Post by Delta on Feb 6, 2017 6:47:36 GMT
Dweomerstar Sports Ball. A game mode GUIDELINES:
Players will have no usage of their magic items during the duration of their game. Spells may still be cast during the game, but are considered illegal and will result in a foul if they are discovered, GMs may ask for similiar checks for some abilities listed as SU. Protective equipment will be issued covering all magic item slots on the player. NPC players will equal the APL of the players or an apropriate challenge rating no greater than +2 the APL of the players, and will fill in the gaps needed by the player's team, NPCs are suggested to have levels of warrior, or class levels in brawler or bard to represent key opposition players.
The game begins with 5 competitors on each side of a 300x150 ft2 playing field for offense and defense, with 3 substitutes in reserve. A coin toss will be made, the winner of the coin toss will decide whether to defend or assault for the first play of the game. The assaulting team will begin the play on the touchback (15 yard line). Each team will have 1 minute to decide how they will play against the other, and arrange themselves on the field, at the end of the 1 minute mark they will play ‘as they are’ before the snap. Initiatives are rolled at the start of each play before the snap. The game will be divided into 2 quarters consisting of 20 turns each. The assaulting team will have 4 downs before the ball is turned over to the other team, every 10 yards completed from the original spot of the first set of downs results in a new set of downs (1st down). The winning team is decided by which team has the most points. In the result of a tie, overtime play will be called, and the game will start over as new with the exception that the first team that scores will be declared the winner. If a team can field less than 5 players they will forfeit the game by default.
Pre-snap: Pre-snap actions act like a surprise round and happen before the play officially begins, this will allow the other players to attempt to gain an advantage against the other team. Examples of this could be a team’s spell caster attempting to conceal a spell, and begins the casting before the snap, if they fail the check, the referee will halt the pre-snap and call a foul and a penalty will be issued. The Center may attempt to catch the defensive team out of position as ‘off-sides’ to force a foul on the opposing team with a bluff check, failure results in a foul being called on the assaulting team as ‘false start’. After the last turn in initiative on the pre-snap the ball is immediately snapped to the quarter back, and initiative resumes ‘as is’ into post-snap actions. Most actions can be taken as AOOs in spite of the core rules, GM discretion.
Post-snap: This is where the game is played and won. Each player will have their full of round actions on their turn. These are some basic actions during post-snap play:
Move: same as base movement.
Block: grapple 1 round only (or holding penalty), if a player wants to continue blocking he must release the grapple against the opponent and initiate a new grapple. No maintaining.
Push (same as bullrush except you may push in any direction of your choosing).
Overrun (same as overrun) Overrun can potentially down a ball carrier.
Tackle (same as trip) only against ball carrier, successful tackles result in a tackle, downing the ball at the spot of the tackle.
Pass (ranged attack roll against square of target) increments of 10’ with no range limit. Passing may only be done behind the original spot of the ball, passing past that point results in a standard penalty.
Catch (ranged attack against the pass as an immediate action) DC=QBs pass result or greater, failure results in incomplete pass.
Intercept: (same check as catch) a defensive player may attempt to intercept a passed ball, if the interceptor’s result is 1 greater than the receiver’s then pass is batted away and the result of the play is called an incomplete pass. If the result is equal 10 or greater than that of the receiver’s then the result of the pass is an interception and the ball is turned over.
Foul: dependent on foul checks, see below.
Handoff: as a swift action the QB may attempt to hand the ball off to an adjacent player, this check results in an automatic success if there are no enemies adjacent to the QB during the handoff. Failed check results in a fumble.
Strip (same as steal) successful check results in the defensive player taking the ball from the offensive player.
Force a fumble (same as disarm) Successful check results in the ball being dropped.
Downing: ball carriers may intentionally down themselves as a move action.
Punt (ranged attack against square) range increment of 50’, players may punt the ball away from their position turning it over to the opponent. If the punt lands in the endzone the new set of downs will result in the touchback position. If the punting team recovers the ball before the opponent the opponent’s team will begin their new set of downs where the ball was recovered. Punting may only be done behind the original spot of the ball, punting beyond that point results in a standard penalty.
Dirty Tricks (same as cmb) may be attempted before or after the ball is snapped, failing a dirty trick results in a foul as ‘Personal Foul’.
Attack (melee attack): A player may attempt to foul an opponent with a non-lethal attack and conceal their attack with a sleight of hand check. Success results in non-lethal damage against their opponent, failure results in a standard penalty as ‘Personal foul’. Players whom fall unconscious from non-lethal damage will be removed from the field before they take any lethal damage, and will remain off the field until the next quarter, all non-lethal damage will be removed after the quarter.
Downs are a successful tackle, an incomplete pass, ball carrier steps out of bounds, or any effect that would force a ball carrier prone.
Turnovers happen when an assaulting team fails to get a 1st down after 4 attempts, an interception, defensive team recovering a fumble, and when after the assaulting team scores a touchdown.
Touchdowns touchdowns occur when a player has possession of the ball steps into the end zone.
After TD After a successful touchdown the assaulting team may decide to take a free extra point, or they may ‘for it’ and begin a new play, resulting in 1 minute of planning, a pre-snap and post-snap actions, if they are successful in getting into the end zone they receive 2 points instead of 1, if they are unsuccessful they will receive no points and the ball will be turned over on the touch back position.
Fouls are illegal actions that players can attempt to give themselves an advantage against the team, if a player is discovered attempting a foul the penalty will be called, and the opposing team can decide to accept or decline the bonus afforded to them by the penalty. Fouls during post-snap will not be called until after the ball is downed, and sometimes the team may find the result of the play more advantageous than the bonus granted to them by the penalty. The standard penalty is a player will receive a yellow card. If a single player receives 3 yellow cards they will be removed from play during the duration of the quarter. A non-standard foul usually results from the attempt of trying to harm their opponent with lethal effects, if the player is caught that player will be ejected from the rest of the game as the penalty.
Offsides: A player offsides on the starting line during pre-snap gets to act as if he were on the other side of the line when beginning their movement. A player may attempt to start offsides with a stealth check, failure results in the standard penalty.
False Start: A player (the center) may attempt a false start against the defensive team as a bluff check opposed by sense motive with a DC +10 during the pre-snap actions.
Concealing a spell: Some spells may be cast if they do no actual harm to the opposing team. Successfully concealing a spell against the opposing team results in the spell going off on the next turn with no penalty. This may be attempted before or after the snap.
Holding: a player may attempt to hold their opponent on the next round of grappling with an attempted sleight of hand check to conceal their hands from the observing judges. Success means they may maintain their grapple against the opponent, failure results in the standard penalty.
Pass interference: Attempting to hinder a receiver or safety via physical contact before the ball is actually received is considered pass interference and results in a standard foul.
Personal Foul: See dirty trick and attack (nonlethal). Standard Foul.
Players will have no usage of their magic items during the duration of their game. Spells may still be cast during the game, but are considered illegal and will result in a foul if they are discovered, GMs may ask for similiar checks for some abilities listed as SU. Protective equipment will be issued covering all magic item slots on the player. NPC players will equal the APL of the players or an apropriate challenge rating no greater than +2 the APL of the players, and will fill in the gaps needed by the player's team, NPCs are suggested to have levels of warrior, or class levels in brawler or bard to represent key opposition players.
The game begins with 5 competitors on each side of a 300x150 ft2 playing field for offense and defense, with 3 substitutes in reserve. A coin toss will be made, the winner of the coin toss will decide whether to defend or assault for the first play of the game. The assaulting team will begin the play on the touchback (15 yard line). Each team will have 1 minute to decide how they will play against the other, and arrange themselves on the field, at the end of the 1 minute mark they will play ‘as they are’ before the snap. Initiatives are rolled at the start of each play before the snap. The game will be divided into 2 quarters consisting of 20 turns each. The assaulting team will have 4 downs before the ball is turned over to the other team, every 10 yards completed from the original spot of the first set of downs results in a new set of downs (1st down). The winning team is decided by which team has the most points. In the result of a tie, overtime play will be called, and the game will start over as new with the exception that the first team that scores will be declared the winner. If a team can field less than 5 players they will forfeit the game by default.
Pre-snap: Pre-snap actions act like a surprise round and happen before the play officially begins, this will allow the other players to attempt to gain an advantage against the other team. Examples of this could be a team’s spell caster attempting to conceal a spell, and begins the casting before the snap, if they fail the check, the referee will halt the pre-snap and call a foul and a penalty will be issued. The Center may attempt to catch the defensive team out of position as ‘off-sides’ to force a foul on the opposing team with a bluff check, failure results in a foul being called on the assaulting team as ‘false start’. After the last turn in initiative on the pre-snap the ball is immediately snapped to the quarter back, and initiative resumes ‘as is’ into post-snap actions. Most actions can be taken as AOOs in spite of the core rules, GM discretion.
Post-snap: This is where the game is played and won. Each player will have their full of round actions on their turn. These are some basic actions during post-snap play:
Move: same as base movement.
Block: grapple 1 round only (or holding penalty), if a player wants to continue blocking he must release the grapple against the opponent and initiate a new grapple. No maintaining.
Push (same as bullrush except you may push in any direction of your choosing).
Overrun (same as overrun) Overrun can potentially down a ball carrier.
Tackle (same as trip) only against ball carrier, successful tackles result in a tackle, downing the ball at the spot of the tackle.
Pass (ranged attack roll against square of target) increments of 10’ with no range limit. Passing may only be done behind the original spot of the ball, passing past that point results in a standard penalty.
Catch (ranged attack against the pass as an immediate action) DC=QBs pass result or greater, failure results in incomplete pass.
Intercept: (same check as catch) a defensive player may attempt to intercept a passed ball, if the interceptor’s result is 1 greater than the receiver’s then pass is batted away and the result of the play is called an incomplete pass. If the result is equal 10 or greater than that of the receiver’s then the result of the pass is an interception and the ball is turned over.
Foul: dependent on foul checks, see below.
Handoff: as a swift action the QB may attempt to hand the ball off to an adjacent player, this check results in an automatic success if there are no enemies adjacent to the QB during the handoff. Failed check results in a fumble.
Strip (same as steal) successful check results in the defensive player taking the ball from the offensive player.
Force a fumble (same as disarm) Successful check results in the ball being dropped.
Downing: ball carriers may intentionally down themselves as a move action.
Punt (ranged attack against square) range increment of 50’, players may punt the ball away from their position turning it over to the opponent. If the punt lands in the endzone the new set of downs will result in the touchback position. If the punting team recovers the ball before the opponent the opponent’s team will begin their new set of downs where the ball was recovered. Punting may only be done behind the original spot of the ball, punting beyond that point results in a standard penalty.
Dirty Tricks (same as cmb) may be attempted before or after the ball is snapped, failing a dirty trick results in a foul as ‘Personal Foul’.
Attack (melee attack): A player may attempt to foul an opponent with a non-lethal attack and conceal their attack with a sleight of hand check. Success results in non-lethal damage against their opponent, failure results in a standard penalty as ‘Personal foul’. Players whom fall unconscious from non-lethal damage will be removed from the field before they take any lethal damage, and will remain off the field until the next quarter, all non-lethal damage will be removed after the quarter.
Downs are a successful tackle, an incomplete pass, ball carrier steps out of bounds, or any effect that would force a ball carrier prone.
Turnovers happen when an assaulting team fails to get a 1st down after 4 attempts, an interception, defensive team recovering a fumble, and when after the assaulting team scores a touchdown.
Touchdowns touchdowns occur when a player has possession of the ball steps into the end zone.
After TD After a successful touchdown the assaulting team may decide to take a free extra point, or they may ‘for it’ and begin a new play, resulting in 1 minute of planning, a pre-snap and post-snap actions, if they are successful in getting into the end zone they receive 2 points instead of 1, if they are unsuccessful they will receive no points and the ball will be turned over on the touch back position.
Fouls are illegal actions that players can attempt to give themselves an advantage against the team, if a player is discovered attempting a foul the penalty will be called, and the opposing team can decide to accept or decline the bonus afforded to them by the penalty. Fouls during post-snap will not be called until after the ball is downed, and sometimes the team may find the result of the play more advantageous than the bonus granted to them by the penalty. The standard penalty is a player will receive a yellow card. If a single player receives 3 yellow cards they will be removed from play during the duration of the quarter. A non-standard foul usually results from the attempt of trying to harm their opponent with lethal effects, if the player is caught that player will be ejected from the rest of the game as the penalty.
Offsides: A player offsides on the starting line during pre-snap gets to act as if he were on the other side of the line when beginning their movement. A player may attempt to start offsides with a stealth check, failure results in the standard penalty.
False Start: A player (the center) may attempt a false start against the defensive team as a bluff check opposed by sense motive with a DC +10 during the pre-snap actions.
Concealing a spell: Some spells may be cast if they do no actual harm to the opposing team. Successfully concealing a spell against the opposing team results in the spell going off on the next turn with no penalty. This may be attempted before or after the snap.
Holding: a player may attempt to hold their opponent on the next round of grappling with an attempted sleight of hand check to conceal their hands from the observing judges. Success means they may maintain their grapple against the opponent, failure results in the standard penalty.
Pass interference: Attempting to hinder a receiver or safety via physical contact before the ball is actually received is considered pass interference and results in a standard foul.
Personal Foul: See dirty trick and attack (nonlethal). Standard Foul.