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Grapple Ball An unholy abomination of wrestling and basketball By anon

A game where two 3­4 person teams attempt to score three points/hoops while wrestling and entertaining the crowd. Creating your Character: Pick a race, an affilliation, your gimmick, and determine skill modifiers/HP. There is 7 races to choose from: ­ Standing around 3'4", Dwarves are the tallest race. They weigh on average 46lb and have the most endurance. Dwarves are a heavyweight race and get +2 constitution. Might of the Mountain: Dwarves that stand still for one turn get +2 to the next grapple check they make. Dwarves move 4 hexes. ­ Standing around 3'3", are the second tallest race. They weigh on average 50 lbs, making them the heaviest race, and have the most strength. Goblins are a heavyweight race and get +2 Strength. Fury of the Goblin King: Goblins enter RAGE mode at half health. Goblins move 4 hexes. ­ Standing around 2'9", are the third tallest race. They weigh on average 34 lbs and are known for their luck and charm. Halflings are a medium race and get +2 favor. All Star: Masks give you favor no matter what. Halfings move 5 hexes. ­ They stand around 2'7" and weigh on average 36 lbs. are known for their keen senses. Kobolds are a medium race and get +1 strength and +1 constitution. Cockroaches Tenacity: When you would fall to 0hp you regain a quarter of your health, rounded down. Kobolds move 5 hexes. ­ They stand around 2'1" and weigh on average 25 lbs. Gnomes are known for their brilliance. Gnomes are a lightweight race and get +1 dexterity and +1 constitution. Technophile: A Gnome may either have rocket boots and a mechanical hand or a dwarf sized mech suit (3'3", +24lb, and it has +1 Strength and moves 4 hexes.). Gnomes move 6 hexes. ­ They stand around 2'4" and weigh on average 22 lbs. are known for coming in pairs. Kobolds are a light weight race and get +2 dexterity. Twin Souls: Gremlins are all born in pairs and share a conscious (you don't add skill bonuses twice). Gremlins move 6 hexes. Homunculus ­ They stand at 2'6" and weigh 40 lbs. Homunculi are known for being mute. Homunculi are a specialty race and get +1 Strength. Detachable Limbs: Homunculi when they are grappled may choose to "let go" of said limb and break the grapple. They may reattach limbs when nearby and can control severed limbs. Homunculi move 5 hexes. There is two affiliations to choose from: Shields ­ Good guys to a fault that do what's right and face difficult moral dilemmas. Swords ­ Bad guys who do bad things because they're bad. Gimmick: The most important part, this is basically the details of your character and his backstory (the more dramatic and wild the better). Determining Skills Modifiers: Skills: All skills have a base of 3. Heavyweights get ­1 dex and lightweights get ­1 str Strength: Used in Attacks, Shoots, Lifts/Throws, Escapes, Trips, and Catches:Blow. Constitution: Used in determining HP, Rests, and Blocks. Dexterity: Used in Moves, Escapes, Catches:Ball, and Dodges. Favor: Used in Rallies and Falls. HP is determined by taking your constitution and multiplying it by 3.

Creating the Arena: The arena that you'll usually find yourself in is a massive octogonal chamber with an elevated court in the center. The court is 42'x23' and has 226 hex tiles on it. There is 8 seating sections where the fans will be sat. To determine the predominant race in each section of the stands roll 8d6. 1. Dwarf 2. Goblin 3. Halfling 4. Kobold 5. Gnome 6. Gremlin For each stand of your race you get +1 favor. To determine the affiliation of the fans roll 8d3 1. Shields 2. Masks 3. Swords For each stand of your affiliation get +1 favor. Masks are neutral parties who just want to watch and will be rallied by anyone. The opposite affiliation won't rally for you.

Rules, Combat, Skill Checks: Rules of the Court: 1. You must serve the ball after every score. 2. The only way to win is to score 3 times. 3. No weapons or foreign items. 4. You can only stay outside the court for 10 seconds. 5. No outside interference. Game Rules: 1. Respect eachother. 2. Have fun and remember to ROLEPLAY. 3. Follow the Rules. 4. Listen to the GM. 5. GM trumps rules. Combat: At the start of each round you get one move action, one action, and one reaction. Actions: Attack: Melee: Shove/Trip: Contested Strength Check. Knock over target. Punch: Low damage strength check, difficult to catch. Kick: High damage strength check, easy to catch. Grapple: Contested Strength Check. Grab Target. Lift/Throw: Contested Strength Check. Lift grappled target. Strength Check. Toss grappled target. Restrain: Contested Strength Check. Grappled target becomes restrained. Move: Move up to your current speed. Shoot: Strength Check: Throw the ball. Escape: Strength/Dexterity Check. Escape a grapple. Rest: Constitution Check. Regain HP equal to constitution modifier. Rally: Favor Check. Rally the crowd and gain a bonus equal to the to your next roll. Each time you rally, mark a tally. Each tally reduces its effectiveness.

Reactions: Trip: Contested Strength Check. Knock over Target. Block/Dodge: Constitution/Dexterity Check. Block an attack or dodge the attack. Catch: Ball: Dexterity Check. Catch the ball. Blow: Strength Check. Catch an attack and either grapple or trip target (punch and kick respectively) Fall: Favor Check. Dramatically take a fall after a hit, take twice damage and remove one rally tally. Skill Checks: Check: Roll 2d6 and try to get a number less than the number of the related skill. Based on context the GM will tell you the result succeed or fail. Contested Check: You and your target roll 1d6+related skill and whoever rolls higher succeeds.