Versus Thread Rules and Assumptions

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## Introduction

The following are the assumptions to be made for battles in versus threads, if no alternative assumptions are specified by the thread creator. Assumptions alternative to these ones can be freely used, are equally legitimate, and threads using different assumptions can be added to profiles just like these ones can. Generally, it is preferable that the thread creator specify the assumptions he wants to use in the thread and adjust them in such a way that as fair a fight as possible can take place.

## Assumptions

* **Character version:** The strongest version of a character is used, that we have listed. The strongest version being defined as the one with the highest tier; if there are multiple versions with the same tier, then the most recent version.
* **Victory Conditions:** Death of the opponent, removing the opponent from the battlefield for at least one day (BFR), knocking the opponent out for at least ten minutes, or incapacitating the opponent by putting him in a state in which he can not harm the other fighter(s) for over a day, are to be assumed as victory conditions.
* **State of mind:** In character, but willing to kill to the opponent. The characters will employ their usual battle strategies, including flaws such as being casual, however, must be willing to kill the opponent even if they usually won't.
* **Knowledge of the other character/verse:** The characters know the direction their opponent(s) start in. Furthermore, they get knowledge of the character's appearance, equivalent to the knowledge they could have gained if they would have been allowed to briefly observe the form opponent(s) starting in using their senses of sight, hearing, smell, taste and touch (or equivalent). It's assumed that they only get the information necessary to identify the opponent(s), so abilities like Information Analysis can not be used based on this knowledge. Negative effects of the observation, such as those caused by Madness Manipulation Type 3, are assumed to not apply for this knowledge either. Aside from this, the characters also have knowledge of each other.
* **Equipment:** Standard equipment or optional equipment
* **Location:** The location where characters can fight. However, the location should be balanced for both of characters.
* **Outside Influence:** None. No characters of either verse, aside from those participating in the battle, may influence the outcome of the battle in any way. That means they may not join the fight, grant buffs, create shields, provide information etc. Exceptions are things like blessings, calling upon some higher entities power for a spell, summoning familiars to battle for them, having another character as equipment or more generally spoken the things which are listed on the profile as part of a characters own powers and abilities.
* **Starting distance:** The characters start as far away from each other as the highest range of the fighters is. For example, if one character has a range of 10 meter and the other has a range of 20 meter they start 20 meter apart. However if the range of one character is 10 meter and the range of the other is 5 kilometer, they start only 4 kilometer apart.
* **Verse equalization:** Similar supernatural aspects of verses get equalized in a reasonable fashion. So a supernatural energy that almost everyone in a Verse has, which is necessary to fight the characters of said Verse, will be assumed to be the equivalent energy that the opponents use in their techniques so that a proper fight can happen. Furthermore, attacks that require a special type of energy to be effective, like anti-magic requiring magic, will be assumed to work against the energies of different Verses, as long as they are somehow similar and the mechanics are somehow compatible with the known mechanics behind the energies from different Verses. For example, mind control resistance by being a capable mind user would also work against other Verses, but mind control resistance through a strong will would not necessarily work against mind control from other Verses. It is also important to note that characters won't lose or gain any abilities or resistances which they do or do not inherently possess. However, if an ability has a weakness, condition, caveat, or limitation, consistently shown throughout its use (such as not working on characters under a specific condition, like energy gap) or stated by a valid and uncontradicted statement, then it should be applicable after the equalization. Equalization works highly on a case-by-case basis, so many relevant cases should be discussed in the versus thread itself.

## The Rules

* Kindly do not create spite or stomp threads, whether by tier, speed or an absurd difference in hax proficiency (that is, a very hax character vs one with little to no hax) unless the other character possesses abilities that compensate for this advantage.
	+ See here for information regarding one-shots in versus threads.
* When creating a versus thread, preferably add links to the relevant character profiles to make it easier to compare their abilities.
* For a verdict, there must be at least seven votes in favor of one character/team, with a minimum difference of three votes. Some examples:
	+ A final vote tally of 3-0 will be considered invalid.
	+ A final vote tally of 4-0 will be considered valid.
	+ A final vote tally of 4-1 will be considered valid.
	+ A final vote tally of 4-3 will be considered invalid.
* If both sides have equivalent posts with constructive arguments, the thread shall be deemed inconclusive.
	+ Inconclusive matches, in which the opposing parties are incapable of defeating each other, should only added to profiles if they had a notable debate. A debate is considered notable, in this context, if it features a lengthy debate over an aspect not directly listed on profile. Examples of such are standard tactics (if not listed), ability mechanics and (unlisted) potency, interaction between abilities, weaknesses, verse equalization, potential methods to circumvent resistances and immortalities, potential learning or growth they could achieve in the timeframe of the fight, whether they could escape long enough for prep based abilities to come into play, etc.