Post by Brynjolf on Aug 28, 2005 18:58:09 GMT -5
Southeast Texas Chapter Arena Rules
Article 1: Arena Layout:
A) The ground floor is stone covered by about six inches of dirt and is a square 150 feet on each side. Interconnected, elevated platforms are arranged 40’ above the ground and are usable by the contestants. There is also a below ground “dungeon” level that may be used. In fact, all three levels will be used in the match by default unless both parties’ agree otherwise.
B) If an alternate arena layout is available for use, it may be used only if both parties agree to it.
C) All arenas shall be located somewhere on the chapter’s version of Garweeze Wurld. If the arena is to exist on any plane other than the Prime Material plane it must be agreed to by all parties involved – including the GM.
Article 2: Participant Starting Locations
A) If only two people or groups are fighting and the default arena is being used, then it is recommended to start the opposing players inside the two alcoves provided for this purpose just inside the two entryways that face each other across the ground floor of the arena. In these starting locations, the participants are considered unable to see each other because they have no line of sight. This is the default setup.
B) Starting locations for the groups involved may be altered by mutual agreement. If no agreement can be reached, then the default setup will be used.
C) If the default setup is not possible (due to more than two groups or the use of a different arena), then failure to agree on starting locations shall require the GM to designate the starting locations in any manner he deems fair.
Article 3: The Audience
A) Spectators are allowed to come with their buddies to watch the show, but there is a protective shield around the arena that prohibits the casting of spells, the firing of missile weapons, and the passing of potions or other help. Spectators can taunt to their heart's content, but it has no affect on their own or the participant's honor. Fans cannot enter the field and participants cannot enter the stands.
B) No fighting of any kind is allowed in the stands. If you want to fight, get in the arena; that’s what it’s for.
C) The vendors in the stands sell every food and drink known on every plane of existence at twice the normal price, but you can't leave the arena with it.
D) Seating in the stands of the arena comes in several price ranges.
1) Box seats: These are front row seats and cost 1,000gp per seat. Some multiple person boxes are available at a price of 5,000gp for a box of six seats. For an additional 250gp, you can have a personal butler for your box that will take care of your drink/food orders, place your bets, and carry your drunken butt back to the portal to your home wurld after the fight. In addition, each person in the box will receive a souvenir guide signed by the day's main event participants to take home with them. It is considered quite an honor to go home splattered with the blood of the participants, so these seats fill up quickly.
2) Mezzanine seats: The first level costs 250gp per seat and the second level costs 100gp per seat. Located behind all of the box seats, these seats are reserved. Venders march up and down these aisles with an assortment of foods, drinks, novelty tabards, and souvenir guides.
3) The Nose-Bleed section (Pauper's Corner): Seats in this area cost 25gp per seat and are located at the top of the stadium and in corners that have "obstructed views." Upper classmen wouldn't be caught dead here. The rowdiest bunch of fans will be here, as will venders with cheap 'spirits' and deep fried meats of all kinds. These seats are first come, first served...until someone bigger comes along.
4) Cheap seats: This optional seating area is only available at “for fun” matches and even then may be disallowed by the GM. These cost 1 copper per person and are not really seats. It is standing room only, located beneath the box seats next to the arena floor, and unlike the stands this area is unshielded from collateral damage caused by the participants. An errant fireball could take out the whole section. People purchasing tickets here take a great risk because they may be damaged by missiles or spells, but are themselves prevented from entering the arena or interfering with participants. However, if directly targeted or attacked, they may then enter the arena freely and choose any target found there. In some cases, the entire match may turn into a free for all between these audience members and the original participants. (The GM must decide how much of the arena floor, if any, will be roped off for these “seats.”)
Article 4: The GM
A) The match will be presided over by an HMGMA member in good standing and who is neutral concerning the match involved.
B) It is preferable that all parties agree that the selected GM is neutral. If the participants can not agree on a GM, then the chapter officers shall appoint a neutral GM.
Article 5: Types of Matches
A) Fun: These matches, as the name implies, are run just for fun. They have no lasting consequences on the people involved. Those who die during such a match are magically restored afterwards with no con loss or other ill effects. Items will drain charges as usual, but any charges used during the match will be replaced after it’s over. These matches are truly just for fun and the participants may decide on any terms they see fit, so long as all agree and the GM approves. As a result of this generosity, however, characters must pay to use the arena for Fun matches. The cost is 1,000gp per level of the contestants and each contestant pays his own way (though he may arrange to borrow the money). If a contestant has great honor or optimal fame, he may reduce the fee by 50%. If he has both, he may reduce the fee by 75%. If the presiding GM agrees that the match has sufficient interest (it draws a large crowd, for example), then he may choose to waive a portion of the fees up to and including the full amount of the fees. This should be done sparingly, however, as the arena is truly intended for grudge matches.
B) Grudge Matches: There are three levels of Grudge matches and each has some special stipulations listed below. Unlike Fun matches, all types of Grudge matches are “real.” That is to say that their effects are lasting. (If a character dies, he will need a quick burial or some type of Raise Dead. Charges used on items during the match are not replaced. Effects of critical hits require Cure Critical as usual. Etc.) Fighting in one of these matches is truly a risk and they are therefore free to the participants involved.
1) Mortal Combat: This is the lowest level of Grudge match. The participants may choose the terms of the fight, but the combat is “real” as noted above.
2) Keeps: This is the mid-level form of Grudge match. It works just like a Mortal Combat match, but further stipulates that the winner (person or team) gets to keep the loser’s stuff. That means that anything the loser brought with him becomes his opponent’s property. Any other terms may be used by agreement of all parties involved.
3) Winner Take All: This is the granddaddy of all Grudge matches. It plays exactly as a Keeps match, but further stipulates that the winner has the rights to the loser’s body and soul as well. A character may not be raised without first reclaiming his soul, though the body may not be required depending on the spells involved. In any case, the winner may ransom the body and soul or keep them. In the case of the body, this means the winner has physical possession of it. In the case of the soul, it means that the soul may not leave the plane of its alignment (where it goes upon death) until and unless the new owner relinquishes his rights to it.
Article 6: Initiating a Match
A) A Fun match may be initiated simply by having two or more groups agree to terms and find a GM willing to run it.
B) Grudge matches have two methods of initiation.
1) If all parties agree to play a Grudge match, they may play either a Mortal Combat or Keeps match. Any person(s) or group(s) that mutually agrees may have such a match regardless of whether or not there is an actual grudge. Winner Take All matches may only be initiated using the second method.
2) If a person or group believes that they have been severely wronged by another person or group and if that other party is unwilling to take part in a grudge match, the wronged party may petition the gawds (chapter officers) to allow them to issue a Challenge of Honor to the offending person or group. They may also petition for such a challenge if they wish to fight a Winner Take All match. In order to make this petition, they simply inform a chapter officer of the parties involved and the type of match desired. However, in order for a Challenge of Honor to be issued, the gawds must agree on the following points:
a) There was a wrong committed that is worthy of such a grudge match.
b) There is a direct “line of knowledge” between the characters involved. (i.e. the character (not player) may not challenge a person(s) whom he does not have a personal complaint against.)
c) The alleged wrong has not been previously settled via a Grudge match. Grudge match results are final.
If the gawds determine that a Grudge match is warranted, then they will allow the Challenge of Honor to proceed. Once the challenge is made, the challenged party must then either accept the challenge or suffer an honor hit. However, if the gawds deem the cause to be unworthy, then the requestor of the challenge takes the honor hit instead. (The gawds don’t like whiners.) The requestor will also take this honor hit if he fails to make the challenge after permission for it is granted. (The gawds also don’t like having their time wasted.) The honor hit depends on the level of grudge match that was approved.
a) For a Mortal Combat match, the offending party immediately looses 20% of his current base honor.
b) For a Keeps match, the offending party immediately looses 40% of his current base honor.
c) For a Winner Take All match, the offending party immediately falls into dishonor and must check for bad karma.
Article 7: Additional Rewards
A) For grudge matches that are fought to the death, the winner shall be awarded a special skull sticker to commemorate his victory. This skull is to be placed in honor upon his Player’s Screen so that all may know of his valor. Stickers will adhere to the following rules:
1) For a Mortal Combat match, the background color will be yellow or gold.
2) For a Keeps match, the background color will be blue.
3) For a Winner Take All match, the background color will be purple.
4) The sticker shall include a place to write the name of the character vanquished, the name of the player, the date, and the location of the match.
5) In the case of a team match, the sticker with the name and other information will go to the player whose character delivered the death blow. Any players whose characters did not get a death blow will get an appropriate sticker minus the biographical information.
Article 8: Gambling on the Matches
A) Audience members may gamble amongst themselves or with the arena with the odds set by the arena. When players wish to place bets with the arena, the GMs of the home characters involved will assist the match GM in setting the house odds for any given event. Typical odds are 3:2 for close matches to a maximum of 25:1 for times when a lowly torch bearer calls out his 10th level barbarian half-ogre employer. Mezzanine and Pauper's Corner fans can wager at booths situated underneath their areas.
B) The arena caps bets made against it at the value the person paid for admittance (on a per bet basis) and limits bets to one per match. So if you buy a 5,000gp box, you can bet up to 5,000gp on each match. But if you paid 25gp for the nose bleed section, then that’s all you can bet at one time.
C) When betting with other players in attendance (and they must be there to bet), any amount may be wagered. The character must actually have the money, however (even if it’s in the bank on his home wurld). The arena holds the money to insure that each party actually has the funds and then pays 95% to the winner keeping the other 5% for itself. Characters betting amongst themselves may also set their own odds.
D) Only money may be used to bet in the arena, regardless of whether the bet is placed against the arena or made with another character.
Article 9: Exchange of Goods
A) No items or goods of any kind may be traded, sold, given, or otherwise exchanged between PCs in the arena. Smart players may think to sell an item to an NPC so that another PC may then purchase it. The GM is encouraged to have the NPC keep the item in such cases as this is not intended to be a magical flea market.
B) It is an exception to A above that the item is used during the fighting of a match. In other words, a participant on the same team may give a one use item (such as a healing potion) to another team member. A participant may also loan permanent or semi-permanent items to a teammate for use in a match in which they are both involved. Items thus loaned must be returned at the end of the match.
C) It is also an exception to A above that the item involved is a Serial Numbered Item (SNI). SNIs may be traded or sold freely, but only in exchange for other SNIs or money (or perhaps to entice another character(s) to help in a match).
Article 10: Enforcing the Rules
A) The matches themselves are administered by zealots of Shona. As such, all participants and attendees are considered to have taken a Gawd oath to adhere to all Articles presented herein. (The character’s very presence in the stands means he has agreed to all oaths applicable, regardless of whether he has stated it out loud.) Participants are further required to take another Gawd oath for each match in which they participate that states they will adhere to the agreed upon terms. (This oath must actually be stated once the terms are agreed.) Aided by the gawds, the zealots never fail to catch an oath breaker.
1) Spectators who break their oath will suffer the usual penalties for breaking a Gawd oath and be immediately removed from the arena. They will forfeit any money placed on unresolved bets to the person (or arena) they made the bet with.
2) Participants who violate their match oath will immediately loose the match and suffer the results of that loss. (If the fight was to the death, then this means they are instantly slain.) Immediately after that the participant suffers the effects of breaking the Gawd oath. He is then removed to the stands where he can remain as a spectator (so long as he doesn’t break that oath as well) and be further mocked by the crowd – probably resulting in loss of honor.
3) Participants who violate their “spectator” oath prior to their match will be removed from the stands as stated in 1 above. They forfeit all matches they have not yet fought and, if the match was a grudge match, suffer the appropriate honor hit (from Article 6.b.2) as though they had refused a challenge. Participants who violate their spectator oath after their match has been fought are treated just like spectators (see 1).