#1
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Skyball
SCORING: Baskull related points: 1 Point: Steal a Baskull from an enemy. 3 Points: Get the Baskull through an enemy's goal. 5 Points: Get an active Baskull to detonate in an enemy's hands. 7 Points: Get an active Baskull to detonate in an enemy's goal. Combat related points: 3 Points: K.O. an enemy rider. 5 Points: Knock an enemy out of bounds. 10 Points: Unmount an enemy rider. MORE INFO: A Baskull is an explosive Wyem skull (roughly the size of an American Football or Rugby Ball). To activate it, you must pass it to a team mate. The Baskull will become active when successfully passed between 3 people. For example: Player 1 has it and passes it to Player 2, who tosses it back to player 3. The Baskull becomes active. You may also pass it between two people twice, i.e. P1>P2>P1>P2. If the Baskull is intercepted, it resets the count. To K.O. an enemy rider, you may do any of the following: ram their drake with yours, attack them with the Baskull by throwing it, or you may also try to drive them into the ground. NOTES: -No weapons other than the Range: 60+Str mod ft, DMG: 2d4+str or dex (whichever is higher) x2 crit. ATTK BONUS: +1 EXPLOSIVE DMG: 3d8 x2 crit.Baskull may be used. -Being unmounted results in being the player being disqualified for the remainder of the game. -You may NOT use Leap of Trust abilities. -To Pass you make a ranged attack roll with the Baskull. Your teammate attempting the catch (and opponents attempting the steal) also make a ranged attack roll. They must succeed on a DC15 check to catch, for every 2 above a 15 you roll, allies get a +1 to the roll. For every 2 below 15 you roll, enemies get a +1 to their roll. I.E.: P1 rolls an 18 to pass to P2. Because they rolled 3 higher than 15, P2 gets a +1 to their roll. P2 rolls a 14, but with the +1 succeed on the DC15 catch. OR P1 attempts to pass to P2 while Enemy1(E1) is between them. Each player rolls. P1 Rolls a 12, P2 Rolls a 16 and E1 rolls a 14. Normally, the 16 would allow p2 to catch, but because E1 is between them, he has priority and p1's roll of a 12 bumps up E1's roll to a 15, allowing the successful snatch. -You must roll at least a 10 when passing or the Baskull falls short and begins to drop to the ground, allowing anyone nearby to try and snatch it.
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"This calls for a very special blend of psychology and extreme violence." -Vyvyan |
#2
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Hm, what about spells? Off limits too?
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#3
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To add:
What rolls are needed to steal a baskull? How do you intercept a baskull? What rolls are needed? Is the detonation lethal? How could one go about detonating the baskull on someone else? Being that interception and intentional passing to the opposing team is only slightly different. Unarmed strikes (non-lethal) are allowed? Is all damage non-lethal?
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Air Force Computers were on lock down here for a security violation thanks to some morons. Back in full effect!
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#4
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-Yes, the game is primarily about athleticism.
Quote:
-To intercept you must be between the thrower and receiver and succeed on a higher roll than the person catching. -Nonlethal -Hit them with an active ball, or if the intercept an active Baskull. Interceptions and intentional passing only resets the count if the Baskull is inactive, so once it's active, it stays active until it goes off. -Yes. -Yes.
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"This calls for a very special blend of psychology and extreme violence." -Vyvyan Last edited by MalchiorTheForgotten; Feb 21st, 2012 at 10:10 AM. |
#5
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Will passing an active baskull to a teammate cause it to blow?
Is there some kind of "hot potato" rule for holding a active baskull too long without passing or attempting to score (by that I mean will it go off in your hands like an active grenade would)? How many baskulls in the playing arena at a time? How do replacement baskulls enter the arena? Or is the exploded baskull reusable?
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"Alright, this next test may involve trace amounts of time travel. So, word of advice: If you meet yourself on the testing track, don't make eye contact. Lab boys tell me that'll wipe out time. Entirely. Forward and backward." ~Cave Johnson, Portal 2 |
#6
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Quote:
-Hadn't thought of this, so I'll say you can only hold it for up to 5 rounds before it goes off. -1 Baskull is standard, however, depending on the variant, there may be as many as 5 in at once. -The exploded one is indeed reusable. It begins play either in a toss up by the ref or controlled by a team who wins a coin toss (depending on the variant).
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"This calls for a very special blend of psychology and extreme violence." -Vyvyan |
#7
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When you say DC 20, what is that based off of? A ride check? Ranged attack?
Last edited by Sir Alex; Feb 26th, 2012 at 10:50 PM. |
#8
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Ranged attack.
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"This calls for a very special blend of psychology and extreme violence." -Vyvyan |
#9
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Would my Brutal Throw feat affect this ranged attack, since the baskull is a thrown item?
__________________
"Alright, this next test may involve trace amounts of time travel. So, word of advice: If you meet yourself on the testing track, don't make eye contact. Lab boys tell me that'll wipe out time. Entirely. Forward and backward." ~Cave Johnson, Portal 2 |
#10
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Yes
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"This calls for a very special blend of psychology and extreme violence." -Vyvyan |
#11
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Ok, dang. Now I need to figure out what to do with this flaming skull...
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