u/Proletlariet • u/Proletlariet • 4d ago
AAC 4 - Battle of the Bodyguards Test
The Tier:
Big Tiero Six
Big Tiero Six is a dual tier featuring Disney's armour-clad marshmallow Baymax and his teenage genius companion Hiro Hamada.
- Baymax represents the Bodyguard, using his large bulk and heavy armour to shield Hiro while pounding his enemies to a pulp both up close and at range using his committal, but powerful rocket fists.
This tier is designed to accommodate characters with human reaction times, but able to put on conditional bursts of speed to close distances. Picks are also expected to contend with brute superhuman strength capable of shattering through thick stone, lifting and hurling multi-ton objects, and the durability to shake off being smashed through sizable areas of concrete.
In addition to their capabilities against peer opponents, you'll also have to consider your pick's ability to defend a squishy human charge, and assassinate one being protected by the opponent. Consider utility abilities like putting up protective shields, teleporting allies out of harm's way, or healing injuries when making your selections.
- Hiro represents a squishy VIP who Baymax needs to protect while trying to defeat his opponents---the first noncombatant role ever introduced to GDT style tournaments.
VIP characters represent a unique win and loss condition for this tournament. Rather than the usual format of a deathmatch until only one team's characters are left standing, if the VIP dies or is incapacitated beyond recovery, your Bodyguard automatically loses the round.
As they represent noncombatants, all VIP submissions will be equalised by default to a set of baseline stats representing average human capabilities.
You are allowed to enter a VIP with physical capabilities beneath the baseline, if, for whatever reason, your debate strategy requires entering a geriatric Aunt May, but you are not allowed to exceed them.
In addition to baseline human physicals, VIP submissions are allowed to possess practical skills and levels of athleticism up to what you might expect from a guy you'd bump into at the store; they might have the marksmanship of a veteran who still plinks targets at a range, but not a crack shot SAS paratrooper. Maybe they have EMT medical training, but not pressure point muscle activating wizardry. Maybe they possess exceptional strategic cunning, but not a comic book 12th level intellect.
The selection of VIPs is both for flavour, and more importantly, to try and synergise with your bodyguard's defense strategy. Hiro, for example, synergises with Baymax by riding piggyback behind him, letting his broad frame shield him from incoming attacks. A more aggressive, reckless bodyguard might prefer a VIP characterised to run away and hide independently while they charge in headlong. A bodyguard who likes to snipe at the opponent from range might prefer a VIP they can hand a spare gun to and trust to deliver support fire from behind cover.
As the VIP is a unique role introduced for this tournament, I will take the next few sections to go into detail about how this will work within the tournament and debates.
VIP Submission Rules:
Rather than submitting your VIP characters alongside a respect thread showcasing your feats, your VIP submission should be accompanied by a brief Characterisation section denoting how they will behave in a fight, with linked scans showcasing examples of this behaviour.
For example, if you were to submit Shaggy Rogers as a VIP, his characterisation section could amount to;
- "Shaggy will turn tail and run away as fast as he can at the first sign of danger before finding a place to hide."
If your VIP is Alfred Pennyworth, you could go more in depth specifying that
- "Alfred will only intervene to try to help his bodyguard after acquiring a firearm or other appropriate weapon, and will otherwise hang back, unless to support a wounded ally using his RAF first aid training."
Debates during the tournament will not focus on undermining or undercutting the outlined behaviour of your VIP, and Judges will generally be instructed to take evidenced behaviour at face value. However, if you submit your VIP with one set of outlined behaviour, and then contradict it in your characterisation of them during a round, this will factor into Judges' considerations and will likely result in your opponent's advantage.
The purpose of including scans at all is in order to ensure that contestants are playing fair---we'd like VIPs to represent actual examples of these kinds of noncombatant allies from fiction rather than munchkin micro-optimised OCs.
Entrants will submit ONE VIP character, and TWO Bodyguards tiered against Baymax. Competitors will have the option to select which of their Bodyguards they rotate in round to round.
Because both bodyguards will be charged with defending the same VIP, it is suggested that submitters choose a VIP whose behaviour compliments both of their Bodyguards' strategies.
VIP Battle Rules:
As mentioned above, the VIP is a unique role in that it represents an alternate win / lose condition during the debates. Like a king piece in chess, a VIP's defeat means defeat for their entire team. If a condition somehow arises where Team A's Bodyguard dies, but subsequently Team B's VIP dies while the Team A VIP is still alive, then Team A wins the round.
VIPs can be defeated either by Death or Incapacitation
- Death is what it says on the tin. Clinical death for any period of time will result in immediate loss for the VIP's team. Abilities which allow their bodyguards to subsequently raise them from the dead will not avoid this.
In order to avoid issues with character morality that would disqualify heroically inclined Bodyguards, VIPs are simulated hardlight hologramme NPCs a la Star Trek's holodeck who will immediately respawn when killed with no physical / emotional / spiritual pain from the experience. All Bodyguard characters are informed of this prior to round start. This does not otherwise alter their biology for the purposes of characters whose powers rely on blood / organs / body heat.
- Incapacitation is defined as any condition not requiring conscious maintenance that removes a VIP's ability to move under their own power, even with the assistance of their bodyguard, for a period of over 60 seconds.
For example: being encased in ice, petrified, or paralysed, would count towards incapacitating a VIP, unless the opponent had to concentrate to maintain the condition (ex: a psychic focusing to compel another person's muscles to stand still). Being partially bound (ex: wrists and ankles tied with bolas) would not count towards incapacitation, because a VIP's bodyguard would still be able to help them stand and move even if they couldn't break the bindings.
The Arenas:
This tournament will alternate between two arenas; one large and open, the other tighter and more linear. What better way to represent the hybrid San Fransokyo setting of Big Hero 6 than to use locales from both cities?
Arena 1: Tokyo Imperial Palace
The Imperial Palace complex is the current home of the Emperor of Japan. The 280 acre grounds include fortifications dating back to the ruins of Edo Castle, where the Tokugawa Shogunate was born, as well as some of the only standing structures in the city to survive firebombing during WWII. Today, the northern and eastern portion of the palace grounds have been designated as a public park, while the western third houses the Imperial family's private residences, national shrines containing Imperial regalia, as well as a small nature preserve and biology research lab.
The palace grounds are surrounded by a series of outer moats between 1 and 1.5 metres deep and 50 to 100m wide. Several smaller inner moats enclose the Emperor's residence and partition off the East Gardens.
Team A spawns at Tayasu-mon Gate near Nippon Budokon in the northern portion of the map. Team B spawns at Sakurada-mon Gate in Kokyogaien in the south-central portion of the map.
Pier 39 is a 45-acre pleasure pier in San Francisco's Fisherman's Wharf neighbourhood; a series of former fishing docks converted into leisure centres to match the growing city's transformation into a major hub of wealth and tourism on the West Coast. Aside from the famous sealions of San Francisco Bay, the pier boasts a marine aquarium, penny arcade, restaurants, and fairground attractions.
The borders of the arena follow this red line, and are inclusive of the east and west marina docks.
Team A spawns standing in front of the Hearts In San Francisco sculpture at the end of the pier. Team B spawns in front of the crab sculpture at the pier entrance plaza.
Shared Map Rules:
The delineated map boundaries are closed off by an invisible indestructible WhoWouldWinnium wall stretching infinitely above and below the ground. Whowouldwinium is an immovable, indestructible material that cannot be phased or teleported through.
Exiting the arena into another dimension or equivalent for longer than 5 consecutive seconds of relative earth-time will result in the God of BFR instantly bludgeoning the character who did so to death with a shovel.
All sunlight present on the map will not inhibit vampires or other characters with an inherent weakness to the sun. It is as warm and bright as normal sunlight.
On all maps, the fight begins at dawn on an average clear-skied summer day for that region.
All maps are devoid of human beings but still populated by their usual wildlife.
All powered vehicles present on the map have their engines disabled.
All doors / entrances are unlocked at the start of the round.
All combatants are aware of the above conditions, as well as all map-specific information outlined below EXCEPT FOR the spawn locations of their opponents.
Team A is the team listed first in the matchup post, and Team B is the team listed second.
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Respect Hammerspace (Supervillainous! Confessions of a Costumed Evil-Doer)
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2d ago
Thanks letter!