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Dredwulf60
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PostPosted: Tue Jan 12, 2016 2:04 am    Post subject: Sports Reply with quote

Mandalorian culture has two sports that rank highly in their collective interest;

When clans get together they like to play. I developed this fun fairly abstract way to determine the course of the game. I'm aware it could simply be a die toll with some modifiers to see who won, but this lets us roll some dice and watch how the game plays out.

Especially good if there is money riding on the outcome!

---------------------------------

Meshgeroya -literally the ‘beautiful game,’ a Mandalorian obsession
aka Limmie or Bolo-ball

http://starwars.wikia.com/wiki/Limmie


Basic synopsis:
A team of 10 players plus a goaltender face off against another such team.
The object is to get the ball down the field called a ‘pitch’ and into the opposing team’s net, primarily by using lower appendages ie ‘kicking’ the ball.


Details
The ball is actually two small repulsor-field spheres gravitically tied to each other inside a larger ball. As a result when struck at various speeds or angles, the spheres inside the ball tend to orbit around each other, which gives very dynamic trajectories to the travel of the ball. A skilled player can use this gyroscopic-type action to his advantage by increasing or decreasing the distance travelled as well as drastically ‘arcing’ the route.

Without outside stimulus, the ball will gradually come to a halt and hover stationary just barely above the ground.

The object of the game to put the ball into the magnetic capture net between the posts on the opponent’s end of the pitch.

Players can only manipulate the ball with the lower-half of their bodies. If the ball is sent to a higher altitude level, which often happens as a result of a kick, a player may strike the ball with any non-manipulatory portion of the body. In humanoid terms, this means the ball is primarily handled with the legs, and may be struck at height with head or chest.

The goal keeper alone can gain control and deliver the ball back into play with any bodily surface available, including hands.

Body-checking; intentional contact between players vying for control of the ball, is allowed, but no direct grappling or striking is permitted.

The game is primarily played at a running pace.

There are two 45-minute halves, between which the teams switch ends. The pitch is a level field approximately 100m by 60m.






Game system mechanics

Every NPC player is automatically ranked in one of the following classes with an associated die code:
Non-player: 0D
Amateur: 1D6
Good: 2D6
Very Good: 3D6
Expert: 4D6
Professional: 5D6
Star Player: 6D6

A team has 4 forward players, 3 midfielders, 3 defense and 1 goalie.

Determine the dice code of each member of the team, then determine the dice pool for each group.

Example of a ‘good’ team (Quality of 2D6 for every member):

Forward Pool: 8D6
Midfield Pool: 6D6
Defense Pool: 3D6
Goalie: 2D6


Note: Each Player character involved must decide what position he wishes to play, then make skill/attribute rolls to see what his quality rating will be for that game. (see below)

Positions

Defender: Primarily keeps the ball out of the team’s goal area.
Dex (Running) + Dex (Dodge).

Forward: While in the opponent’s area of the field attempts to score.
Dex (Running)+ Str (Brawl)

Midfielder: plays the ball in the transition areas.
Dex (Running)+ Dex (Running)

Goalie: Dex (melee) + Str (toughness)

A player character rolls the die code listed with each position (remember that if defaulting to base attribute, you use half the result.)

Note: Bolo-Ball skill: A player with an actual skill in the sport can use that skill dice roll in place of any and all others.

Compare the results of the roll to the following table to determine the player quality; this is on a game-by-game basis. (any player can have good days and bad days)

DC: 0-20 = 1D
DC: 21-30 = 2D
DC: 31-40 = 3D
DC: 41-50 = 4D
DC: 51-60 = 5D
DC: 61-70 = 6D
DC: 70+ = 7D





Playing the Game

First half:
Both team captains total up the Midfielders die pool on their team and then split the total pool dice between their Forward Pool and their Defense Pool at the Captain’s discretion.

Both sides roll their Forward pool. Each ‘6’ is counts as a potential goal.

Both sides roll their Defense pool. Each ‘6’ blocks one of the opposing team’s potential goals. If the defense gets at least two more ‘6’ results than the opponent’s potential goals, then they can add a potential goal of their own. If the defense gets four more ‘6’ results then they can add two potential goals of their own.

Each side can now roll their goalie pool. Each ‘6’ blocks a remaining potential goal.

Any potential goal not blocked by the goalie scores an actual goal.

Second half:
Captains may re-assign the Midfielders Dice pool, then carry out the steps as listed above.

Winning:
The winning team is the one with the most scored goals.
If there is a tie, another period will be played as ‘overtime’. It is handled exactly as a regular ‘half’.

Shootout
If there is still a tie, each team chooses a single player. Both will roll in an attempt to score a goal by getting ‘6’s, with only the opposing goalie able to block any ‘6’ results.

This will continue if both sides score until one side gets a goal while the other fails.



Player characters: PCs involved in the game may roll their own portion of the dice of any dice pool their character is are a part of.

Example: a PC is playing a forward and has 2D6 player quality. The team Forward Pool is 8D6. The Captain can roll 6D6 while the player can roll his own 2D6; this lets him know if he had any potential shots on net.

Likewise a PC playing defense could roll his 2D6 portion of the defense pool to see if he personally blocked any major plays.




Wild die:

The first die rolled in any pool is a wild die. If it rolls a ‘6’ it can be rolled again in an attempt to get another ‘6’; this represents a great play.

If it rolls a ‘1’ it represents a penalty. It cancels out one of the ‘6’ results. If there are no ‘6’ results to cancel, the opposing team gets to roll an extra D6.

PCs rolling their own dice pools also have their own first die count as a wild die.

Penalties
In regulation games there are a variety of penalties, such as going ‘offside’, moving the ball out of bounds, moving the ball with a forbidden appendage etc.

.
Using Character points:
Players can spend character points on the roll to determine player quality prior to the game, but cannot spend character points during the various team pool rolls.





-----------------------------------------------------------------


Get'shuk
Team game similar to meshgeroya, in that there are goals at either end of the pitch, except the players may handle the ball. Very similar to rugby; brutal, fast and painful.

Is a very similar game with the following notable variations:

-The ball can be moved with any appendage; thus it is most often carried while running, and can be passed laterally or backward and can be kicked forward as long as there is a receiver.

-There is no goalie; add one player to Defense.

-It is a full contact game that includes grappling and tackling and is typically played with specialty padding when played professionally, though mandalorians typically wear their own armor when playing recreationally.

When calculating player’s qualities, don’t forget any modifiers from armor to dexterity, and add the armor’s physical protection to the roll:

Example:
Defender: Primarily keeps the ball out of the team’s goal area.
Dex –armor penalty (Running) + Dex –armor penalty (Dodge)+ Armor physical die




Playing the Game

First half:
Both team captains total up the Midfielders die pool on their team and then split the pool between their Forward Pool and their Defense Pool at the Captain’s discretion.

Both sides now roll their Forward pool. Each ‘6’ is counts as a potential goal.

----Each ‘1’ is a potential injury; re-roll all ‘1’s; any additional ‘1’ results remove a die from the pool for the second half.

Both sides roll their Defense pool. Each ‘6’ blocks one of the opposing team’s potential goals. If the defense gets at least two more ‘6’ results than the opponent’s potential goals, then they can add a potential goal of their own. If the defense gets four more ‘6’ results then they can add two potential goals of their own.

----Each ‘1’ is a potential injury; re-roll all ‘1’s; any additional ‘1’ results remove a die from the pool for the second half.




Second half:
Captains may re-assign the Midfielders Dice pool, then carry out the steps as listed above.

--Injuries can also happen in the second half, but they will have no bearing on the outcome of the game.



Winning:
The winning team is the one with the most scored goals.

Player characters: PCs involved may roll their own portion of the dice of any pool their dice are a part of.

Example: a PC is playing a forward and has 2D6 player quality. The team Forward Pool is 8D6. The Captain can roll 6D6 while the player can roll his own 2D6; this lets him know if he had any potential shots on net.

Likewise a PC playing defense could roll his 2D6 portion of the defense pool to see if he personally blocked any major plays.


----A PC who generates a ‘1’ must make a toughness roll, with their armor’s physical rating dice against a DC of 10+ 5 per ‘6’ rolled by the opponent’s pool. Consult the differential chart as per normal injury. Damage taken is stun. Reduce the PC’s player quality as per the damage result; ie Mod damage reduces by 1D; thus a 2D player becomes a 1D player for future game rolls.




Wild die:
The first die rolled in any pool is a wild die. If it rolls a ‘6’ it can be rolled again in an attempt to get another ‘6’; this represents a great play.

If it rolls a ‘1’ it represents a penalty. It cancels out one of the ‘6’ results. If there are no ‘6’ results to cancel, the opposing team gets to roll an extra D6.

PCs rolling their own dice pools also have their own first die count as a wild die.

Penalties
In regulation games there are a variety of penalties, such as going ‘offside’, moving the ball out of bounds, moving the ball with a forbidden appendage etc.

.
Using Character points:
Players can spend character points on the roll to determine player quality prior to the game, but cannot spend character points during the various team pool rolls.
A PC can use character points to attempt to avoid injury.
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garhkal
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PostPosted: Tue Jan 12, 2016 3:42 am    Post subject: Reply with quote

That first game looks like a funky version of Soccer!
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Dredwulf60
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PostPosted: Tue Jan 12, 2016 3:58 am    Post subject: Reply with quote

garhkal wrote:
That first game looks like a funky version of Soccer!


it IS! Smile



One of those Star Wars things that seemed to have gotten ported straight over from our world.

When my group is playing, whenever we need to reference something and there's no known Star Wars equivalent, it's a running gag that we just put the word 'space' in front of it.

Like last session when the PCs got into a scrap in the middle of the day on a street and a thug got shot. They have to stay out of the attention of the local law enforcement. They were: "Okay...we gotta get out of here before someone calls space 9-1-1."
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garhkal
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PostPosted: Tue Jan 12, 2016 6:54 pm    Post subject: Reply with quote

LOL..


I know many moons back one of the SW games i played (iirc it was when i was stationed in St Mawgan), the DM had a variant of bloodbowl, but played by robots the pc's controlled from the sidelines...
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Naaman
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PostPosted: Tue Jan 12, 2016 10:13 pm    Post subject: Reply with quote

Haven't read throuh this yet, but my current character is an athlete, and the sports aspect of her backgroud is kinda just fluf with no real impact on the gameplay. This is good to see some house rules on it.
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PostPosted: Wed Jan 13, 2016 2:25 am    Post subject: Reply with quote

I have had several rebel pcs who in their back story were 'sports stars' that got their career ruined cause of imperials trying to force them say to throw a game, etc.. But like you it was more for fluff than anything else.
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PostPosted: Wed Jan 13, 2016 10:52 am    Post subject: Reply with quote

In a bounty hunter/mercenary campaign, I had two players play "athlete" characters. There was a Wookiee Galactic Wrestling Federation Champion, and another player played a former "shock-ball" athlete. The Wookiee was the current reigning champion, and only did the hunter/merc business on the side, but he died in his first or second adventure.

In a Rebel campaign, there was a PC who had been a former ostroid racer (think large rideable ostrich-like animals) who became an outlaw bounty hunter then Rebel. And in another Rebel campaign I had a player play a phys. ed. teacher and high school sports coach turned bounty hunter turned Rebel.

I played in a Sparks convention adventure in which some of the other PCs actually joined a sports game but I can't remember what exactly it was or the details.
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Dredwulf60
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PostPosted: Mon Apr 25, 2016 4:45 pm    Post subject: Reply with quote

This one came up last game, as the players were on a tropical resort planet.

Cue:

https://www.youtube.com/watch?v=HNR_HofJ_Fs


Repulsor Ball

Basic Synopsis:
Two teams use special gloves on their hands to keep a ball from touching the ground on their side of the net, while getting it over the net to the opposing team’s side.


Details
Repulsor Ball is played with a repulsor-field generating ball that interacts with the signal generated by the special gloves of the players.

By changing the angle and shape of the hands and the distance the gloves are held from each other, the player can control the intensity of the signal, which in turn strengthens or weakens the ball’s repulsor field.

The players on a team use this effect to keep the ball aloft and to put it over the dividing net onto the other team’s side. The object is to get it over the net and ground it on the opposing teams side and prevent the same effort by the opposing team.

The court is the area of play. If the ball veers out of the boundary, it’s repulsorlift field stops and the ball drops inertly. The other team gains a point.

The first team to reach 8 points wins.

Standard version has 6 members on a team.
Beach version has 2 members on a team.



Game system mechanics

Every NPC player is automatically ranked in one of the following classes with an associated die code:
Non-player: 3D
Amateur: 4D6
Good: 6D6
Very Good: 8D6
Expert: 12D6
Professional: 16D6
Star Player: 20D6

A team has 6 players (2 in beach version).

Determine the dice code of each member of the team, then determine the dice pool for each group.

Example of a ‘good’ team (Quality of 4D6 for every member):
24D6 Standard. (8D in Beach version)


Note: Each Player character involved must make skill/attribute rolls to see what his quality rating will be for that game. (see below)



To determine player skill:


Str (Sports) + Dex (Dodge or Running) + Str (Jump or Stamina) + Perception (Initiative)

Roll on the following table to get their overall dice rating for use in playing the game:

DC: 0-10 = 1D
DC: 11-15 = 2D
DC: 16-20 = 3D
DC: 21-25 = 4D
DC: 26-30 = 5D
DC: 31-35 = 6D
DC: 36-40 = 7D
DC: 41-45 = 8D
DC: 46-50 = 9D
DC: 51-55 = 10D
DC: 56-60 = 10D
DC: 61-65 = 11D
DC: 66-70 = 12D
DC: 71-75 = 13D
DC: 76-80 = 14D
DC: 81-85 = 15D
DC: 86-90 = 16D
DC: 91-95 = 17D
DC: 96-100 = 18D
DC: 101-105 = 19D
DC: 106-110 = 20D
DC: 111+ = 21D




Playing the game

Serve:
One side starts by serving; rolling one team member’s dice pool.
The roll total must beat the net DC of 20. (no ‘6’ is required on a serve)

Return:
The opposing side has one player try to return the ball. That player must achieve a ‘6’ result on one of their dice and also a roll total of DC 10.

If the player fails to achieve a ‘6’ then a second player on that side can try.

If the second player on that side fails then a third player on that side can try.


If any of the 3 chosen players succeeds, the ball is successfully returned to the other side.

If all three players fail to get at least one ‘6’ result AND the DC 20 for the net, then the ball has fumbled or strikes the net and the opponents score a point.



Aggressive tactics: ‘Spike’
A player who is returning the ball and achieves a ‘6’ and the required net DC 20 can choose to set up the ball for a teammate rather than return it right away.

The second player rolls, and if they meet the minimum requirement to return ( at least one ‘6’ and DC 20) they can add any ‘6’s rolled to the ‘6’s achieved by the first player.

If desired this can even be repeated with a third player. If any of the players in this chain fail to achieve the minimum requirement, of DC 20 or at least a single ‘6’ the ball is fumbled and the opponents gain a point.


If the two (or three) players in the chain each meet the minimum requirements individually then the ball is successfully spiked; all of their ‘6’ results are totaled together on the return.


Blocking
When the ball is returned aggressively aka ‘spiked’ any two players on the receiving side can pool their dice together; they must match or exceed the total number of ‘6’s generated by the aggressive ‘spike’ or fumble the ball and award their opponents a point.

If they successfully meet the ‘6’s they have returned the ball, aka 'blocked'.

Award Point
Once a point is awarded, play begins again with a Serve.





Wild die
A wild ‘6’ result counts as a ‘6’ and is also rolled again as normal.
A wild ‘1’ cancels the highest other die as normal.


Sports skill: Can use the sports skill rating to replace any (or all) other segments of the die code to determine overall skill.


Last edited by Dredwulf60 on Tue Apr 26, 2016 3:28 am; edited 1 time in total
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Naaman
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PostPosted: Mon Apr 25, 2016 6:15 pm    Post subject: Reply with quote

Fix your "wild '6'" results. Razz

Nice write up! I have toyed around with trying to write rules for sports, but it keeps getting pushed aside... oh well.

It would be a nice break from the norm, though... kinda like a mini-game!
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Dredwulf60
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PostPosted: Mon Apr 25, 2016 7:36 pm    Post subject: Reply with quote

Naaman wrote:
Fix your "wild '6'" results. Razz

Nice write up! I have toyed around with trying to write rules for sports, but it keeps getting pushed aside... oh well.

It would be a nice break from the norm, though... kinda like a mini-game!


That's exactly what it was. I have about a dozen mini-games within my game that players can indulge in for stress-relief and to fill in time to simulate long space voyages or other down-time.

Here's the screen-shot used to keep track of score and whose side the ball is on etc:

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PostPosted: Mon Apr 25, 2016 8:37 pm    Post subject: Reply with quote

If you're interested, WEG mentioned at least two sports in passing without really providing specifics.
    Wegsphere is mentioned on pg. 18 of the Imperial Sourcebook, under SAGRecreation in the COMPNOR Chapter. No details are provided, but the invention of the game as a youth activity has parallels with the creation of basketball. Take that for what it's worth.

    Shockball is mentioned in Cracken's Rebel Operatives, on pg. 88, under the background for the NPC Ytavarg Aleema. Based on his equipment, it requires protective padding, an insulated mitt and scoop, and can be lethal under certain circumstances (Aleema used his shockball to kill a group of assassins who killed a rival player in front of him after a match). Based on what little there is, I'm inclined to picture it as Jai Alai with an electrified ball. Or maybe like Dodgeball, but meaner...

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Dredwulf60
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PostPosted: Mon Apr 25, 2016 11:05 pm    Post subject: Reply with quote

CRMcNeill wrote:
If you're interested, WEG mentioned at least two sports in passing without really providing specifics.
    Wegsphere is mentioned on pg. 18 of the Imperial Sourcebook, under SAGRecreation in the COMPNOR Chapter. No details are provided, but the invention of the game as a youth activity has parallels with the creation of basketball. Take that for what it's worth.

    Shockball is mentioned in Cracken's Rebel Operatives, on pg. 88, under the background for the NPC Ytavarg Aleema. Based on his equipment, it requires protective padding, an insulated mitt and scoop, and can be lethal under certain circumstances (Aleema used his shockball to kill a group of assassins who killed a rival player in front of him after a match). Based on what little there is, I'm inclined to picture it as Jai Alai with an electrified ball. Or maybe like Dodgeball, but meaner...


Thanks! I was looking for something to stand-in for basketball.

I have other 'games' that I use. Not included in this thread because they aren't 'sports'.

There's sabaac, with the generally accepted rules.

I also have dejarik, with rules and system extrapolated from another guys' system.

I also invented a game to stand-in for pool called Magna-orb.

I worked out a system for the mandalorian game Cu'bikad from the very sparse description of: Cu'bikad was a Mandalorian indoor game that could be played by up to at least four players, and involved stabbing short-handled blades into a checkered board. Considered a rough game, it was commonly recommended that cu'bikad not be played by non-Mandalorians.

I didn't bother with a games thread because I didn't think it would have much utility for other players.
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Dredwulf60
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PostPosted: Mon Apr 25, 2016 11:16 pm    Post subject: Reply with quote

Another one that I had ready; didn't get to trot it out last session...but likely next.

It's a stand-in for surfing/ parasailing...with applications for skateboarding and snowboarding depending on the environment.

Skyffing

Skyffing is a sport that involves a special repulsor-impeller board. It is usually done on water, though in some variants it is performed on snowy hills or sand dunes. The very brave can do it in hilly terrain or urban areas.

The board is typically 3m long and is rigged with a basic repulsor field that keeps it 1-3 m off the ground. The repulsor field is shaped to project down the baseline of the board, thus requiring balance for the rider to remain upright and steer the board.

In deeper water, the repulsorlift system effect bottoms-out causing the board to float.

The board is equipped with a hydrostatic impeller. This provides a basic drive for the board, and is recharged when the board is travelling downhill, such as when riding down a wave or a hill. Stored energy can be released as powerful pulses which can boost the main lift repulsor by several factors briefly, allowing the board to jump to achieve magnificent heights, it also serves to increase the power to the repulsor board after a long fall or jump, allowing skilled riders to use the skyff board to slide down mountainsides and even off cliffs and have a decent chance of landing without injury.

Skilled sportsmen often use such height to perform spins, flips and other tricks.

Due to the unstable nature of the board, it is quite often that a rider loses control and falls off. Water is the most forgiving environment, snow a close second, while sand can be quite harsher.

Skyffing on rugged terrain and urban areas is possible, but the wearer is advised to wear decent protective armor.

Urban Skyffers have been known to carry arm-mounted cable launchers in order to be dragged behind landspeeders. This charges the impeller rapidly and allows for bursts of altitude at frequent intervals.


Skyff Board:
Body: 1D
Maneuver: Skyff skill.
Thrust: 1D
Aero: Skyff skill
Accel: Level: 1D. Gentle slope: 2D. Steep slope: 4D
Brake: 1D
Stab: 1D
Move: 30
Aesthetics: 2D
Cost: 1,000cr




Game system

Basic riding:

Use the Sports skill (Skyff specialization) or alternatively default to Dexterity.

Any time a ‘1’ is rolled on the wild die, the character must make a Skyff skill roll DC 10 or fall off.

Tricks and performance:

The environment is rolled to set the difficulty for each trick. (see below)

The character rolls his Skyffing skill dice. Every ‘6’ result achieves a point, multiplied by 1/10 of the rolled environment difficulty.
The total of the roll however must exceed the environment difficulty or the character will wipe out and achieve no points.

Environments:
Basic flat terrain: 4D
Low waves/ dunes or hills: 6D
Medium wave/ dunes or hills: 8D
Large wave/ dunes or hills: 10D
Huge wave / dunes or hills: 12D
Hook/ ‘ski jump’: 14D
Titanic wave / or cliffs: 16D


example: skyffing in medium waves. The environmental roll is 4D6 for a result of 12.
The competitor rolls his skill of 3D6 and gets: 6, 6, and 3. This is 2 points, and the total is 15 which beats the environment DC of 12, so he stays standing.

If the environmental DC was 20 or higher, multiply the number of ‘6’s by x2.
If the environmental DC was 30 or higher, multiply the number of ‘6’s by x3
If the environmental DC was 40 or higher, multiply the number of 6s by x4

But in each case, his total was less than the DC so he would have wiped out.


As the environment gets more extreme, it ups the value of the points, and the adrenaline rush (the stress point reduction.)


On a typical match, a competitor gets 3 outings to accumulate points.



Falling damage: For every point the roll failed the environmental DC, count that as a damage roll.
Str (Toughness) to resist. Physical armor dice to assist if available.


Water: x0.5 Stun
Sand: x1 Stun
Hard Ground: x1 Physical
Permacrete: x2 Physical



Determining Skyffing skill

Every NPC player is automatically ranked in one of the following classes with an associated die code:

Non-Skyffer: 3D
Amateur: 4D6
Good: 6D6
Very Good: 8D6
Expert: 12D6
Professional: 16D6
Star Skyffer: 20D6


Dex (Full Attribute) + Strength (Sports) + Operation* (repulsorlift) + Dex (Dodge)

*RAW: Operation attribute is the Mechanical attribute

Having Skyffing as a skill:
The specialization of the sport skill ‘Skyffing’ can replace any or all values;


DC: 0-10 = 1D
DC: 11-15 = 2D
DC: 16-20 = 3D
DC: 21-25 = 4D
DC: 26-30 = 5D
DC: 31-35 = 6D
DC: 36-40 = 7D
DC: 41-45 = 8D
DC: 46-50 = 9D
DC: 51-55 = 10D
DC: 56-60 = 10D
DC: 61-65 = 11D
DC: 66-70 = 12D
DC: 71-75 = 13D
DC: 76-80 = 14D
DC: 81-85 = 15D
DC: 86-90 = 16D
DC: 91-95 = 17D
DC: 96-100 = 18D
DC: 101-105 = 19D
DC: 106-110 = 20D
DC: 111+ = 21D


Stress relief:
The skyffer gets 1 stress reduction per ‘6’ rolled. This is after any multiplication for the environment factor.
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CRMcNeill
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PostPosted: Tue Apr 26, 2016 12:10 am    Post subject: Reply with quote

Dredwulf60 wrote:
I also invented a game to stand-in for pool called Magna-orb.

WEG has something along these lines in Galladinium's Fantastic Technology (page 48) called Spheroids. It has similarities to both billiards and childhood marbles games, but is played in three dimensions using holographic spheres.
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Dredwulf60
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Joined: 07 Jan 2016
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PostPosted: Tue Apr 26, 2016 2:49 am    Post subject: Reply with quote

CRMcNeill wrote:
Dredwulf60 wrote:
I also invented a game to stand-in for pool called Magna-orb.

WEG has something along these lines in Galladinium's Fantastic Technology (page 48) called Spheroids. It has similarities to both billiards and childhood marbles games, but is played in three dimensions using holographic spheres.


I just had a look.

Huh. Lookit that. Maybe I read it years ago, forgot it and then my subconscious dredged it up again years later.

My version is also 3D, but they are physical spheres floating around in a repulsor field 'tank' of luminous mist. One sphere is magnetic and a player uses a cue to send a magnetic pulse to push or pull it to strike other spheres....hoping to get them close enough to the miniature gravity wells and sink them. Basically plays just like pool. Instead of stripes and solids, the spheres are dark and light.

The '8 ball' is the Infinity orb. ( an homage to 'The Tick'.)




In any case, I'll have to adapt 'Spheroids'. It's definitely more of a sport than a parlour game.
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