Arena Fetch

Arena Fetch is a team sport developed for supers, in a manner pitting them against each other. The object is a version of capture the flag, whereby each team has a ball set in its end field base. Each team must go to the other end and capture the ball and then return it to their end. There are scoring pots to determine points at either end of their base that they must toss the ball into. Once it is magnetically sealed in a pot, the team earns a point. Play continues after score, as there is still another ball in play. After scoring, that ball is returned and resets back on its nest in 60 seconds. The game is played for a set duration of time. This is played in a confined area rather than a typical field of play, due to the constant changes and variations in the area including gravity shifts and changes.

Objective

Each team is responsible for defending one ball, while trying to retrieve the other teams ball and score points in their pots. A team may not touch its own ball except to retrieve it and return it to its tee. Any attempt to deviate from this results in a personal penalty.

Area of Play

A Score Pot
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Their pot lights up as the Guardians of Prometheus score.

The area of play is roughly a cube that is 100 x 100 meters. Two of the walls of this arena are clear so that spectators may observe what happens within this cube. A 10 meter wide section (ie 10 x 100 x100) holds the nesting tee for the balls that must be retrieved by the opposing team as well as the scoring pot for each team. The next 40 meters out of this space on either side, from top to bottom/side to side, is a teams defensive zone. There is a section 20 meters wide between the defensive zones in the center that is considered a neutral zone. The final 10 meters on either end of this large cube hold the nesting tee for each team's ball, and the scoring pots for their opponents balls.

This entire field is subject to change, including variable gravity and density of the objects in play up to and including zero G. Platforms will move and float around as well. Sometimes fields of water and fire will move about the defensive and neutral zones. Gravity may switch completely, letting the spectators watch the teams compete at various angles, and upside down even. The elements in play are not necessarily dangerous but rather offer variable challenge to the competitors during play, leaving them to prepare not only for opposition but the random change on the field of play.

The Field of Play
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100 meters cubed, each team takes to one side which becomes there defensive zone.

Each match starts from a standard position. Fans watch from behind large clear walls behind the nesting and scoring zone of each team. Gravity is the same as it is outside the field. The game clock is set to 90 minutes and the only break in time is reserved for a half time. It stops at 45 minutes for a 10 minute break. Otherwise teams deal with swapping players or even penalties on the go. Its fast paced for the duration of play. Roughly after five minutes of play there is a chance to shift the field along one of the variables; gravity, adding or changing elements, moving platforms, new difficulties, etc. The chance increases over the next ten minutes until the field has made a few changes. Roughly every 10 minutes a significant portion has changed.

Teams

Each team consists of 6 members. 2 Forward Wings, 2 Defense, and 2 Center Carriers.

The defense may only touch their teams ball, to retrieve it from the other team if they capture it to try and score. They may only take possession of their ball if its in their defensive zone. They must immediately return it to the nesting tee in their end zone. They are not allowed to pass, but may hand off to fellow defense or to the carriers.

Team Balls
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The metal balls are the size of softballs, weight 5 lbs, and are the color of the defending team

The forward wings objective is to retrieve the other teams ball and get it to a carrier. They can touch the other teams ball anywhere on the field. They may also touch their ball in the other teams defensive zone only. They can transfer their ball to either a carrier, or pass it in some regard to their defense to return to the nesting tee.

Carriers can touch either ball. They may only take the other teams ball from one of their wingers before attempting to score in the pots near their defensive zone. They may take their own ball from the other team once they have captured it, in an zone. Like wingers, they may make passes to appropriate receivers.

2016-2017 School Schedule

~Team ~W ~L
Ares 1 1
Athena 2 0
Metis 0 2
Prometheus 1 1
Date Game 1 Game 2
28-OCt Ares: 4 vs Metis: 1 Athena: 1 vs Prometheus: 0
4-Nov Athena: 4 vs Metis: 1 Prometheus: 4 vs Ares: 2
11-Nov Athena vs Ares Prometheus vs Metis
2-Dec Athena vs Metis Ares vs Prometheus
9-Dec Ares vs Athena Metis vs Prometheus
16-Dec Metis vs Ares Athena vs Prometheus
13-Jan Metis vs Prometheus Athena vs Ares
20-Jan Prometheus vs Athena Metis vs Ares
27-Jan Metis vs Athena Ares vs Prometheus
3-Feb Ares vs Metis Athena vs Prometheus
10-Feb Ares vs Athena Metis vs Prometheus
17-Feb Prometheus vs Ares Metis vs Athena
3-Mar Prometheus vs Metis Athena vs Ares
10-Mar Metis vs Athena Ares vs Prometheus
17-Mar Ares vs Metis Prometheus vs Athena
14-Apr 3rd vs 4th
28-Apr 1st vs 2nd Championship Game

How to Play ICly

For those wanting to play an actual game:

Each round represents 10 minutes of play.

What happens in a Round

Round 1 (1d100) Rounds 2-9 (1d100)
Scoring Chance 1 to 10 Scoring Chance 1 to 10
Opponent Scoring Chance 11 to 20 Opponent Scoring Chance 11 to 20
Deal with opponent 31 to 50 Environmental Change Hazard 31 to 50
Regular play, nothing of note 51 to 80 Face Opponent 51 to 70
Chance for 2 options* 81 to 90 Nothing of Note 71 to 80
Chance for 3 options * 91 to 100 Chance for 2* 81 to 90
Change for 3* 91 to 100
  • Roll 2 or 3 times on table, ignore multiple chance rolls. They can be combine for fun. Scoring chance plus deal with opponent means you may have two or three opposing team members to deal with. Throw in environmental hazard and could be fighting through the hazard, or some maze like contraption where its a race. Use imagination.

Scoring Chances (you or opponent) or Deal with opponent

If scoring chance, and you beat opponent, your team scores a point for the round. If defending and you lose, the opposing team scores. If players playing from multiple teams, players may elect to face each other (ignore the tables)

Scoring Chance or Opponent Scoring Chance 1d2
Opponent makes attack (1d4 for type, 1d4 for strength) 1
You make attack (1d4 for strength)] 2
Type 1d4
Physical 1
Energy 2
Mystical 3
Psychic 4
Strength (Difficulty, +roll you=actionskill vs Opponent=# below 1d4
6 1
8 2
10 3
12 4

Environmental Hazard

Its a guideline, be creative. Plant could be vines, it could be poison gas, it could be living trees. Gravity could deal with platforms, or a floating maze, or just a change in gravity that is perilous for you. Mechanical could be dangerous, could be pit, just involves a moving part. Obstacle is something physical impeding progress in whatever role you play (Offense/defense/carrier/etc).

Environment 1d6
Water Hazard 1
Fire Hazard 2
Gravity Hazard 3
Mechanical Hazard 4
Obstacle 5
Plant Hazard 6
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