korrashorts:

askchibikorra:

(LOLno Korra! Korra no)

ALL THIS CUTENESS. ❤❤❤

(via hot-leaf-juice)

bliky:

Rules for Pro-Bending for us Non-benders. 
Alright everyone. We’ve all been watching Legend of Korra and loving the heck out of Pro-Bending. The problem is, none of us can actually bend an element. So here is a revised version of the game you can play with your friends any time.
This hasn’t been play tested yet, and might need some adjustment, please notify me if you have an idea that might help. Also give me any pictures of your team and any matches you guys have! I’d love to see what you all come up with. Maybe someday we’ll hold a Pro-bending tournament somewhere.
A lot of the rules were taken directly from the Legend of Korra Wiki and edited to suit our reality.


WHAT YOU WILL NEED!
Two teams comprising of three team members each designated to one of the three elements. 
 -Uniforms with matching colors
 -Team Name (Usually named derived from the Fauna of the Avatar world)
 -Some sort of marker of their element. Usually a headband or belt. 
  -Red for Fire, Blue for Water, and Green for earth
 -!! Uniforms should be padded to reduce any injury !!
Two Referees.
 -One Stopwatch per referee
 -A yellow and red fan (or something similar) per referee
A Score Keeper
Setters- as many as needed (Usually two to four)
One Announcer (Optional)
A Playing field -See diagram
 -Sixty feet long by forty feet wide at it’s widest. Hexagonal in shape.
  -The field is split into six zones, three on each side and a small circle in the middle, see diagram.
 -Markers(Cones) should be placed every two feet on at least one side of the field.
 -21- 36 (per round) medium sized water balloons, for the Waterbenders
 -36 Frisbees, for the Earthbenders
 -19 Dodgeballs, for the Firebenders
This field can be drawn in chalk on a basketball or tennis court (Or anywhere it will fit) as long as it is permitted and there are no obstructions. 
Setup: 
 Green dots indicate where two frisbees are stacked
 Blue dots indicate where a water balloon is to be placed
 Red dots indicate where a dodgeball is to be placed
 Team members start out in zone one which is the closest to, but not including the middle circle.
RULES:
At the start of the match, each team must remain within the first zone nearest to the center of the arena. Once a competitor is knocked into zone two by someone from the opposing team, they must stay there and cannot return to zone one. The same rules apply if they crosses over to zone three. A player that is completely knocked off the ring cannot return that round.
If all three members from one team are knocked back into zone two, the referee will allow the opposing team to advance into zone one on the other side; if they do this, they cannot move backwards into their own zone. If they then manage to knock all of the opposing team members into zone three, The referee will make another call, and they can advance again into zone two. However, if a team that has been pushed back manages to push the other team back a zone, they can advance forward one zone. The main aim for both teams is to push the other team back, thereby gaining territory.
Each round lasts three minutes, and there are three rounds. The team that has managed to gain the most territory within the time frame wins the round. This means that even if two players from one team have been knocked out, that team can still win if the remaining player manages to gain the most territory by the end of the round. If both sides haven’t gained any territory, the team with the most players left wins. Otherwise, the match is a draw.
There is, however, one other way to win. If one team manages to knock all three players out of the ring, it wins the entire battle, even if the other team has won more rounds.

PLAYER RULES: 
WATER “BENDERS”
Only one balloon can be thrown at a time. Water is the only element allowed for head strikes. Waterbenders can only access balloons within their zone. If all the balloons are gone from the zone, the bender will have to go back a zone to get more. If the opposing team is allowed to advance the Setters will replace the balloons. 
Any popped balloons will all be replaced at the beginning of the next round
EARTH “BENDERS”
Unlike Waterbending, No direct strikes can be aimed toward an opponent’s head. Only the frisbees in the zone they are in are allowed to be used. Throwing several frisbees at once is allowed.
All frisbees will be returned to their original position at the beginning of the next round.
FIRE “BENDERS”
No head shots. Dodgeballs can be either kicked or thrown. Setters will return dodge balls to the playing field only twice per ball. Setters are responsible for keeping track of this. Only one Dodgeball may be thrown or kicked at a time.

STRIKES:
As frisbees and Dodgeballs may hurt, they do not pack quite the same punch as a fist full of fire water or earth. If a player on the opposite team strikes you with their ‘element’ you must:
 -In either arm or leg- take a step (1 foot) backwards
 -Directly in the chest -two steps back. 
This is mostly done by the honor of the player, but if you are caught not taking the required steps you will receive a yellow penalty.
After three seconds of being hit you may resume moving about the zone.

PENALTIES: 
There are several rule violations that will result in a penalty. Stepping over a line when the proper conditions haven’t been met, knocking a player off the arena from the sides.
In addition, intentionally hitting the referee, the referee stand or the audience stands with an element is considered a violation.
Players who intentionally break a rule may be shown a yellow fan as a warning. Repeat offenders may receive a red fan after receiving a yellow fan, ejecting them from the match. The team with the ejected player must continue without a replacement.

WINNING ROUNDS:
A round is won by gaining territory before time runs out. If no team has secured opposing territory by the end of the round, the team with the most number of players remaining wins the round. However, if the team with fewer players has gained more territory by the end of the round, then they are declared as the winners of that round.

WINNING MATCHES: 
Matches are won by either winning the most rounds or by executing “knockouts”. Knockouts are accomplished when all members of an opposing team are knocked off the back of the ring within one round.
Even if a team has won two rounds, they must still play a third round, as a match can end in a knockout at any point.

TIEBREAKER: 
If a round ends in a deadlock, with neither team gaining territory and having an equal number of players on the field, the winner is decided in a tiebreaker “face off”. In a face off, the referee tosses a coin, and the team that wins the coin toss can decide which player and which element will go into the face off. Players always face their same element.
This takes place in the center ring and each player is given a specific amount of their own element. First person knocked out of the ring or to step on the line is the loser. 
Waterbenders get 4 balloons
Earthbenders get two frisbees
Fire benders get two dodgeballs.
The elements are placed on the center line and players run from outside the circle to get to them first. Normal strike rules apply. 

bliky:

Rules for Pro-Bending for us Non-benders. 

Alright everyone. We’ve all been watching Legend of Korra and loving the heck out of Pro-Bending. The problem is, none of us can actually bend an element. So here is a revised version of the game you can play with your friends any time.

This hasn’t been play tested yet, and might need some adjustment, please notify me if you have an idea that might help. Also give me any pictures of your team and any matches you guys have! I’d love to see what you all come up with. Maybe someday we’ll hold a Pro-bending tournament somewhere.

A lot of the rules were taken directly from the Legend of Korra Wiki and edited to suit our reality.

WHAT YOU WILL NEED!

Two teams comprising of three team members each designated to one of the three elements. 

-Uniforms with matching colors

-Team Name (Usually named derived from the Fauna of the Avatar world)

-Some sort of marker of their element. Usually a headband or belt. 

-Red for Fire, Blue for Water, and Green for earth

-!! Uniforms should be padded to reduce any injury !!

Two Referees.

-One Stopwatch per referee

-A yellow and red fan (or something similar) per referee

A Score Keeper

Setters- as many as needed (Usually two to four)

One Announcer (Optional)

A Playing field -See diagram

-Sixty feet long by forty feet wide at it’s widest. Hexagonal in shape.

-The field is split into six zones, three on each side and a small circle in the middle, see diagram.

-Markers(Cones) should be placed every two feet on at least one side of the field.

-21- 36 (per round) medium sized water balloons, for the Waterbenders

-36 Frisbees, for the Earthbenders

-19 Dodgeballs, for the Firebenders

This field can be drawn in chalk on a basketball or tennis court (Or anywhere it will fit) as long as it is permitted and there are no obstructions. 

Setup: 

Green dots indicate where two frisbees are stacked

Blue dots indicate where a water balloon is to be placed

Red dots indicate where a dodgeball is to be placed

Team members start out in zone one which is the closest to, but not including the middle circle.

RULES:

At the start of the match, each team must remain within the first zone nearest to the center of the arena. Once a competitor is knocked into zone two by someone from the opposing team, they must stay there and cannot return to zone one. The same rules apply if they crosses over to zone three. A player that is completely knocked off the ring cannot return that round.

If all three members from one team are knocked back into zone two, the referee will allow the opposing team to advance into zone one on the other side; if they do this, they cannot move backwards into their own zone. If they then manage to knock all of the opposing team members into zone three, The referee will make another call, and they can advance again into zone two. However, if a team that has been pushed back manages to push the other team back a zone, they can advance forward one zone. The main aim for both teams is to push the other team back, thereby gaining territory.

Each round lasts three minutes, and there are three rounds. The team that has managed to gain the most territory within the time frame wins the round. This means that even if two players from one team have been knocked out, that team can still win if the remaining player manages to gain the most territory by the end of the round. If both sides haven’t gained any territory, the team with the most players left wins. Otherwise, the match is a draw.

There is, however, one other way to win. If one team manages to knock all three players out of the ring, it wins the entire battle, even if the other team has won more rounds.

PLAYER RULES: 

WATER “BENDERS”

Only one balloon can be thrown at a time. Water is the only element allowed for head strikes. Waterbenders can only access balloons within their zone. If all the balloons are gone from the zone, the bender will have to go back a zone to get more. If the opposing team is allowed to advance the Setters will replace the balloons. 

Any popped balloons will all be replaced at the beginning of the next round

EARTH “BENDERS”

Unlike Waterbending, No direct strikes can be aimed toward an opponent’s head. Only the frisbees in the zone they are in are allowed to be used. Throwing several frisbees at once is allowed.

All frisbees will be returned to their original position at the beginning of the next round.

FIRE “BENDERS”

No head shots. Dodgeballs can be either kicked or thrown. Setters will return dodge balls to the playing field only twice per ball. Setters are responsible for keeping track of this. Only one Dodgeball may be thrown or kicked at a time.

STRIKES:

As frisbees and Dodgeballs may hurt, they do not pack quite the same punch as a fist full of fire water or earth. If a player on the opposite team strikes you with their ‘element’ you must:

-In either arm or leg- take a step (1 foot) backwards

-Directly in the chest -two steps back. 

This is mostly done by the honor of the player, but if you are caught not taking the required steps you will receive a yellow penalty.

After three seconds of being hit you may resume moving about the zone.

PENALTIES: 

There are several rule violations that will result in a penalty. Stepping over a line when the proper conditions haven’t been met, knocking a player off the arena from the sides.

In addition, intentionally hitting the referee, the referee stand or the audience stands with an element is considered a violation.

Players who intentionally break a rule may be shown a yellow fan as a warning. Repeat offenders may receive a red fan after receiving a yellow fan, ejecting them from the match. The team with the ejected player must continue without a replacement.

WINNING ROUNDS:

A round is won by gaining territory before time runs out. If no team has secured opposing territory by the end of the round, the team with the most number of players remaining wins the round. However, if the team with fewer players has gained more territory by the end of the round, then they are declared as the winners of that round.

WINNING MATCHES: 

Matches are won by either winning the most rounds or by executing “knockouts”. Knockouts are accomplished when all members of an opposing team are knocked off the back of the ring within one round.

Even if a team has won two rounds, they must still play a third round, as a match can end in a knockout at any point.

TIEBREAKER: 

If a round ends in a deadlock, with neither team gaining territory and having an equal number of players on the field, the winner is decided in a tiebreaker “face off”. In a face off, the referee tosses a coin, and the team that wins the coin toss can decide which player and which element will go into the face off. Players always face their same element.

This takes place in the center ring and each player is given a specific amount of their own element. First person knocked out of the ring or to step on the line is the loser. 

Waterbenders get 4 balloons

Earthbenders get two frisbees

Fire benders get two dodgeballs.

The elements are placed on the center line and players run from outside the circle to get to them first. Normal strike rules apply. 

(Source: indeathmayibetriumphant, via hot-leaf-juice)

hot-leaf-juice:

Last time I tried to make chocolate crinkles, they were just brown, tasteless bricks. Now they’re delicious :D

lozl das me guuuys xD


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