Elemental Pyre
Class Ditch Militia
Objective: Steal fuel from competing teams to build your elemental pyre
Teams: 4
Lives: Infinite
Respawn: 30 seconds from death
Refresh: None
Players: 8+
Equipment: Four elementals, one of each type, Buckets, Balls
Credited To: Ilkay
Description:
Competing groups are seeking to make their respective elementals the local patron and protector. To empower them, each group is trying to collect fuel for an offering pyre to strengthen their respective elementals.
Fuel: Only one piece of fuel may be carried at a time, but it does not require a free hand to carry. Fuel starts play in the center of the field. Fuel may be handed off. If a player is killed while stealing a piece of fuel, it drops and may be picked up by anyone else. Fuel may be stolen from another team’s pyre.
Elementals: Each surviving team’s Elemental gains strength as the game goes on. In round one they will be standard Elementals. In round 2 they will be Greater Elementals. In round 3 they will be Primal Elementals. Elemental players should take some time between rounds to remind themselves of what they gain with each tier. Elementals on a losing team will become subservient to whichever team takes them. After round 2, the losing Greater Elemental is lowered down to a standard elemental.
Rounds: After 7 minutes, play will be halted. The team with the lowest amount of fuel will be split up among the winning teams. Fuel from the losing team will be placed in the center of the field.
Map: Pyres should be placed equidistant in a roughly square shape. Fire and Water should be opposite from each other, as should Earth and Air.