Rules II

OFFICIAL AVATAR RULES:

Warnings:

WARNING: Team Captains can give strikes to any player, for any reason, AT ANY TIME, if they are acting inappropriately. In order to stay within bounds, and not be banned, we highly suggest that you follow all rules and regulations. Strikes are not forgivable, and will last ALL SEASON.

1 STRIKE = OUT FOR DAY
2 STRIKES = OUT FOR MONTH
3 STRIKES = OUT FOR THE REST OF THE YEAR

Healing Pit

The healing pit is the ten foot area around the flag that is marked by a rope. No more than two team members are allowed in the healing pit at once, but opposing teams can have as many attackers inside the pit as they want. Healers can't enter into pits without dying. Pit movement is prohibited during games. Team members who have lost limbs can run back to the pit, and get them regenerated, however, if they die within the pit, they are dead for the rest of the game, unless the avatar heals them. When inside the healing pit, they cannot lose limbs, if it is their healing pit, because upon the limbs being cut off, they are instantly healed. If there are more than two team members within the healing pit at once, all three instantly die, and cannot be healed unless the avatar heals them.
**Everyone starts in the healing pit at the beginning of the game.

Healer -

Healers have 1 Life. They can heal wounds, and even fatal blows. They have the option of either dual wield, or shield and short sword. There is one in every element.

Avatar

The avatar has unlimited lives. They begin the game with a random element. He/she has the ability to heal fatal blows and limb losses. The avatar can even heal a healer, if the healer has been defeated in battle. But he/she becomes a normal player after 10 heals. Then, if he or she is killed by an opposing team member, he/she joins their team, and the cycle begins again. The avatar also gets to wield a wicked staff.

Team Captain

Team Captains are in charge of all players within their element. They also have the ability to give strikes. They are your commander, ally, and leader. However, they do not have any real advantages other than that. They are equal members of the team.

Assistant

The Assistant(s) are second in command only to the TC, and exist to relay orders, and provide help when needed. The are also leaders, and to ignore their orders is to commit mutiny.


Soldier

The soldier is anyone who is not a TC, A, Healer, or the Avatar. They get 1 life, which can be returned to them limitlessly through the touch of healer's weapon, or the avatar's coveted staff, or through the means of a healing pit. Their only weapons are one sword per player in combat. They can roam anywhere on the course, and can steal any flag. They are completely loyal to their team, and ALWAYS obey direct orders of Team Captains, and Assistants. In short, they are the guts and glory of the operation.

Boundaries

The boundaries separate the four elements territories. A flag is officially captured when it crosses across a boundary line, regardless of who is carrying it. WARNING: JUST BECAUSE YOU ARE ON YOUR SIDE OF THE BOUNDARY DOES NOT MAKE YOU SAFE. YOU CAN BE KILLED AT ANY TIME, ANYWHERE. Boundaries are only put in place for the purpose of flag capture. Do your best to stay in the designated outside boundaries, as this is a borrowed property, and we don't want any problems.
Flags

The flags are always placed within the healing pit at the start of the game. They can be thrown, disguised, and hidden as well as possible. They must be placed on the trails, however. But when running the flag, running through the brush is permitted. If the flag filcher is killed before reaching the other side, the flag must remain where it is, and the healing pit cannot be moved back around it. Once a flag is captured, the team owes their allegiance to whosever territory it is in. If the team member stealing the flag is killed in another team's territory that isn't their own territory or the original territory, if belongs to whoever's territory it is.


Fighting Chivalry

No throwing objects. (Swords, small people, etc.)
  • No INTENTIONAL head shots.
  • Follow the Kill Zone:
  • Shoulders out = Arm Loss
  • Hips down = Leg Loss
  • Hips up to neck on torso (& back) = Fatality
  • Neck up and Sword hand = No injury
  • When you die, you must collapse EXACTLY where you were killed in battle. No crawling corpses.
  • Alpine School Dress code must be followed.
  • NOTICE: THERE WILL BE NO FLEXIBILITY ON THIS. IF YOU ARE CAUGHT NOT FOLLOWING DRESS CODE, YOU WILL BE BANNED UNTIL YOU RETURN WITH APPROPRIATE ATTIRE, AND THIS MAY RESULT IN A STRIKE.
  • No swearing/dirty language.
  • When one team has their flag captured by another, they owe their allegiance to their victors.
  • You win by capturing all flags/Whoever is in possession of the most flags by the time the game clock hits zero.
WINNING PERKS
-Trophy -MVP JERSEY
-First choice of location for next game.

Before every game, all participants must recite the Pledge.
Before the start of the game, utter silence must by upheld, with the exception of whispering. Everyone must begin the game within the healing pit, with the exception of the Healers, and the Avatar, which are stationed at strategic points in the woods. Once the gong is sounded, each teams yells war cries, AND THE GAMES HAVE OFFICIALLY BEGUN.


At the end of every game, an air horn will be sounded, ceasefire, and return immediately to the Plateau.

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