1. Martial Arts Demonstrations
Cage is composed of round 1" steel tubing, welded into a grid of roughly 6" squares, has no roof, and is smooth to the touch. Floor is covered with 1" thick foam-rubber padding to cushion falls.
- Weapons are forbidden, only the body may be used to strike an opponent.
- No striking between the belt-line and the knee line.
- Cage may be used to gain leverage for combat moves, but not as a weapon. (Bashing opponent's head, for instance, results in a disqualification).
- Fight is over after three 5-minute rounds (would need to be streamlined to allow for text-actions), winner determined by judging criteria. May also end via knock-out or submission.
- Judging Criteria (In progress, will be PMed when complete)
1a. Variants
The following variants may be applied to the Martial Arts Demonstration version.
- Blunt weapons: Nunchuku, staffs, escrima sticks, tonfas, and other blunt wooden martial arts weapons may be utilized pending agreement of both participants involved, and the signing of additional release forms. If used, additional judging criteria is added.
2. No Holds Barred Gladiatorial combat
Cage is composed of chain-link fencing supported by 1" square steel tubing, has a roof, and tends to be somewhat sharp. Floor is covered with a wide, unforgiving solid rubber mat that offers little padding but protects the ground beneath from being stained.
- Weapons are forbidden, only the body or the cage may be used to strike an opponent.
- All strikes are legal and valid.
- Cage may be used as a weapon by throwing opponent into it. (For this reason, this sort of fight tends to be quite bloody.)
- Cage may be used for leverage in combat, or climbed for aerial tactics (drop-kicks, flying elbows, etc...)
- Match is decided via knock-out, or via tap-out, 15-minute time-limit where winner will be decided by arbitrary means (the character roleplayed more reasonably/realistically [ie, lack of godmoding, but use of intelligent technique], the character closest to achieving the win via normal means, etc... something that is agreeable to all involved. Alternatively, bring Warden into the picture and have a d100 roll decide the outcome.

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- Tap-Out: One opponent slaps the floor repeatedly as a declaration of submission, often due to application of a submission manuever (choke-hold, twisting of a joint, etc...). Merely stating that one gives up will not suffice, the floor must be tapped in the appropriate manner.
- Referee may stop the fight as if a tap-out had occured should a competitor appear injured enough that he would be risking his life or health to continue on with the fight.
- Referee may pause the fight if a knock-out has occured to verify the condition, or if there is a concern of excessive blood-loss (adjudicated on a case-by-case basis, generally if the competitor appears to be getting dizzy or the player is continuously drawing attention to the blood-loss.).
- Failing to obey the instructions of the referee in terms of stopping a match will result in disqualification and/or charges with the local law enforcement agencies for aggravated assault and breach of contract.
2a. Variants
The following are optional variants that may be added to the No-Holds-Barred version.
- Street Fight: This cage is stocked with folding tables, trash cans, steel chairs, broom handles, and other relatively inexpensive alley-type equipment. Tends toward more of a pro-wrestling feel, pushes the limits of what may or may not be reasonable, but with imaginative players could prove interesting.
- First Blood: Rather than relying on tap-outs or knock-outs, the match is depending on which combatant draws blood from his opponent first. Without weapons, this often means the competitor who avoids contact with the cage the longest acheives victory. This could prove to either prolong fights or shorten them depending on how many of the exaggerated stereotypes of ISRP combat rear their heads. May be a good option to add into the later rounds of the matches.