With the introduction of supers, sports of all kinds were changed irrevocably. Superpowers completely changed the game, literally and metaphorically. Widespread requirements to limit power usage in sports were followed by many professional athletes losing their careers due to suspected or even truthful power usage. At a certain point, however, superpowered athletes with nowhere to go eventually gathered together, creating a sport now beloved by millions: Capeball.
Capeball is a full-contact, all-powers-allowed, physical sport that rose in the late eighties, eventually gaining in popularity and reaching international acclaim. Capeball teams are known for being stylish and eye-catching (as using tech or upgrades in suits that aren't self-made are disallowed), often with a theme within a team and almost as much performance as there is athletics.
Capeball Equipment
The Poles: Capeball is set up with two opposite-facing 'poles', with two rings inside: one on the ground, and another 5 meters in the air. The opposite poles are placed 50 meters apart.
The Shooter: In the center of the Capeball field, a small 'cannon' shoots the Capeball into the air.
The Capeball: Easily the most expensive and important bit of tech, the Capeball is a ball filled with supertech that is meant to 'nullify' the effects of powers being directly affected on it. This is to stop using telekinesis or physics-altering powers to score points without interacting with the opposing team. When an individual scores points by affecting the capeball, one of the goals counts, but after the fact, all points are nullified. In addition, someone affecting the Capeball is then required to allow teams to attempt to nullify that effect using tech. This rule tends to not apply at lower leagues, as cheaper Capeballs can be used and affect a smaller variety of powers.
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Rules of Capeball
Scoring from 10 or more feet away provides you with 3 points, being within 5 feet provides 1 point, and anything between those two are 2 points. This is to prevent durable supers from simply carrying a ball towards a goal and scoring.
Placing two goals allows for flying to be a strategy, but oftentimes this is offset by individuals with ranged powers.
There are 2 rounds, each with 45 minutes of time. The team of 6 with the highest score at the end of that period wins. Each individual team 'slot' can be switched out twice in a round, and the whole team can be switched out at the end of a round.
Power rules:
Mind Control: No member of another team is permitted to be controlled for longer than 20 seconds at a time, and never for longer than 5 minutes over the course of a game.
Builders clause: No constructs can cover more than 50% of the Capeball's surface area, and one must be able to grab and pull the ball from the construct without damaging the construct itself
Restricting Others: No member of an opposing team can be held immobile for longer than 10 seconds, to a total of 2 minutes throughout the course of a game. This includes effects that stun, paralyze, and otherwise render an individual unable to participate in the game.
Speedsters: When holding the Capeball, no individual can move at a speed exceeding 50 meters per second.
Pushing/Moving: No opposing member is permitted outside of bounds. Being pushed outside is a violation on the part of the individual pushing the individual.
Any power rule disuse exceeding 2 incidents forces a switch-out for the round. Repeated disuse can result in being forced to the bench for the game.
Injuries: Any injury that takes longer than 2 weeks to recover from with power-assisted healing retires a member of a Capeball team for the next game. Permanent damage retires a member for the season, and is usually career-ending for a professional Capeball player