User:Undead RVD/Sandbox - Tournaments

This sand box is more for Tournament Ideas

=Good vs Evil: Fantasy Army Tournament=

In this tourney, people will create their own armies and battle. Their will be two sides: Good and Evil. The Good armies will battle the Evil armies and see who wins. The Set up goes like this:

The World
The battles will take place in a fantasy world, filled with magic and supernatural creatures. There are several different races, from the most real humans to the to the viscous orcs. Their are also several beasts from fantasy and mythos like trolls, dragons, werewolves and undead monsters.

The forces that lay in this world can be at each user's arsenal but only to an extent. Powerful demons and strong gods will not care for the affairs of humanity and their wars. The most powerful creatures one can harness is of massive but ignorant beasts

Leader Creation
Each user must have a leader. They should be creative yet realistic. They don't rely on magic or supernatural powers but their tactical talents experience.

Bio
Each Leader should have a bio, giving us a feel for their character and how they work. Their background should have enough information on why they are going what they are doing. Having a bio also gives you warrior a reputation. It can aid their intimidation or influence.

A Good leader may have had a good life till his enemies took away his peace of mind, wanting to destroy evil before they can destroy anymore. He is harsh towards his enemies but kind to those who oppose his enemies.

An Evil leader may be an ambitious man, once living as a prince, now seeking the conquest of the world to fill his unsatisfiable hunger for power. He will devastate his enemies, from destroying them to tormenting them.

Gear
The Leaders are given four personal weapons
 * Melee: A weapon used in close up combat
 * Reach: A hand-held weapon that grants the user allot of reach but not true range
 * Range: A weapon that grants the user expendable ranged attacks
 * Special: A unique melee weapon
 * Armor/Shield: Armor and shields are very useful tools, granting the user much needed defense
 * Usually Leader stuff: Each warrior will have what a general would need to make their plans, lead their armies and other stuff.

You should point out whether your Leader is willing to fight in the fight. They might relish combat, willing to fight in the battle. However, they might not want to fight. He may be too old and unfit to fight or just cowardly.

Tactics
Each leader needs a basic tactic, a base to use for his more complicated plans. He may prefer a basic "Zerg Rush" Tactic, just rush in and devastate them. He may want to sabotage his enemies before the battle, weakening them before hand. She may choose to set up an ambush, attack them when they are not ready. Choose what you usually do for your battles, what your basic tactic is.

Fighting Force
You are given 6 fighting forces of your choice 20 points to spend to raise the abilities of your troops.

Infantry
The basic fighting force. They battle on foot and have the most numbers. They don't have any magical properties and are commonly made up of humans, elves and other human-like races. They come with basic military training, basic weapons and basic armor. You get 2,000 troops.

They have one Melee weapon, one Reach weapon, one Ranged weapon and three things of armor (Body armor, Helmet and Shield)
 * Primary Melee: A sword, hand axe, war pick or mace/flail
 * Reach: A two handed sword, two handed battle axe, spear or polearm
 * Ranged: A bow, sling, throwing axe (3 max) or throwing spears (2 spear max)
 * Armor:
 * Body: Chainmail, Scale armor, Brigantine, light Lamallar
 * Helmet: Chainmail hood, skullcap helm
 * Shield: Wooden buckler, wooden circular shield, leather or wooden tower shield/Scutum, wooden kiteshield

Things to boost troops:
 * Advanced Training (2): They are better trained than most forces, capable of using their weapons and skills with immense capability.
 * Heavy Armor (2): Stronger armor to make the troops harder to kill.
 * Body: Plate Armor w/ Chainmail Backing, Heavy Lamallar
 * Helmet: Semi-inclosed helm, heavy inclosed helm
 * (Examples: Barbute, Great Helm, Kabuto)
 * Shield: Steel Circular, Steel Kiteshield, Steel Tower Shield
 * Strange Material (3): Your men have weapons and armor made from a metal or some other material stronger than iron or steel.
 * Die Hard (2): These men will die for you. They have the utter most loyalty and respect to your leader and will never surrender or betray you unless you say so.
 * Allot (3): You have allot of men. You get 4,000 warriors to choose from.
 * Inhuman Race (2): They are physically superior to humans. Infantry is made up of Uruk-Hai, strong undead and other stronger races.

Things to get extra points:
 * Expendable (+1): Your men are made up of weak warriors. Goblins, weak undead and other weak monsters are choices.
 * Forgo (+1 per armor): Your men carry less armor on them. They may forgo body armor or shields.
 * Slow (+2): Your men are not made for speed. They move slowly, whether it is do to being careful, heavily armored or just not known for being fast.
 * Specialist (+1): Your men are specialized in one weapon and one weapon only. This may look like a strength, but once they are in combat out of their element, they are weaker than most troops. An archer is a master at range but are quickly killed when fighting an up close beserker. A pikeman can fight off people with their polearms but ranged fighters and close up swordsmen are fatal. You must forgo the two weapon types your soldiers don't use and instead carry a small melee weapon, such as a dagger or light club.
 * Unadaptive: Your men are easy to pull out of their zone. If they are
 * Unadvanced (+2): They are not with the world in technology. Your infantry use weak leather or wicker armor and either wooden, stone, bronze or early iron weapons.
 * Unreliable (+1): You can't count on your men. They are likely to run.
 * Untrained (+2): Your men are not well trained. Whether they be savages, berserkers or simple folk, they are not professional fighters.

Cavalry
The second most important fighting force. Cavalry are typically better trained than infantry and given stronger gear. However, they are limited to the terrain and can't be used as the primary fighting force. You can have 1,000 soldiers

There are two types of cavalry, Light cavalry and Heavy cavalry. Light cavalry can carry a melee, reach and range weapon but have light armor while Heavy cavalry lack a ranged weapon but have heavy armor for free.

Light Cavalry have one Melee weapon, one Reach weapon, one Ranged weapon and three things of armor (Body, Helmet and Shield)
 * Primary Melee: A sword, horseman axe, horseman pick or horseman mace/flail
 * Reach: One-use spears (3 spear max) or extra-long spear
 * Ranged: A bow, sling, throwing axe (3 max) or throwing spear spears (2 max)
 * Armor:
 * Body: Chainmail, Scale armor, Brigantine, light Lamallar
 * Helmet: Chainmail hood, skullcap helm
 * Shield: Wooden buckler, wooden circular shield

Heavy Cavalry have two Melee weapons, one Reach weapon and three things of armor (Body, Helmet and Shield)
 * Melee: a sword, horseman's axe, horseman's pick or horseman's mace/ flail
 * Reach: a lance/ heavy spear, extra-long sword or expendable spear (break upon use; can carry 3)
 * Armor:
 * Body: Plate Armor w/ Chainmail Backing, Heavy Lamallar
 * Helmet: Semi-inclosed helm, heavy inclosed helm
 * (Examples: Barbute, Great Helmet, Kabuto)
 * Shield: Steel circular shield, Steal Hearth shield, Steel Kiteshield

Things to boost troops:
 * Advanced Training (2): They are better trained than most forces, capable of using their weapons and skills with immense capability.
 * Mix (2): Your cavalry units are a combination of Light cavalry and heavy cavalry. They carry one Melee weapon, one Reach weapo, and one Ranged weapon, like Light cavalry, but wears Heavy armor like Heavy cavalry
 * Strange Material (3): Your men have weapons and armor made from a metal or some other material stronger than iron or steel.
 * Strange Steed (3): your cavalry don't ride normal horses. Their mounts can be undead horses, Giant wolves/Wargs, Bears or even medium size dinosaurs, the biggest allowed is the Allosaurus.
 * Die Hard (2): These men will die for you. They have the utter most loyalty and respect to your leader and will never surrender or betray you unless you say so.
 * Allot (3): You have allot of men. You get 2,000 warriors to choose from.
 * Inhuman Race (2): They are physically superior to humans. Infantry is made up of Uruk-Hai, strong undead and other stronger races.

Things to get extra points:
 * Expendable (+1): Your men are made up of weak warriors. Goblins, weak undead and other weaker races are choices.
 * Forgo (+1 per armor): Your men carry less armor on them. They may forgo body armor or shields.
 * Specialist (+1): Your men are specialized in one weapon and one weapon only. This may look like a strength, but once they are in combat out of their element, they are weaker than most troops. An horseback archer can be taken down by a tough pikeman. A horseback swordsman is vulnerable to a knight with a nice, strong lance
 * Unadvanced (+2): They are not with the world in technology. Your cavalry use weak leather or wicker armor and either wooden, stone, bronze or early iron weapons.
 * Unreliable (+1): You can't count on your men. They are likely to run.
 * Untrained (+2): Your men are not well trained. Whether they be savages, berserkers or simple folk, they are not professional fighters.

Elite
Elite are different from basic units. They have a far smaller number but their skills are vastly greater, making one at par with 5 soldiers. They are the commandos of the types, sneaking into enemy lines and devastate them or setting up ambushes. They might be supernatural Ninjas, unnatural Warrior Monks or fantastic Rangers. They should be used for what they are trained for. They get the Advanced Training boost and Strange Material boost but you must use two fighting forces spots.

They have one Melee weapon, one Reach weapon, one Ranged weapon and three things of armor (Body armor, Helmet and Shield), all having unnatural elements Examples of unnatural materials:
 * Primary Melee: An unnaturally strong sword, hand axe, war pick or mace/flail or strange close-range weapon (Katar punching dagger, sickle, numchucs, etc.)
 * Reach: An unnaturally strong two handed sword, two handed battle axe, spear, polearm or strange mid-range weapons (chain-whip, scythe, double sided spear, etc.)
 * Ranged: An unnaturally strong bow, sling, throwing axe (3 max), throwing spears (2 spear max) or strange long range weapon (Chakram throwing disk, Kuni throwing knives, poison darts, etc.)
 * Armor:
 * Body: Unnaturally strong leather or chainmail, unnaturally light Lamallar
 * Helmet: Unnaturally strong leather or chainmail hood, unnaturally light enclosed helmet
 * Shield: Steel buckler
 * Leather made from Dragon Hide
 * Super-strong wood
 * Super-strong metal
 * Unnatural Smiting technique

Things to boost troops:
 * Horsemanship (2): Your elite warriors can ride on horseback fairly well, good enough to fight on horseback
 * Die Hard (2): These men will die for you. They have the utter most loyalty and respect to your leader and will never surrender or betray you unless you say so.
 * Inhuman Race (2): They are physically superior to humans. Infantry is made up of Uruk-Hai, strong undead and other stronger races.

Things to get extra points:
 * Forgo (+1 per armor): Your men carry less armor on them. They may forgo body armor or shields.
 * Specialist (+1): Your men are specialized in one weapon and one weapon only. This may look like a strength, but once they are in combat out of their element, they are weaker than most troops.
 * Unadvanced (+2): They are not with the world in technology. Your cavalry use weak leather or wicker armor and either wooden, stone, bronze or early iron weapons.

Beasts (Light)
Nature is a good place to get warriors. You can use small to large-human size animals and monsters to aid you. They are dumber than your infantry but far more vicious.

The type of monster effects your edges. The "Light Beasts" are the basic attack animals. They are small and weak but come in a whopping 2,500 units. The "Greater Beasts" are the bigger of the two. They are larger and far stronger but only comes with 1,000 units. Use them well. Things to boost troops: Things to boost your points:
 * Light beasts: large Canine (Attack Dog, wolf, etc), medium size Cat (Cougar, Panther, etc) or any other creature of that size area.
 * Greater beasts: Warg, Bear, Big Cat (Tiger, Lion, etc.) or any other monster of that size.
 * Supernatural (4): these are the unnatural monsters. They do not come from nature and are even harder to kill. These include the likes of Werewolves and Werebears, undead of the unintelligent(zombies) or semi-intelligent (ghouls) kind and plant monsters.
 * Elite (2): These animals were raised to be killing machines. They are loyal to you and won't abandon or attack you.
 * Savage (+2): They are hard to control and the likelihood of them attacking you is high if they can reach you. Mindless zombies and wild dogs are good at sending in first.

Siege Engines
Each leader is given three siege engines to battle with. The four types that be chosen from is Combat, Infiltration, Beast (Heavy) and Psychological. You have 10 points to spend on these.

Combat
the Combat siege engines are the basic big ranged weapons, from the basic Scorpion crossbow and heavier Ballista to the basic catapult and the more advanced Trebechet. Combat Engines come in several forms. You can have 40 Light engines (needing 1 to 2 people working it), 20 Medium engines (2 to 4 people working it) or 5 Heavy engines (6 to 12 people working it)
 * Light: Small lightweight ballistas and catapults
 * Scorpio balista, Onager catapult
 * Medium: Medium size ballistas and catapults. Repeating Ballistas count as Medium
 * Heavy ballista, Mangonel catapult, Small Trebechet, Polybolos repeating ballista.
 * Heavy: Big, heavy-duty catapults
 * Large Trebechet,

Things to Boost Engine: Things to Grant more points:
 * Expert (2): The people who are working your engine know what they are doing. They may be experienced or very well trained.
 * Good Build (2): Your Combat Engine was made very well. It is stronger and will stay together better.
 * Special Payload (2): Your combat engine fires more than just bolts and rocks. They can have flaming or poisoned bolts for the ballistas and Greek Fire jars, dead bodies or jars full of poison.
 * Incompetent Workers (+2): The people who are working your Engine don't know what they are doing. Missing will be common
 * Cheap (+2): Your combat engine is cheap and not made to last. Destroying it ill be easy.

=Military Team Tournament=

Intro(MTB)
Welcome to the Military Team Tournament! It is time to create a military grade warrior, join a team and get ready to fight!

The Global Vigilante Army
The Global Vigilante Army is a global underground para-military group that fight for the welfare of humanity. They are made up of former military and are most commonly seen combating tyrants, war lords and crime lords. They understand when their aid is not needed and only help when no one else can take the challenge. The Elite division is the GVA's elite soldiers, made up of former special forces members and commandos from around the world. They will commonly combine and share training and tactics to make a near-unstoppable fighting group.

The GVA also does work as the International Aid Vanguard(IAV). As the IAV, they help people through charity, recovery programs and international aid.

Bio
Who is your soldier and how did they get into this tournament.

Appearance
What does your soldier look like? Keep him or her realistic to a degree but interesting.

Gear

 * Melee Weapon
 * Handgun
 * Shotgun
 * Assault Rifle
 * Sniper Rifle
 * Explosive
 * Body Armor

X-Factors
You can have:
 * Military training for a specific military group, with 2 note-worthy strengths gained through it
 * 1 Weapon proficiency
 * 4 note-worthy strengths gained through outside activity
 * One note-worthy weakness

Join a Team
Their will be four teams and each team will consist of four team members.

Global Vigilante Army

 * Vadik

=Custom WARFRAME Battles=

Introduction(CWB)
Welcome to the Custom WARFRAME Battles! Here, you can become a Tenno and create a custom Warframe of your choice. You can design your Warframe using Text or you own artistic abilities. You choose your weapon load out and create your own powers. You will then join other Tenno in a few battles of survival against the common enemies of the Tenno and even some new enemies. Your Warframe is of your Design!

Basic Notes
Creating your Warframe is allot like creating your user warriors but with some stuff are not quite like that:
 * Backstory and Personality are not needed. Each of you are a Tenno and the Tenno share the same background: You have awoken from cryostasis have lost much of your memory. However, the anatomist Lotus will lead you through your missions and help the Tenno take the solar system back.

Step One: Description
Your Warframe's description should be split int into different categories: Theme and Appearance.

You should explain what your Tenno's theme is very well. The Theme should be creative and relatively original. They can be of the classic elements (Earth, Wind, Fire and Water), of internal forces (Light, Darkness and Life-Force) or of new-world (Chemicals, Vibrations and Magnetics). Your theme may also be based on how you use those powers. They could be made for stealth, brawls, traps, crowd-control or enemy manipulation.

Your Warframe needs a strong visual design. Whether you write it out, you draw it out or you use a computer program to make them visible for us. Take a look at the designs of these Warframes. You should see how basic yet in-depth their designs are and how creative their heads are. Use what you have seen to create how your Warframe looks like. Do not mimic any Warframe, in-game or user-made. Your should figure out what your Warframe's theme is and incorporate it into their design, but it should be somewhat subtle.

Step Two: Stats
Your Warframe should have some stats put down to it. The Stats that are to be put down are.
 * Health: Your health dictates how much damage you can take before you go down. The greater health you have, the more damage you can take before going down.
 * Health ranges from 75 (low health) to 150 (high health)
 * Power Energy: Energy is what fuels your powers. The greater Max Energy you have, the more times you can use your powers.
 * Power ranges from 100 (basic) to 150 (a lot)
 * Armor: Your armor determinants how much damage you actually take from hits. The greater armor you have, the less damage you take from hits.
 * Armor ranges from 15.0 (very light armor) to 190.0 (very heavy armor)
 * Shield Capacity: Shields are a Warframe's first defense against damage. The greater shield capacity you have, the more damage it can stop before you go down.
 * Shield Capacity ranged from 75.0 (light) to 150.0 (very strong)
 * Sprint Speed: Your sprint speed mainly determinants the speed of your sprints but also dictates your normal speed.
 * Sprint Speed ranges from 0.8 (slow) to 1.6 (very fast)
 * Stamina is how much energy you have to use in melee attacks, sprinting and jumping.
 * Stamina stands at 8.0 as the standard

Take a look at the in-game Warframes and create stats that retain to your character's theme. A Warframe that utilizes stealth powers and manipulation would have lower armor and health but greater speed and energy. A Warframe that utilizes a lot of close-range powers would probably have less energy or speed than other warframes but would have greater health or armor. Make sure your warframe is balanced.

Step Three: Powers
With Your Theme picked, you must pick four powers of that theme. Their are four types of powers:
 * Basic Power: This is the easiest and most energy saving power to have. Of the four powers you can have, this one is the one you can throw out the most of. Ranged blasts, energy mines, charge attacks and holographic decoys are common Basic Powers.
 * Energy Cost: 25
 * Medium Power: This power is the second easiest and most energy efficient of the powers you can have. Area of effect attacks, personal buffers, turning invisable and the such are the usual Medium Powers.
 * Energy Cost: 35-50
 * Greater Power: This power is unique and its energy cost is based on the effect.
 * Teleportaion and Super Jumping is typically very cheap energy-wise.
 * Energy Cost: 25
 * Creating a stasis field, buffers for multiple allies and powerful range attacks typically cost more energy.
 * Energy Cost: 25
 * Master Power: This is your biggest power. It deals the most damage and effects the most enemies. You can create a giant field of damage, launch out a thousand energy spears or cause every units in a large radius to go mad and start fighting each other. This is the hardest power to charge up but has the biggest pay off when used.
 * Energy Cost: 100

Make sure that your powers are not OP. A basic power should have a limited range, be weak or more of a "throw it out" kind of attack. Your Master Power should not be made too easy. It should be the most difficult and methodical to pull off.

Step Four: Your Load Out
You must choose your Warframe's load out. You must have 1 Melee Weapon, one Sidearm, one Primary Arm, and one Sentinel. Your weapons don't have to be connected to your theme. They are just weapons.

For Weapons and Sentinels
 * Note: Research Weapons, Prime Weapons and Stalker Weapons can not be chosen. I will tell you if the weapons you have picked are allowable. Same goes for Sentinels.

Chapters
Your Warframes will take part in multiple missions in which you will battle many different enemies. Their will be 6 primary mission types, based on the enemies:
 * Grineer
 * Corpus
 * Infested
 * Corrupted

Level Up
Your Warframe will grow stronger as the battles progress. His/Her Health, Shield Capacity and Energy will increase slightly without the need of mods as you last.

Mods
Mods are items that can boost your capabilities, your weapon's capabilities or your powers. You can also fuse Mods together to enhance one of your mods or use a Fusion Cell to enhance them.

For the First round, you guys will have no mods. However, you guys will gain mods as you go along and be able to use them.

Elimination
Each chapter will result in the elimination of one or two participants.