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- =SB=Tournament VI: Arenas
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| =SB=Tournament VI: Arenas | |
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| Tweet Topic Started: Feb 2 2013, 10:53 PM (697 Views) | |
| Lord Talancir D'Landior | Feb 2 2013, 10:53 PM Post #1 |
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~ RP Knight ~
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Old Arenas - Off Limits for future matches Vanity's Falcron It's oval shape spans from one side to another, approximately 250 feet in length, width exceeds about 95 feet, allowing for plenitude with space to maneuver. The surface it self, tends to be uneven with mostly sand, with an rather thin layer of concrete around the center. Yet it's ancient architecture haven't exactly survived harsh winters and time it self, and thus our fighters will have enough memorizing where to step, to avoid certain mishaps. Certain obstacles has been specifically made for this tournament only, providing decent cover opportunities, such as, medium sized wall, partly damaged, nearby each entrance. Rocks situated at the center like a clock, without numbers three, six, nine and twelve included. The round of events what will unfold throughout the round will make out in an shifting weather cycle. Beginning at first light, at first sunlight, perhaps giving one or the other, a slight benefit of having it directed towards them. Upon turn six, clouds will emerge, and upon the seventh turn rain will pour down, until turn fourteen when clouds will scatter, introducing the beginning of a slow darkness covering our combatants. Stands are situated on the north and southern side. Situated fairly high to avoid an unfortunate bloodshed, as what comes beneath them, are dangerously obvious. Calantriopolis Unlike Vanity, this arena's supposedly made in an squarish fashion with round curves on each end. Sorta like an ice hockey field. It's about 125.feet in all directions, and while the distance between the rivals may be rather less, they'd at least have an more open way of choosing path's. Surface is mostly covered in medium tall layer of grass, bits of rocks and roots scattered about, making for quite the unpredictable ground to walk upon. Tree's are made in form like a cross, with one tree at each edge, while one prudently taller is at the center. Little else is there made for cover, but the characters own meaning for defense. Whereas the weather won't shift, there's a few things worth taken in consideration. Upon the sixth round, each of the tree's will be set on fire from above. This will obvious increase the normal temperature exceeding that of our normal standards. On each side of the stands, are several small holes, meant to sprinkle out water, for the slightest time of cool-down. With nothing much else to it, this tarries on, until one side has gone out victorious. There are no stands, so each character fitted to use the walls are fitted to so. However if stepping outside, the character will be disqualified without question. Overgrown Arena Ruins The full moon rises over an unmarred, starry night, casting the arena below in a pale light... if it could be called that. The arena itself seems to have been unused for decades, and in its disuse, nature has crept in to reclaim the man-made construction. Trees and overgrowth have taken over the spectator stands, and the road to get to the arena was half hidden by more of the same. The arena itself seems to have been made below the water table; the years have seen water seep into the fighting ground from the combatant's stalls below. The water level itself stands at about ankle height, and is covered in areas with algae, anchored to small mounds of composted leaves and other detritus. The dimensions of the Arena seems to be roughly 29 meters (about 95 feet) in diameter. Symmetrical Forest The morning sun had revealed a swath of fog enveloping the landscape. Although not cold enough to freeze water, one's breath could still be seen on the walk toward the next location. The road to this arena seems to stop in a copse of aspen trees, the terminus of which is marked by a large iron brazier. The fire within is blazing hot, and seems to have been ablaze for some time. These trees were clearly planted; each tree is evenly spaced from each other by a distance of two meters, and are in perfect rows. The undergrowth includes wildgrass and flowers, interspaced by clutches of composted leaves. The fog seems to be limiting the visibility factor to about 15 meters, beyond which the artificial forest seems to stretch on for an indeterminate distance. Indeed, as one keeps walking forward, more trees slowly coalesce out of the opaque curtain of moisture. More annoyingly, it seems that you're losing track of your direction; regardless of what direction you walk, you seem to come back to the very same terminus of road that led you here in the first place. Hallowed Atrium NOTICE: ARENA DESTROYED NOTICE: ARENA DESTROYED A doorway opens up to a wide indoor space about 50 meters in diameter. Above, the roof is concave, supported by baroque pillars that reach up to the center of the domed, coffered ceiling, where it ends in an opening that lets the afternoon sun shine through. In the center, a large porcelain fountain gouts streamlets of water into a small pool below. The floor is decorated in mosaic tiles, elegantly repeating the same set of patterns at interval across its polished surface. A few torches provide light to benches positioned against the wall of this atrium, but the primary source of light comes from the oculus at the top of the ceiling, which stands 30 meters above the ground. Dragon's Reign The arena it self is found beneath earth it self, built around in an underground complex. 22 meters, (75 feet) diameter makes it rather small, and an excellent arena for those who seek up-close affairs. Yet it's impregnable darkness, barely any source of light, it's perfectly suited for surprises. The floor it self is made of red rock, and without much any source for cover, due to the accumulated space, there's been served two mounted heads of dragon's on each end, opposite from the characters entrance. Truth is, both are triggered by four rather indistinguishable patterns hidden across the floor. Simply footwork won't initiate it, but a light thud, potentially from a fall, will serve both heads to breathe out fire, at about 1 meter (3ft) above the ground, spanning across, preventing any natural ways of crossing without crouching, or sliding. While both offers extreme heat, there's also the only source of light within the already darkened chamber, where only the most daring members shall succeed. Hence why it's been given the name.
I'll make a proper edit to this arena later. ~Tal Old Clock Tower NOTICE: ARENA DESTROYED NOTICE: ARENA DESTROYED It was an old clock tower, or rather the inside of a clock tower. Far past its heyday, cobwebs and rusty gears dominate what was in this place. With every step or shift in weight, the floors creak and groan. This obviously isn't a place for stealthy characters, as every footstep could be heard. If any heavy-set fighter jumps, they'll go right through the floor. However, this wouldn't be a bad thing, as they wouldn't fall to their doom. This arena has three floors. Each room is large, and there is only one stair case leading to and from the top floor and the bottom one. The height for each floor-ceiling measurement is fifteen feet. the top rooms are filled with gears and pools that are rusted and dust covered. Its more like a obstacle course the further you get away from the center of both rooms. Ranging from large gears to small gears, both room would prove to be a good hide and seek room, only if it weren't for the rusty and noisy sounds that come out whenever you touch anything in the room. As well, climbing these poles and gears could prove to be useful. Yet, staying putting pressure on any of these ancient gears or pole for more than ten seconds will surely force it to break. At the top of the tower, the doors and shutters keeping away the elements are decayed and open, and the cobwebs sway gently to the movement of the air. The wind is obviously stronger outside; almost in tendem with the swaying of the cobwebs, you can feel the tower itself swaying. No doubt this old tower only has a few years more of neglect before it collapses into a pile of rubble. Any damage to the structure would no doubt hasten its demise. There seems to be enough scaffolding present within the structure that its complete collapse would be delayed somewhat, and an avenue of escape exists via the stairwell to the tower's sublevel. Within the sublevel, there is enough illumination from the basement windows to provide some light... Throughout both rooms there are countless of tools, ranging from screw drivers to crowbars. All of them aren't durable and will mos likely break easily, yet the option to use such things as a weapon is still open. However, there is no tools in the center of both floor, which is where both fighters were placed. Oddly enough, the only things that do not break, is the four walls, and the bottom floor of the second floor. Also, the ceiling for the top floor is about twenty feet high.
Sky Haven The arena it self is held high above, at about seven thousand feet. Surface is made of wooden material, such as found in the occasional living room. It's shape is much similar to that of a simple square, spanning approximately, 30 meter's (98.ft) in diameter to all sides. Each corner are held up by chains, each attached to four airborne dragon's, each are meant to serve as an alternative way of seeing your foe getting obliterated. Yet the distance between the solid floor and the creatures are bout 5 meter's (16.ft). This would initially prove useful in case the floor would collapse. Each round there's constant shifting turbulence, but not to the extent to knock out anyone out of the arena, unless they'd forgot keeping an steady balance. And because the arena is moving, making leaps could be disastrous unless you know what your doing. All four are maintain an steady flow at about 12.4 mph. Often clouds may emerge making for an temporary blindness, unless you've have the perfect reason to penetrate through such soft substance. Now for the alternative path.
The Thirteenth Pit A pit that acted as a place of torture for the prisoners of an ancient, supposedly fabled kingdom. It is situated in a realm with three suns. There is no night; every thirteen turns, this world rotates enough to switch suns. The first is scorching hot and relentless, though it manages to light every bit of the pit, even through water. The second is milder, moderately warm, and its gentler light only illuminates the upper two thirds of the pit, leaving the rest dark. The third sun is weak; it radiates very little heat and only lights up a quarter of the pit, leaving the rest in the dark. The cycle goes on, with the first sun reappearing thirteen turns after the third and so on and so forth. The pit is 450 ft. (~137.16 m) high and 150 ft. (~45.72 m) in diameter. The opening is sealed by an unbreakable grate which will only open once at the start of the match so that the competitors may be dropped in. Directly afterwards, it will close for the remainder of the battle, effectively leaving the players trapped inside the pit during the entire fight, with no way out until a winner is declared. There are 13 steel chains of varying lengths hanging from the grate. Each chain has a hook attached at the end. The hooks are big enough for the competitors to grab or even stand on. The walls are made of hard stone and covered in innumerable holes. At the start of the match, the pit will be full with enough water to allow the competitors to reach the longest chains. Over the course of thirteen turns, the water level will continue to decrease until it is entirely drained. It remains drained for five turns before water begins to flow out of the holes in the walls and fill it up back to the original height over the following thirteen turns. Whether each competitor prefers to stay in the water, either out of convenience or to cool down from the sun's heat, or opts to use the chains to remain suspended in the air is entirely their prerogative. Loser's Bracket Arena - DEFUNCT- The Inter-Round Lobby - DEFUNCT - The Bartender can't stand to see any more destruction, paycheck or no! Burning candles occupy the tables still left undamaged or destroyed. On one particular table in the back, a serving table is laid out with a good selection for supper, and a grand assortment is available for those who want to skip supper and go straight to pie. Alcohol is flowing freely, on the house and widely distributed, and the audience is getting rowdier by the post, as evidenced by shouting and spilling the excess of their drinks about. The spectators are also packed in tightly around the spectators, giving the combatants plenty of room to fight, but no room to leave. It's do or die, or rather, win or get kicked out!
Marketplace Intersection WARNING: ANGRY MERCHANTS ABOUND. IT WOULD NOT BE WISE TO START A FIGHT HERE. The inter-round lobby sat next to an avenue that wound its way toward the central part of the city. The avenue snaked through residential areas, and just behind a blind curve, a wide intersection opened up to a marketplace. The center of the intersection featured a marble fountain, its water spouting languidly from underground and glistening in the midday sun. beyond, a tall, cracked marble and concrete vestibule provided shade for the markets and stalls, where farmers and merchants plied their wares. The sky overhead seems pretty clear, though clouds are beginning to gather. The clouds themselves are dark - it looks like rain.
Please don't respond to this thread, as it serves no further purpose than to list the arenas that will be fought in. Edited by Talancir D'Landior, Nov 21 2013, 01:56 PM.
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![]() RP Aid: So, you want to be a storyteller? A must read for any Storyteller who wants to be better at his craft. RP Aid: Combat: A Comprehensive Guide to Beating Arse By the way, I'm on skype. Search for talancir. Millstone of Time Resources My Character Archive: http://sonicblast.org/topic/7265216
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