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Battle Brawl

Originally invented in the sky city of Vomire, the combat sport now known as battle brawl has become popular amoung all of the sky cities as well as the continents of Elion and infinis.     The Arena and Basic Rules The arena is a raised platform above water divided in halves (one for each team) and zones (three for each team). Teams begin each round in their side's zone 1. The goal is to push the enemy team as far back as possible in the allotted time during each of the three Rounds. One Round lasts 5 turns (5 full initiative counts).   Thanks to the extensive warding in the arena, paired with brawl bracers that all participants must wear,all damage in the arena is nonlethal . If a combatant runs out of hit points, they're not knocked unconscious, but are instead stunned until the end of the Round. During a Round, healing is the only way to remove the stun.     Fouls A player can receive a foul for several reasons. When the referee declares a foul, that player moves back one zone. Zone foul: received when you move forward without having the ref's permission to advance (ie, when you've forced the entire enemy team back). Pull: received for pulling an enemy out of his zone and into another. Pulls are fine as long as they don't force an enemy out of the zone. Side knockout: enemies can only be knocked out of the back of the arena, not the sides. Excessive force: an attack that imposes any type of effect that lasts longer than 1 round is a foul. Grabbing/Icing: received for interfering with your opponents' movement, whether by imposing the restrained or immobilized condition, or creating difficult terrain. Bracer removal: if a player removes their bracers for any reason, or if a player directly interferes with an opponents bracer (including spells that would compel a player to remove their own) then that players team immediately forfeits the match.   Scoring If you push all enemy team members out of a zone, your team can advance to fill the empty zone. The team that owns the most zones at the end of a Round wins the Round. Best 2 Rounds out of 3 wins. However, if you manage to push all enemy players out of the arena in a single Round, that's a knockout, and an automatic match victory.     Actions in combat Your combat actions are modified slightly for this sport. Since it's a friendly competition, you can incorporate some special moves that wouldn't work in a true fight.   Attack This is your basic form of offense. You need to attack in order to win, since pure defense won't push enemies out of the arena. If you hit an enemy with a single-target attack, you push that creature 5 feet. If the power already pushes, you increase the push by 5 feet. And finally, if you hit an enemy granting combat advantage, increase your push by 5 feet.     Defend When you take a total defense action, in addition to the normal effects, you can make a saving throw to ignore the first forced movement or imposition of combat advantage you take that round.   Counter This is a variant of the rule for preparing actions. You can prepare an action to attack an enemy that attacks you as normal, but when you do, you make an opposed attack roll. If your attack roll is higher than the enemy's, you ignore all effects of that attack, and your attack functions as normal.   Ganging Up You can prepare an action to attack an enemy at the same time as a teammate. If the first attack is successful, the enemy grants combat advantage for subsequent attacks on the same initiative count.   Special Circumstances Tiebreaker If a given Round, or the match, ends in a tie, a tiebreaker occurs. Roll a die or toss a coin to determine which team chooses the circumstances of the tiebreaker. The winning team chooses one member of each team for a one-on-one duel on a small circular platform that raises itself from the centre of the arena (the space of both zone 1s). Whoever knocks their opponent off the platform wins the tiebreaker and the Round (or match).   Critical Hit On a crit, you push your target 2 extra squares.   Second Wind & Action Points Action points function as normal. Second wind also functions normally, except that you can also roll a saving throw to ignore the first forced movement or imposition of combat advantage you would take before the beginning of your next turn.

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