The Tower
Jun 17, 2015 14:49:27 GMT -8
Post by Indrid Cold on Jun 17, 2015 14:49:27 GMT -8
A minigame emphasizing just how amazingly powerful our experienced masterminds are, and letting the players try to get some revenge against them in this exciting BATTLE MINIGAME!
A tower was constructed by an interdimensional being who called upon the multiverse's finest warriors to become the champions of this new domain. The being wanted to be entertained, and give the chance to these champions to ease their power craving and blood lust, choosing to allow a set amount of people of notable accomplishments to fight his champions. Can anyone beat these 5 powerhouses of insane strength and vast intellect to claim the tower for their own?
Rules:
The Masterminds
Choosing your fighter: The 5 masterminds that are selected will choose a character they have played as in any season, not as a mastermind persona. These characters can be any of their past characters. I will be researching each mastermind to find out their powers, arsenal, knowledge and weaknesses to allow them to be able to use their character to their full potential. Masterminds may have potential problems with their powers or the such, but I will have all issues resolved before the game begins.
Arena: Masterminds will also need to choose a season that they hosted, so that an arena may be somewhat based off of it (example: DICE as a selection would feature a backdrop of the scene where Eclipse fought Abelvion). The arena itself will have no distinct effects on the fight unless otherwise specified to both the player and mastermind before the battle begins
Aresenal and Powers: Masterminds will have all powers their character's have used at any point as long as there are certain conditions. First of all, any power that would be out of the question, such as the "world" card or a high amount of DICE, is not going to be allowed. I will speak to each mastermind directly before the game is completed about which powers they may have from their long history of shenanigans, as well as work with them to assure that they are accurately given the chance to have an accurate representation of their character. As with players, all masterminds will have a burst move that they use while in a fight should they be close to using. This power will be much better than their other powers, but it will have adverse affects on them as to ensure that it is used with caution.
The Players
Choosing Your Fighter: Like Masterminds, players must choose a character they have used in a season previously. This character may be humanoid or otherwise, as long as it has been used and can be thoroughly researched. Characters will not be overly godlike or powerful, so any selected to be such will be nerfed or denied altogether.
Arsenal and Powers: Characters are a bit different than masterminds in terms of powers. In order to grant character's powers that will suit them well, a system has been developed to determine the character's powers and skills. A player may select any game that their fighter was a part of. Then, in order to gauge their power based on that game's rules, I will roll a 20 sided die 3 times. I will take the average of those 3 rolls and use that as a gauge, the higher the number the greater the power. In order to avoid unfairness and under-powering, I will offer a re-roll if any player gets a score lower than 7, but only one re-roll. More explanation will be offered when a player chooses the season they get their powers from. Important: A character *must* have participated in a season to get their powers from that season.
Victory Conditions: Any Mastermind who successfully manages to kill a player is awarded a Master point. After allowing every player to attempt to complete the tower, all the master points are tallied up for each character. The Mastermind with the highest amount of points will win on the mastermind team. In the event of a draw, both mastermind's personas will go head to head in battle and the winner shall be declared the winner of the mastermind team. Any player who successfully beats the entire tower shall win the game, as well as bragging rights for being ridiculously lucky and skilled enough to beat the masterminds.
side notes:
1. because of the system in which a master mind will attain points, the order in which the master minds are fought will be randomized every time a new player challenges.
2. In case any were wondering, an attempt will be made to allow the actual mastermind full control over their persona in the mini-game for the first playthrough. Any Mastermind that consents to the usage of their character, but doesn't want to participate will either have their character controlled by myself or another mastermind who I feel is capable to handle the job
A tower was constructed by an interdimensional being who called upon the multiverse's finest warriors to become the champions of this new domain. The being wanted to be entertained, and give the chance to these champions to ease their power craving and blood lust, choosing to allow a set amount of people of notable accomplishments to fight his champions. Can anyone beat these 5 powerhouses of insane strength and vast intellect to claim the tower for their own?
Rules:
The Masterminds
Choosing your fighter: The 5 masterminds that are selected will choose a character they have played as in any season, not as a mastermind persona. These characters can be any of their past characters. I will be researching each mastermind to find out their powers, arsenal, knowledge and weaknesses to allow them to be able to use their character to their full potential. Masterminds may have potential problems with their powers or the such, but I will have all issues resolved before the game begins.
Arena: Masterminds will also need to choose a season that they hosted, so that an arena may be somewhat based off of it (example: DICE as a selection would feature a backdrop of the scene where Eclipse fought Abelvion). The arena itself will have no distinct effects on the fight unless otherwise specified to both the player and mastermind before the battle begins
Aresenal and Powers: Masterminds will have all powers their character's have used at any point as long as there are certain conditions. First of all, any power that would be out of the question, such as the "world" card or a high amount of DICE, is not going to be allowed. I will speak to each mastermind directly before the game is completed about which powers they may have from their long history of shenanigans, as well as work with them to assure that they are accurately given the chance to have an accurate representation of their character. As with players, all masterminds will have a burst move that they use while in a fight should they be close to using. This power will be much better than their other powers, but it will have adverse affects on them as to ensure that it is used with caution.
The Players
Choosing Your Fighter: Like Masterminds, players must choose a character they have used in a season previously. This character may be humanoid or otherwise, as long as it has been used and can be thoroughly researched. Characters will not be overly godlike or powerful, so any selected to be such will be nerfed or denied altogether.
Arsenal and Powers: Characters are a bit different than masterminds in terms of powers. In order to grant character's powers that will suit them well, a system has been developed to determine the character's powers and skills. A player may select any game that their fighter was a part of. Then, in order to gauge their power based on that game's rules, I will roll a 20 sided die 3 times. I will take the average of those 3 rolls and use that as a gauge, the higher the number the greater the power. In order to avoid unfairness and under-powering, I will offer a re-roll if any player gets a score lower than 7, but only one re-roll. More explanation will be offered when a player chooses the season they get their powers from. Important: A character *must* have participated in a season to get their powers from that season.
Victory Conditions: Any Mastermind who successfully manages to kill a player is awarded a Master point. After allowing every player to attempt to complete the tower, all the master points are tallied up for each character. The Mastermind with the highest amount of points will win on the mastermind team. In the event of a draw, both mastermind's personas will go head to head in battle and the winner shall be declared the winner of the mastermind team. Any player who successfully beats the entire tower shall win the game, as well as bragging rights for being ridiculously lucky and skilled enough to beat the masterminds.
side notes:
1. because of the system in which a master mind will attain points, the order in which the master minds are fought will be randomized every time a new player challenges.
2. In case any were wondering, an attempt will be made to allow the actual mastermind full control over their persona in the mini-game for the first playthrough. Any Mastermind that consents to the usage of their character, but doesn't want to participate will either have their character controlled by myself or another mastermind who I feel is capable to handle the job