Fight Locations
Before each fight I will create a random number between 1 and 17 to figure out which location you are fighting at. Locations could make or break you during a fight, depending on how you can adapt.
(Special thanks to Seuine the Red)
In order, from top left:
Duro 3: A planet in the Rigel system. Similar to Earth in many ways, and is capable of supporting life. However, it's strange, blood red moon emits a strange kind of energy that cancels out all innate super powers. Unless your superhuman abilities come from an outside source, fighters will be rendered powerless.
Roll 1
Australian Outback: A vast field in the windswept plains of Australia. A violent storm has kicked up, boosting the powers of those who manipulate magnetism and electricity.
Roll 2
Womb of the Hivemind: The secret birthing grounds to a top secret Life Foundation project, the Hivemind. There is plenty of room to fight, and the infant Hivemind in the background amplifies psionic powers.
Roll 3
The Graveyard: A dilapidated graveyard just off the coast of Barton Cliffs. It is said that many of the heroes who died when the G-League satellite crashed are buried here. The darkness that flows here boosts arcane powers.
Roll 4
The Hyperion: The top of billionaire playboy Brian Jansen's private biplane, the Hyperion. It's wings have been slightly lengthened specifically to accommodate fighters. The rushing gale of traveling at over 150mph favor those who can control wind.
Roll 5
Rando's Path: An ancient forest of cherry blossoms in the Japanese countryside. It was named Rando's Path because it was thought that the demon Rando controlled the area, sickening anyone who entered. In modern times, it is thought that the trees are the ones emitting the poison, but no one is sure. Fighters here suffer severe flu-like symptoms, growing steadily worse as the match goes on until they both drop dead from sickness. Fight fast, or you both die!
Roll 6
Suzaku Castle: Castle of an ancient Chinese warlord. The season's first snow has fallen, although the river has not yet frozen over. Conditions favor those who control water and ice.
Roll 7
Kiga Caves: A vast, undiscovered expanse of caverns beneath the Rocky Mountains. The walls are rich with every kind of mineral, and yet plant life still endures. Conditions favor those who control minerals and plants.
Roll 8
The Fire Pit: The sacred grounds of demonic sacrifice on the hellish planet Apokolips. The heat is unbearable, and the ground is almost too hot to stand on. Conditions favor fire users heavily.
Roll 9
Russian Steel Works: A former factory devoted to creating tanks for the Soviet war effort, the old steel works has recently become a sort of Fight Club, an ideal battleground for street scrappers and professional fighters alike. The immense crowd of cheering locals and fight junkies favors those with the power to control kinetics.
Roll 10
Temple of Ganesha: An ancient but bustling temple devoted to Ganesha, a god of the Hindu pantheon. This plays practically glows with spiritual energy, boosting the abilities of those who control the power of light. Be warned, however: If the statue of Ganesha is at any point destroyed, the power boost will fade.
Roll 11
Suzaku Castle: Castle of an ancient Chinese warlord. During the summer, almost all vegetation dries up and dies, leaving the plains around the castle flat and clear. Ideal for combat.
Roll 12
Mall of America: The largest shopping mall in the United States of America, it contains nearly every store one can conceive of. It's crowded beyond belief, so fighting will be made slightly more difficult. Be aware that the costumed characters are trained in Karate, and may attempt to take you down.
Roll 13
Egypt: The ancient and mystical grounds of Ra, the battles take place near the iconic pyramids. Sandstorms have been known to kick up, so fight carefully.
Roll 14
Ferris Aircraft Hanger: One of several hangers belonging to the Life Foundation's subsidiary, Ferris Aircraft. At the moment, there is only one plane in the hanger. However, it's weaponry is live, so be aware that destroying it could trigger a deadly chain reaction.
Roll 15
The Ring: An impromptu wrestling ring set up on Gambino Beach. The flimsy ropes do nothing more than tell bystanders where the fight will be; aside from that, they don't really do much to contain the action.
Roll 16
River Styx: The coast of an ancient river in Greece thought by some to be the legendary River Styx itself. No one knows for certain. However, the constant presence of a single rowboat at the mouth of the river is eerie to say the least. Some even claim to have spotted a ghostly, hooded figure in the rowboat, standing calmly and waiting for souls to ferry across...
Roll 17