The Legend of Tor Na'Mit [Winner: keiths31]
Posted: Sat May 10, 2008 7:51 pm
[edit-Lx] New TO: benga
Winner: keiths31
Get out your swords and axes, it is time for a RPG tournament!
Please read all the instructions CAREFULLY before joining.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This tournament is quite involved and complex. If you are only interested in playing some games, this is probably not the tournament for you.
Freemiums are welcome, but please keep one spot open for this tournament for its duration. There may be significant periods of downtime, so this may not be recommended.
The Legend of Tor Na'Mit
The Story
Darkness had come to the land of Tor Na'Mit. Ordinary citizens could no longer go about their day to day lives without fear of terrible creatures or dark magics causing them troubles. This greatly disturbed the king, and so he sent a message to the fifty greatest heroes in the land.
With that, the heroes set forth, each seeking for the lost wands, and each competing with the other for the king's ransom......
Objective
Be the first hero to recover all seven lost wands!
Gameplay
i)50 players will each choose a character class. Each class has different abilities.
ii)In the first round, players will play be randomly divided into ten, 5 player games. Seven of these games will be 'wand' games, and three 'non-wand'. The wands will be randomly placed, one in each game.
iii)All games in this tournament will be Standard/Sequential/Escalating/Chained/Sunny
iv)Before each round, each player must indicate who they are using their class power on(if applicable), as well as which wands they will use(if applicable). If no action is indicated, none will be taken.
v)The winner of a 'wand' game receives that wand, and one wand charge. Winners of 'non-wand' games will gain no advantage.
vi)Wand charges are needed to use a wand's power. Wand charges must be used before each round or they are lost.
vii)In the second round, and each round after that, players may choose which game they would like to join, as well which powers or wands they would like to use(if applicable). Any unclaimed wands will be randomly placed in one of these games.
viii)At the end of these games, they may begin choosing which map they wish to play in the next round as well as there actions. First come, first served. There will be five spots maximum in each game, although games will run with anywhere from 2-5 players.
ix)A player who goes unchallenged in a district during a round, counts as having won that round.
x)At the end of the game, the winner may choose an unclaimed wand, or any one defeated player's wand, as a prize(if applicable).
xi)Players can only be prevented from joining a game each round by the Wand of Death. There is no way to be completely eliminated from this tournament.
xii)Play continues as such until one hero has all the wands!
xiii)All choices can be made by PM. That is, unless you want to go around shouting about who you are casting into limbo with the Wand of Death.
xiv)Failure to notify me of which game you intend to play in, or any other critical action, will result in your removal from the tournament.
xv)You always to have 24 hours from the time my PM is sent to make your actions. It will be occasionally possible to take actions outside of this 24 hour period, but there are no guarantees.
xvi)Getting booted for missing too many turns will result in removal from the tournament.
xvii)The next round will not begin until the previous is entirely finished.
xviii)Any questions about the rules will rest on my judgment. All decisions are binding and final.
The Wands
Wands contain different magical powers, that can be activated by winning a game. Each victory will produce one wand charge that must be used before each round or lost. Due to the heavy magical effort of taking on a new wand, only one may be recovered each round. Wands cannot be taken into limbo.
There are seven wands spread throughout the kingdom of Tor Na'Mit.
The Wand of Might: Use of this wand will grant the user incredible constitution for one round, allowing them to pick up two wands in one round. (if possible)
The Wand of Magic: Use of this wand will grant the user heightened magical abilities, allowing them to gain two wand charges should they win in the next round.
The Wand of Stealth: Use of this wand will grant the user great dexterity. Should they eliminate a wand carrying hero in the next round, they may Steal the wand, regardless of whether or not they win the round.
The Wand of Vision: Use of this wand gives the user heightened sensory abilities, allowing them to discover which heroes are carrying wands.
The Wand of Revival: This wand can return a hero from limbo or remove a curse.
The Wand of Death: This wand casts a hero into limbo (cannot join games and any owned wands are randomly replaced next round).
The Wand of Protection: This wand protects the user harmful spells, abilities(including Steal) and their wands from detection for the round. This wand will not remove a current curse, but will prevent new curses from being placed.
The Classes
There are many different types of hero in the lands:
Warrior: The strongest of heroes, their strength allows them to retrieve two wands from a battle, instead of the usual one. A warrior using the wand of might is said to be able to retrieve three wands in one round.
Mage: The wisest of heroes, their wisdom allows them to gain twice the wand charges as others from a victory. A wizard using the wand of magic is said to be able to gain three charges in one victory.
Rogue: The quickest of heroes, their dexterity will allow them to Steal the wand of an enemy they slay in battle, whether they win the round or not.
Druid: These heroes live in harmony with nature. Their natural camouflage allows them to prevent detection of their wands, and prevent their wands from being Stolen.
Ranger: The Ranger is a skilled tracker, and is able to determine who has ownership of one wand each round.
Cleric: These heroes are excellent protectors and healers. They cannot be harmed by curses or by the wand of death. They may also remove a curse from one hero each round, as well as tell who has been cursed.
Necromancer: These heroes are masters of the grave. They can place one curse upon heroes. If a cursed hero is cast into limbo in the future, the cursing necromancer will gain their wands, rather than it being replaced. Only the most recent curse will remain. Only the wand of Death can send a hero to limbo.
The Lands
The lands of Tor Na'Mit are vast and wide. Here are the many districts:
Africa
Alexander's Empire
Americain Civil War
Ancient Greece
Arctic
Asia
Brazil
British Isles
Caribbean Islands
Discworld
Draknor-Level 1
Dustbowl
Europe
Extreme Global Warming
Germany
Greater China
High Seas
Iceland
Italy
Middle Earth
Middle East
Midkemdil
Mongol Empire
Netherlands
Phillipines
Puget Sound
Scotland
Soviet Union
Tamriel
Texan Wars
USA
WWII Eastern Front
As new lands are discovered, more districts may become available.
Prize
The hero who returns with all seven wands will receive 100,000 gold coins.
(Approx. value=$0.0000000001 CDN)
Signing Up
Name:
Class:
Any other fancy thing you want in your title?:
The Heroes
Bones2484, a Cleric
keiths31 the Kanadier, a Cleric
Kernal_Kronic, a Druid
CandaVespin, a Cleric
jwithington, a Cleric of Fharlanghn
Heroes in Limbo
ralphcptc, a Druid
harvmax, a Rogue
SkywardShadow, the charismatic Rogue
barterer2002, a Ranger
Dazoot, the High Druid
poguemahone, the Celtic Warrior
ultraman, a Mage
MEK, a Ranger
Timminz, the Rogue scholar
Lufsen75, the devil's Warrior
denominator, a Ranger
AfroDwarf the Deepwarden, a Druid
mountainbill, a Mage
Marfski, a Necromancer
R0k0v, the kick-ass Cossack, a Warrior
Forza AZ, a Druid
Keellan, a Druid
satenialynn, a Druid
brandoncfi, a Ranger
White Moose, the albino Druid
BaldAdonis, a Druid
-=-=-=-=-Beyond Saving=-=-=-=-=-==---
Drasill, a Necromancer\
KidWhisky, the clandestine Cleric
Natewolfman, a Rogue
geigerm, a Cleric
thekidstrumpet, the unlikely Warrior
greyknight77, the glum Warrior
lemurkind, a Necromancer
amazzony, a Cleric
mangus of China, a Rouge
wpg27offsuit, a Mage
Hawk79, a Ranger
Anarkistsdream, a Ranger
tabsnake, a Mage
acores2005, a Warrior
drake_259, a Druid
kaisr90, a Druid
MostMackinest, a Necromancer, the NecroManicinest
plurple the master of magic, a Mage
vampir2124, the vamparic Necromancer
Destroyer Sol, the mighty Warrior
nic379, a Necromancer
monster14, Warrior of death
demon7896, the evil Warrior
kagetora, a Rogue
Winner: keiths31
Get out your swords and axes, it is time for a RPG tournament!
Please read all the instructions CAREFULLY before joining.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This tournament is quite involved and complex. If you are only interested in playing some games, this is probably not the tournament for you.
Freemiums are welcome, but please keep one spot open for this tournament for its duration. There may be significant periods of downtime, so this may not be recommended.
The Legend of Tor Na'Mit
The Story
Darkness had come to the land of Tor Na'Mit. Ordinary citizens could no longer go about their day to day lives without fear of terrible creatures or dark magics causing them troubles. This greatly disturbed the king, and so he sent a message to the fifty greatest heroes in the land.
King Gozar wrote:Heroes of Tor Na'Mit. I am sure you are all aware of the darkness that now covers the land. The balance between light and dark must be restored. Thus, I am sending you all forth to recover the seven magical wands that can bring peace back into the world. The hero who returns to me with the seven wands shall receive 100, 000 gold coins. I bid you all good luck.
With that, the heroes set forth, each seeking for the lost wands, and each competing with the other for the king's ransom......
Objective
Be the first hero to recover all seven lost wands!
Gameplay
i)50 players will each choose a character class. Each class has different abilities.
ii)In the first round, players will play be randomly divided into ten, 5 player games. Seven of these games will be 'wand' games, and three 'non-wand'. The wands will be randomly placed, one in each game.
iii)All games in this tournament will be Standard/Sequential/Escalating/Chained/Sunny
iv)Before each round, each player must indicate who they are using their class power on(if applicable), as well as which wands they will use(if applicable). If no action is indicated, none will be taken.
v)The winner of a 'wand' game receives that wand, and one wand charge. Winners of 'non-wand' games will gain no advantage.
vi)Wand charges are needed to use a wand's power. Wand charges must be used before each round or they are lost.
vii)In the second round, and each round after that, players may choose which game they would like to join, as well which powers or wands they would like to use(if applicable). Any unclaimed wands will be randomly placed in one of these games.
viii)At the end of these games, they may begin choosing which map they wish to play in the next round as well as there actions. First come, first served. There will be five spots maximum in each game, although games will run with anywhere from 2-5 players.
ix)A player who goes unchallenged in a district during a round, counts as having won that round.
x)At the end of the game, the winner may choose an unclaimed wand, or any one defeated player's wand, as a prize(if applicable).
xi)Players can only be prevented from joining a game each round by the Wand of Death. There is no way to be completely eliminated from this tournament.
xii)Play continues as such until one hero has all the wands!
xiii)All choices can be made by PM. That is, unless you want to go around shouting about who you are casting into limbo with the Wand of Death.
xiv)Failure to notify me of which game you intend to play in, or any other critical action, will result in your removal from the tournament.
xv)You always to have 24 hours from the time my PM is sent to make your actions. It will be occasionally possible to take actions outside of this 24 hour period, but there are no guarantees.
xvi)Getting booted for missing too many turns will result in removal from the tournament.
xvii)The next round will not begin until the previous is entirely finished.
xviii)Any questions about the rules will rest on my judgment. All decisions are binding and final.
The Wands
Wands contain different magical powers, that can be activated by winning a game. Each victory will produce one wand charge that must be used before each round or lost. Due to the heavy magical effort of taking on a new wand, only one may be recovered each round. Wands cannot be taken into limbo.
There are seven wands spread throughout the kingdom of Tor Na'Mit.
The Wand of Might: Use of this wand will grant the user incredible constitution for one round, allowing them to pick up two wands in one round. (if possible)
The Wand of Magic: Use of this wand will grant the user heightened magical abilities, allowing them to gain two wand charges should they win in the next round.
The Wand of Stealth: Use of this wand will grant the user great dexterity. Should they eliminate a wand carrying hero in the next round, they may Steal the wand, regardless of whether or not they win the round.
The Wand of Vision: Use of this wand gives the user heightened sensory abilities, allowing them to discover which heroes are carrying wands.
The Wand of Revival: This wand can return a hero from limbo or remove a curse.
The Wand of Death: This wand casts a hero into limbo (cannot join games and any owned wands are randomly replaced next round).
The Wand of Protection: This wand protects the user harmful spells, abilities(including Steal) and their wands from detection for the round. This wand will not remove a current curse, but will prevent new curses from being placed.
The Classes
There are many different types of hero in the lands:
Warrior: The strongest of heroes, their strength allows them to retrieve two wands from a battle, instead of the usual one. A warrior using the wand of might is said to be able to retrieve three wands in one round.
Mage: The wisest of heroes, their wisdom allows them to gain twice the wand charges as others from a victory. A wizard using the wand of magic is said to be able to gain three charges in one victory.
Rogue: The quickest of heroes, their dexterity will allow them to Steal the wand of an enemy they slay in battle, whether they win the round or not.
Druid: These heroes live in harmony with nature. Their natural camouflage allows them to prevent detection of their wands, and prevent their wands from being Stolen.
Ranger: The Ranger is a skilled tracker, and is able to determine who has ownership of one wand each round.
Cleric: These heroes are excellent protectors and healers. They cannot be harmed by curses or by the wand of death. They may also remove a curse from one hero each round, as well as tell who has been cursed.
Necromancer: These heroes are masters of the grave. They can place one curse upon heroes. If a cursed hero is cast into limbo in the future, the cursing necromancer will gain their wands, rather than it being replaced. Only the most recent curse will remain. Only the wand of Death can send a hero to limbo.
The Lands
The lands of Tor Na'Mit are vast and wide. Here are the many districts:
Africa
Alexander's Empire
Americain Civil War
Ancient Greece
Arctic
Asia
Brazil
British Isles
Caribbean Islands
Discworld
Draknor-Level 1
Dustbowl
Europe
Extreme Global Warming
Germany
Greater China
High Seas
Iceland
Italy
Middle Earth
Middle East
Midkemdil
Mongol Empire
Netherlands
Phillipines
Puget Sound
Scotland
Soviet Union
Tamriel
Texan Wars
USA
WWII Eastern Front
As new lands are discovered, more districts may become available.
Prize
The hero who returns with all seven wands will receive 100,000 gold coins.
(Approx. value=$0.0000000001 CDN)
Signing Up
Name:
Class:
Any other fancy thing you want in your title?:
The Heroes
Bones2484, a Cleric
keiths31 the Kanadier, a Cleric
Kernal_Kronic, a Druid
CandaVespin, a Cleric
jwithington, a Cleric of Fharlanghn
Heroes in Limbo
ralphcptc, a Druid
harvmax, a Rogue
SkywardShadow, the charismatic Rogue
barterer2002, a Ranger
Dazoot, the High Druid
poguemahone, the Celtic Warrior
ultraman, a Mage
MEK, a Ranger
Timminz, the Rogue scholar
Lufsen75, the devil's Warrior
denominator, a Ranger
AfroDwarf the Deepwarden, a Druid
mountainbill, a Mage
Marfski, a Necromancer
R0k0v, the kick-ass Cossack, a Warrior
Forza AZ, a Druid
Keellan, a Druid
satenialynn, a Druid
brandoncfi, a Ranger
White Moose, the albino Druid
BaldAdonis, a Druid
-=-=-=-=-Beyond Saving=-=-=-=-=-==---
Drasill, a Necromancer\
KidWhisky, the clandestine Cleric
Natewolfman, a Rogue
geigerm, a Cleric
thekidstrumpet, the unlikely Warrior
greyknight77, the glum Warrior
lemurkind, a Necromancer
amazzony, a Cleric
mangus of China, a Rouge
wpg27offsuit, a Mage
Hawk79, a Ranger
Anarkistsdream, a Ranger
tabsnake, a Mage
acores2005, a Warrior
drake_259, a Druid
kaisr90, a Druid
MostMackinest, a Necromancer, the NecroManicinest
plurple the master of magic, a Mage
vampir2124, the vamparic Necromancer
Destroyer Sol, the mighty Warrior
nic379, a Necromancer
monster14, Warrior of death
demon7896, the evil Warrior
kagetora, a Rogue