Rings of Honor

Rings of Honor
Duel of Fists Ranking

Fighters rise in rank according to their success in their duels. Ranks are assigned according to the number of Wins over Losses (WoL) a fighter maintains. For our purposes, we use a set of gemstones to designate these ranks.

RankRequirement
Glass:0-1 more wins than losses
Jade:2 more wins than losses
Ruby:5 more wins than losses
Sapphire:10 more wins than losses
Emerald:15 more wins than losses
Opal:By challenge from an Emerald
Diamond:By victory in the Diamond Quest.

Lack of participation in the Duel of Fists for one full cycle warrents a duelist’s removal from the standings. However, should a duelist send an email to the standings keeper requesting to remain posted despite inactivity, the removal will not occur. Should a duelist fall off the standings and desire reinstatement, reinstatement will occur at the base WoL from one's rank at the time of removal.

 
Emerald Ranking System

Each week all qualifying matches (Emerald vs. Emerald, Emerald vs. Diamond, Emerald vs. Opal, Opal vs. Opal and Opal vs. Diamond) will be added up. This number will be divided by the total number of duelists who partook in these matches. (For example: If 10 duelists fought a total of 30 duels, we would have an average of three.)

In order to be ranked in the top bracket, an Emerald must have fought at least the minimum number of duels (three in the above example). Those who do not, will be ranked in the bottom bracket.

This ranking system includes a possible bonus to your winning percentage. For every duel an Emerald *wins* over the minimum number of *duels* required, that Emerald will receive a +2% bonus to their winning percentage. (If the minimum number of duels is three and an Emerald has a record of 5-0 for the week, he/she would receive a +4% bonus for a 104% winning percentage. An Emerald whose record was 3-2 for the week would receive no bonus since he/she did not *win* more than three duels). Note: The winning percentage is based solely on the "peer" duels and no bonus to WoL records apply.Note: The winning percentage is based solely on the "peer" duels. There is no bonus to WoL's.

After each cycle (three months), the system resets and begins anew.

The ranking system currently allows participants to compare themselves to their peers and to determine seedings in the Diamond Quest.

 
The Opal Rank

Opal holders are ranked above Emeralds, but below the Diamond. There are five (5) Opals available, each special in its own right. Opal holders will have the same requirements and privileges of the Emerald rank in regard to WoL maintenance - no special dispensation exists for this rank. Each Opal has special attributes which are:

The Black Opal (ShadoWeaver)

Minor Power - Create Darkness: The holder of this Opal can create about a basketball size globe of darkness or use several smaller forms of darkness that would add up to roughly that amount. For example: The Opal can use ShadoWeaver's minor power to blind an opponent for a limited time (roughly a minute to 30 seconds; the larger the amount used the less time you have). It can also be used to hide various items from view.

Major Power - Confuse: Allows the dueler the ability to create several "Shadow" forms of themselves that can potentially confuse and misdirect their opponent. The use of this power is incredibly draining and should be used with caution as it requires a great deal of the Opal's concentration to not only perfect and land the move that will score, but to control the various shadow forms that are seeking to confuse the opponent as well.

The Green Opal (PathFinder)

Minor Power - Animation: This power can animate *small* plants (ones no bigger the ferns) to do his/her bidding. They could be used to heckle an opponent by distracting them or possibly to retrieve items, pass mugs of ale, etc., by using their fronds. The power is only useful for brief periods of time (again the larger the plant the less time you have to control it).

Major Power - Camouflage: The user of Pathfinder's major power has the ability to slip through walls or objects that are or were at one time animate. (i.e., The Opal could slip easily through a wooden wall or another dueler because they are living objects but they would not be able to pass through things such as stone or steel). Also, if used at the wrong moment, it is possible for the user to miss on a winning strike or cause themselves a misstep and fall.

The Blue Opal (Icedancer)

Minor Power - (De)Hydrate: This power can control small amounts of water (No more then five gallons) and cause it either to appear or disappear at will. Water could be used for drinking, a distraction, or to be dumped on someone's head.

Major Power - Ice Form: The user of Icedancer's major power has the ability to control the structure of their own body so it becomes as hard as ice. Useful for either offensive or defensive attacks. Use of this power also has the drawback of greatly reducing the speed of the user, leaving them open for possible counterattack.

The Red Opal (FireStar)

Minor Power - Firebuilding: This power can create small amounts of fire no bigger then an average cook-fire. The flame can be projected up to a range of about five feet. It can be used to burn through ropes, light cigars, or heat a section of the room.

Major Power - Flamestrike: This gives the user the ability to create a large force of flame that can encircle their body. Punching forward with the intensity of flame can possibly cause damage to their opponent.

The Yellow Opal (Moonberyl)

Minor Power - Levitate: The user can levitate small objects. Couches and tables are not small objects but glasses, coins, etc., are. The user will be able to use this power to bring items to them instead of having to go over and get what they want.

Major Power - Feathertouch: The user of Moonberyl's power has the ability to "feathertouch." In essence, things that normally weigh a lot (like the resident orc) will seem rather light. Flipping people becomes much easier as does the ability to pick them up without great exertion. However, if the user loses concentration, they may cause themselves to fall or end up off balance, as things will seem their normal weight once again.

Maintaining the Opal Rank

To Maintain their Opal Status the holder of an Opal *MUST*:

  1. Win all challenge matches with Emeralds.
  2. Keep their Wins over Losses (WoL) record at 15 or above. If an Opal falls below 15 WoL he or she will lose their Opal and be reduced in rank to Sapphire.
  3. Remain an Active member of the Duel of Fists. Should an Opal duelist retire or become inactive, he or she will lose the right to bear their Opal.
  4. Defend against a challenge within two weeks of said challenge. If the challenge match cannot be fought within this timeframe, the duelists involved in the challenge are expected to inform the DoF Supervisor, Assistant Supervisor, and Standings Keeper as to the reasons why (preferably through email). If no mitigating circumstances are found, or the reasons for delay deemed unreasonable, the offending party will be held in forfeit.
  5. Appear to defend the Opal. Failure to attend challenge matches more than one time per held Opal within 10 minutes of the scheduled match-time will result in the loss of Opal status.
 
Rights of Challenge

Emeralds challenging for Opal must maintain active status in the Duel of Fists for at least one cycle (three months). Duelists who are reinstated from retirement or who have been removed from the standings due to inactivity must duel actively for one cycle before they may challenge.

Each Opal may be challenged once per month. If an Emerald defeats an Opal in a given month, the new Opal will still be open for challenge within that month. A defeated opal holder must wait 30 days before receiving the ability to challenge for the Opal rank again.

Emeralds are allowed *one* challenge per month; challenges are not cumulative. If an Emerald does not challenge in a given month, their opportunity will not carry over to the next affording them two challenges. Also, a challenge is considered complete when the actual challenge match is finished. In other words, if you challenge on the last day of a month and do not complete the actual duel until the first of the next month, the Emerald will not be able to challenge again until the following month. Example: Emerald challenges on December 31, fights the actual match on January 3. The Emerald in question is not able to challenge again until February.

Only one Emerald may challenge a particular Opal at a time. If multiple challenges are issued to the same Opal by different Emeralds, the first challenge received will be the one honored.

Duelists of Opal rank may not deny a challenge for any reason not provided for in these rules; they must fight or forfeit the title.

Currently, should an Opal become vacant (its holder becomes Diamond, retires, fails to respond to challenge, etc.), the opal may default to a challenger (if a current challenge was already in place), become the prize of an Opal tournament, or be awarded in the Diamond Quest.

The Challenge Process

Challenge matches may occur during regular dueling hours if both duelists and the DUEL official agree. The time of the duel is dependent upon the agreement of the Challenger, the Defender, and the calling referee (DUEL). Challenges matches (best two of three format) may proceed as soon as all parties (duelists and DUEL official) have worked out an agreed upon date and time and all challenge procedures properly executed.

Challenges must be made in writing to the DoF Supervisor and DoF Standings Keeper. Upon receipt of the request, the Standings Keeper will either validate or invalidate the challenge; both the challenger and Opal will be apprised of the challenge’s validity. Assuming the challenge is valid, the challenger should contact the Opal in order to find a suitable day and time for both parties when the match will take place. If the challenger and Opal cannot agree upon a day and time, or when they do agree on a day and time, they should again inform the DoF Supervisor and DoF Standings Keeper.

The Opal has first preference on dates, times, and choice of DUEL caller, but consensus between the Opal, the challenger, and the DUEL official must be reached. If the Opal has no preference to a caller, a DUEL official available to call the match on the selected day and time will do so.

After all parties have agreed to and confirmed the date and time of the match, the challenger is required to post their intent to challenge on the Duel of Fists Message Boards.

In the heat of an argument or sometimes just for kicks, duelers may want to engage in a “spur of the moment” challenge that they want to happen immediately. In these instances, the same protocols as above should be followed: the challenge must be posted, all involved parties must agree on the day/time of the challenge, etc). However, assuming the DoF Supervisor and/or DoF Standings keeper are unavailable to validate the challenge immediately, the challenge match may proceed, but the results will not be posted or become official until verified by the DoF Staff.

The Challenge Match

Both duelists are expected to arrive on time, prepared to duel. If one of the duelists fails to show within ten minutes after the match was scheduled to begin, the duelist present will be asked if he or she would like to continue to wait. If the duelist agrees to wait, the match will be held up for another ten minutes. If after that time the missing duelist fails to show, the match will be rescheduled. If the same person is tardy to the rescheduled match, they will be disqualified and no third rescheduling will be allowed. In other words, if any one duelist is late twice to a challenge match, they will be disqualified and their opponent declared the victor.

Challenge Matches are held in a best of three format and all duels will be fought until a winner is declared; no ties are permissable. If a duel reaches 15 rounds and neither duelist has a one (1) point lead, the match will continue until a duelist gains the one (1) point lead necessary to win the bout.

Duelists are allowed a brief five-minute break between each bout.

Challenge Results

Upon a successful defense, the winning Opal will retain the rights and privileges of the Opal rank. He or she does not have to accept another challenge for a grace period lasting 30 days. If another challenge is issued to that Opal within the thirty day timeframe, they may accept it if they wish, but they are not required to do so until the grace period has expired.

Victory by the Emerald:
If the challenging Emerald defeats the reigning Opal, the following things will happen:

  1. The former Opal will have until the next issued standings to carry the Opal. (i.e., If the Emerald wins on a Thursday, the former Opal would maintain their rank until the day the standings are released).
  2. The new Opal will have one week where he or she will have the opportunity to carry the Opal challenge free without having to accept any challenges proffered. From the time the Emerald is declared the new opal on the standings, to the following week when the next week’s standings take effect (the first official dueling day of that week), the new Opal may choose not to accept an issued challenge, either written or verbal, though the Opal has the option to waive that right if they wish and accept a bid for challenge.
 
Diamond Quest

Typically held during the second or third week of play for each new cycle (three months), a tournament dubbed the "Diamond Quest" takes place. The style of tournament (round-robin or double elimination) will be based upon the number of participants and may vary from cycle to cycle.

All players of Emerald and Opal rank as well as the current Diamond may participate in the tournament. A notice for the upcoming tournament will be posted on the Outback message board. Eligible players must confirm their participation by emailing the DUEL official stated in the post by the date and time listed. This will allow the DUEL official time to set up the Tournament, prepare seedings, determine format, arrange extra callers, etc.

The winner of the Diamond Quest will be afforded the rights, responsibilities, and privileges of the rank of Diamond so long as they maintain a record of at least 15 wins over losses. Should the Diamond fall below this requirement, they MUST fight and defeat three duelists of Emerald rank (selected by the DoF Supervisor and/or Asst. Supervisor) within a reasonable period of time. (Availability of duelists and referees will help the DoF staff to determine this period of time, which will be publicly posted on the Message Boards). Should the Diamond fail to win any of these matches, he or she will be demoted and fall to a rank in accordance with their Wins over Losses record. The Diamond rank will then remain vacant until the next Diamond Quest.

The following are guidelines for participation in the Diamond Quest. Most are centered on good sportsmanship and common sense and should be followed by all DQ participants.

Participation:
Please do not participate if you cannot stay for the entire DQ. For example, if you have to be somewhere and hope the DQ will finish quickly, don't sign up. Tournaments never finish when anybody thinks they will and if there's a chance you can't see it through, then don't start. Of course, we all know emergencies arise and you may have to leave and we understand these sorts of situations.

If a person has to leave before they are eliminated, then they will simply forfeit their current match and the forfeiture will count as their second loss towards elimination (in a double elimination format). In a round robin format, the current match will also count as a loss and the duelist will be removed from the tournament and ineligible to continue should they return later.