual Tournament of Holdfast
Official Rules and Regulations
Welcome competitors to the 3rd annual tournament of Holdfast!
The tournaments purpose is to display the strengths and talents of Holdfasts citizens, all while upholding the spirit of competition. The winner will receive a cash prize, as well as the coveted Fairchild Cup, and of course, bragging rights! Please take a thorough look through the rules prior to entering the tournament.
Happy Fighting, and Good Luck!
RULES
1. Entering the tournament costs one rock.
2. All Matches are 1 vs 1.
3. Enchanted Items (magic, psychic, alchemical, etc.) may NOT be worn. Enchanted Weapons may be used, but their enchantments may NOT be activated.
4. Competitors may affix THEMSELVES with Basic Enchantments (e.g. the air will defend you). You may not receive enchantments from other mages. All enchantments must be disclosed, and their effects clarified to referees before your match.
5. Bardic Enchantments may not be used by competitors prior to or during a match. However, bards may use their OWN skills to their advantage prior to a match. They CANNOT boost their abilities with help from other bards.
6. Competitors may have up to THREE weapons (with the exception of arrows and throwing weapons). Dual-wielding is allowed if the competitor is trained in that respect. Any extra weapons must be holstered on the body, and may not be stored on the field for later use.
7. Magic users may begin the match with up to TWO mana in their hands. The rest must be holstered.
8. Timed Spells (e.g. earth petrifies) will be limited to a time of ONE MINUTE. Anyone found to be lingering or unnecessarily drawing out a match may receive a yellow card.
9. Non-psychic competitors CANNOT receive psychic states for their matches.
10. Should you break your opponents weapon (with or without the use of magic), you will be responsible for replacing it after the match.
11. Arrows may not be nocked prior to the beginning of the match. You may however, have ONE arrow in your hand, ready to nock after the match is called.
12. Archers can have as many arrows as their quiver will fit. They may have ONE quiver. Arrows may be reused during the match.
13. Competitors using throwing weapons may have as many as they can holster on their bodies.
14. Spectators may not interfere with a match in any way (e.g. A bard may not enchant from the side lines).
15. Alchemical Solutions (including health potions) are banned from use.
16. Competitors MAY heal THEMSELVES during a match, should they possess the magic or other skills to do so.
BANNED SPELLS AND MAGICS
We feel that spells that cause a competitor to become completely incapacitated, or unable to control their own will, hold an unfair advantage in a fighting tournament. Therefore, the following spells may not be used in the tournament;
1. With Water I Alter your Memory.
2. The Air Will Slow you.
ALL ESSENCE AND VOID MAGICS ARE BANNED
The list of banned spells is and will always be ever changing, debated, and subject to amendments in years to come. We ask that you respect the decisions that have been made, and voice any comments, concerns, or ideas, to referees to be taken into account for future years.
REGULATED SPELLS
With Water I Command you, while still in play, we ask that you keep the commands to quick actions (command you to fall, command you to spin, etc.)
With Air I Seal your ______, may not be used to seal an opponents eyes
All timed spells must be limited to ONE MINUTE.
Breaking any of these rules may result in a yellow or red card. 3 yellow cards equal a disqualification, and carry over between rounds. A red card is an immediate disqualification. The severity of the offense will be decided by referees. A referee’s word is final. Safety of our competitors and spectators is our number one concern above all. If your actions are deemed unsafe, you may be disqualified.
(OOG Rules
1. All Armor points are in play
2. All Health points are in play
3. Thresholds (wear armor, toughness, etc) are all in play
4. If its not on your sheet, you can’t use it. For example, if you don’t have sudden clarity, you cannot have a state imparted to you before a match. This goes for magic, bard buffs, etc.
5. Bards can’t stack their abilities and power with other bards.
6. Baseball batting, shield bashing, or any sort of aggressive contact (shoving, punching, etc) is an obvious disqualification. If you can’t do it IG, you can’t do it in the tournament.
7. If you’re choosing to use throwing weapons, the count as one of your weapons slots. For example, you can have a sword, an axe, and your throwing daggers. Not a sword, an axe, a hammer, and your throwing daggers.
If we’ve missed something, rules will be subject to change up until the Friday of game, so make sure you double check the forums for amendments, and double check the rules after you’ve arrived. )
Official Rules and Regulations
Welcome competitors to the 3rd annual tournament of Holdfast!
The tournaments purpose is to display the strengths and talents of Holdfasts citizens, all while upholding the spirit of competition. The winner will receive a cash prize, as well as the coveted Fairchild Cup, and of course, bragging rights! Please take a thorough look through the rules prior to entering the tournament.
Happy Fighting, and Good Luck!
RULES
1. Entering the tournament costs one rock.
2. All Matches are 1 vs 1.
3. Enchanted Items (magic, psychic, alchemical, etc.) may NOT be worn. Enchanted Weapons may be used, but their enchantments may NOT be activated.
4. Competitors may affix THEMSELVES with Basic Enchantments (e.g. the air will defend you). You may not receive enchantments from other mages. All enchantments must be disclosed, and their effects clarified to referees before your match.
5. Bardic Enchantments may not be used by competitors prior to or during a match. However, bards may use their OWN skills to their advantage prior to a match. They CANNOT boost their abilities with help from other bards.
6. Competitors may have up to THREE weapons (with the exception of arrows and throwing weapons). Dual-wielding is allowed if the competitor is trained in that respect. Any extra weapons must be holstered on the body, and may not be stored on the field for later use.
7. Magic users may begin the match with up to TWO mana in their hands. The rest must be holstered.
8. Timed Spells (e.g. earth petrifies) will be limited to a time of ONE MINUTE. Anyone found to be lingering or unnecessarily drawing out a match may receive a yellow card.
9. Non-psychic competitors CANNOT receive psychic states for their matches.
10. Should you break your opponents weapon (with or without the use of magic), you will be responsible for replacing it after the match.
11. Arrows may not be nocked prior to the beginning of the match. You may however, have ONE arrow in your hand, ready to nock after the match is called.
12. Archers can have as many arrows as their quiver will fit. They may have ONE quiver. Arrows may be reused during the match.
13. Competitors using throwing weapons may have as many as they can holster on their bodies.
14. Spectators may not interfere with a match in any way (e.g. A bard may not enchant from the side lines).
15. Alchemical Solutions (including health potions) are banned from use.
16. Competitors MAY heal THEMSELVES during a match, should they possess the magic or other skills to do so.
BANNED SPELLS AND MAGICS
We feel that spells that cause a competitor to become completely incapacitated, or unable to control their own will, hold an unfair advantage in a fighting tournament. Therefore, the following spells may not be used in the tournament;
1. With Water I Alter your Memory.
2. The Air Will Slow you.
ALL ESSENCE AND VOID MAGICS ARE BANNED
The list of banned spells is and will always be ever changing, debated, and subject to amendments in years to come. We ask that you respect the decisions that have been made, and voice any comments, concerns, or ideas, to referees to be taken into account for future years.
REGULATED SPELLS
With Water I Command you, while still in play, we ask that you keep the commands to quick actions (command you to fall, command you to spin, etc.)
With Air I Seal your ______, may not be used to seal an opponents eyes
All timed spells must be limited to ONE MINUTE.
Breaking any of these rules may result in a yellow or red card. 3 yellow cards equal a disqualification, and carry over between rounds. A red card is an immediate disqualification. The severity of the offense will be decided by referees. A referee’s word is final. Safety of our competitors and spectators is our number one concern above all. If your actions are deemed unsafe, you may be disqualified.
(OOG Rules
1. All Armor points are in play
2. All Health points are in play
3. Thresholds (wear armor, toughness, etc) are all in play
4. If its not on your sheet, you can’t use it. For example, if you don’t have sudden clarity, you cannot have a state imparted to you before a match. This goes for magic, bard buffs, etc.
5. Bards can’t stack their abilities and power with other bards.
6. Baseball batting, shield bashing, or any sort of aggressive contact (shoving, punching, etc) is an obvious disqualification. If you can’t do it IG, you can’t do it in the tournament.
7. If you’re choosing to use throwing weapons, the count as one of your weapons slots. For example, you can have a sword, an axe, and your throwing daggers. Not a sword, an axe, a hammer, and your throwing daggers.
If we’ve missed something, rules will be subject to change up until the Friday of game, so make sure you double check the forums for amendments, and double check the rules after you’ve arrived. )
Asher Fairchild- Posts : 88
Join date : 2016-02-03
Re: 3rd ANNUAL TOURNAMENT OF HOLDFAST!
*Scribbled in ink under the main set of rules*
AMENDMENT: DESTROYING MANA FALLS UNDER THE SAME RULES AS DESTROYING WEAPONS. IF PART OF YOUR STRATEGY IS TO DESTROY YOUR OPPONENTS MANA, YOU WILL BE RESPONSIBLE FOR REPLACING IT.
AMENDMENT: DESTROYING MANA FALLS UNDER THE SAME RULES AS DESTROYING WEAPONS. IF PART OF YOUR STRATEGY IS TO DESTROY YOUR OPPONENTS MANA, YOU WILL BE RESPONSIBLE FOR REPLACING IT.
Asher Fairchild- Posts : 88
Join date : 2016-02-03
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