Sparring Environments

Looking at spars, I've noticed that spars lack a set environment, this makes spars less efficient and well... boring. With a surrounding area, people can make themselves at a advantage or disadvantage depending on the environment. FOR EXAMPLE: If you were a fire user battling somebody that was water user, the fire user would be at a disadvantage if the environment was out in the open ocean or he/she would be at a advantage if the environment was it a large grassy plain where the area is flammable. HOWEVER, you might think this would be a bit unfair because the person has the right to pick a environment where the person he/she is fighting would be at a disadvantage, but this a problem I'm still trying to work out... I'm thinking of a random number action thingy. The person creating the spar do the random number generator 1-100. Here are a list of environments if you get that number.

Adv = Advantage
Dis = Disadvantage


  • 1-10: Ocean
    • Adv - Water/ Lightning/ Ice
    • Dis - Fire/ Earth

  • 11-20: Desert
    • Adv - Fire/ Wind/ Light
    • Dis - Water/ Earth/ Ice/ Darkness

  • 21-30: Forest
    • Adv - Earth/ Fire/ Water
    • Dis - Wind/ Ice

  • 31-40: Tundra
    • Adv - Ice/ Water/ Wind
    • Dis - Fire/ Earth

  • 41-50: Space (Daytime/Nighttime DON'T apply)
    • Adv - Darkness/ Lunar/ Solar/ Light/ Lightning
    • Dis - All other elements

  • 51-60: Sky
    • Adv - Wind/ Solar/ Lightning
    • Dis - Earth/ Fire

  • 61-70: Grassy Plain
    • Adv - Fire/ Wind
    • Dis - Water/ Ice

  • 71-80: Rocky
    • Adv - Earth/ Wind
    • Dis - Water/ Ice

  • 81-90: Factory (Metal)
    • Adv - Earth (metal)/ Lightning/ Fire
    • Dis - Water/ Ice/ Wind

  • 91-100: Mountain
    • Adv - Wind/ Earth/ Water/ Ice/ Lunar
    • Dis - Fire/ Lightning/ Solar


One more thing, an even number and an odd number indicate whether it is nighttime or daytime

Even Number: Nighttime!
Adv - Darkness
Dis - Light
Odd Number: Daytime!
Adv - Light
Dis - Darkness

That's my system! I think its fairly efficient! These are general elements! Any variation of these elements is under that element's category.

Kitsu's Addition
All environments will be staged inside the 12th Division's Training Room. This means that everything environment-wise is simulated to the greatest extent. Also, there will be an eventual end to the space, complete with a door to exit. This is difficult to find, but not hard to see when close enough.

Some technical information on the environments;

Space:
A spherical room with no gravity.
10,000 Feet in diameter.

Ocean:
A spherical room, half-filled with water.
5000 feet in diameter.

All other Environments:
A large room with normal gravity.
3000ft x 3000ft x 3000ft

System made by: Mrr Peebles, Previous Captain of the Tenth Division