Blitzball Master Information

Information on DW's homebrew spin and system on the Final Fantasy X mini-game, blitzball!
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Blitzball Master Information

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Blitzball
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Contents
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1) Objective ~ What Is Blitzball?
2) The Field ~ Where am I playing?
3) Your character in Blitzball/Blitzball Levels
4) Playing the Game
5) Offensive Play ~ How to score?
6) Defensive Play ~ How to stop the other team?
7) Gaia's Blitzball arena's
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Objective
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Blitzball is a game akin to underwater soccer played within a flooded spherical chamber. The objective is simple, to get the ball across the field and into the opponents net. The team with the highest score at the end of the game wins. The ball is specially weighted and designed to stay within the fields special gravity under ordinary circumstances. Players take turns in offensive and defensive movements. The offense attempts to score on the opponents net, while the defense attempts to intercept or tackle an opposing player.

For the purposes of DW, the game and its rules have been modified from its original version to work in a dice setting. Call this version the 'Gaian' rule version. The game is played in periods and heats. A full blitzball game is comprised of 3 periods (plus a potential sudden death period for ties), and each period is comprised of 2 heats. A single heat is the quickest of...

A: When the ball carrier is tackled
B: 1 minute (8 rounds)

A small blitzball team is comprised of five members. Two offense, two defense and a goalie. Large league games may opt to use a seven player variant with 3 offense, 3 defense and a goalie.
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The Field
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A Blitzball field is, as mentioned, entirely underwater and held within a contained sphere. Players generally play along the diameter of the sphere, sometimes moving from higher to lower altitudes in the water.

______/------\______ Goal Net


------------------------ Defensive Zone

---------(----)--------- Center Line

------------------------ Defensive Zone

______\------/______ Goal Net

For the purposes of DW, the following holds true about the area's

#1: Shots taken have a -5 penalty for each zone you are away from the goal.
#2: Defensive players may only act in their sides defensive zone
#3: Goalies may not leave the net at any time during a defensive play, and may only leave the net on an offensive play in the third period.

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Your Blitzball Character
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A character in Blitzball uses a very simplified version of the DW Main game. You have 10 points initially to spend in each of the following.

--------------1-2--3-4-5--6-7--8
Swimming::[ ][ ][ ][ ][ ][ ][ ][ ]
Reaction::::[ ][ ][ ][ ][ ][ ][ ][ ]
Aggression::[ ][ ][ ][ ][ ][ ][ ][ ]
Shooting::::[ ][ ][ ][ ][ ][ ][ ][ ]
Passing:::::[ ][ ][ ][ ][ ][ ][ ][ ]
Air Supply::[ ][ ][ ][ ][ ]
Specials::::[ ][ ][ ][ ][ ]

Swimming: Your characters 'defensive' stat. Swimming is rolled to move between zones, avoid tackles by other players, and to intercept passes. Swimming reaches a maximum level of 8 (+8), with +1 for each 10 levels of swimming skill the character has in the main game.

Reaction: Reaction is your place in turn order. The faster you react, the quicker you can move to cover a player, intercept a pass, or tackle a player. Reaction reaches a maximum level of 8 (+8), with +1 for every 10 levels of reaction skill the character has in the main game. Reaction also determines a Blitz Off.

Aggression: Your characters 'offensive' stat. This is rolled to try to tackle another player. Aggression reaches a maximum level of 8 (+8), with a +1 bonus from each level of swimming the character has in the main game.

Shooting: How well your character moves at the net. Shooting is rolled only when attempting to score a goal against the opposing net. Shooting reaches its maximum level at 8 (+8), and does not receive a bonus from swimming.

Passing: How well your character passes. Passing is rolled when attempting to pass the ball to another player. Passing is almost necessary, given the nature of the game and the limited air supply each player has. If a pass is intercepted, then the opposite team has the opportunity to attempt to score on your heat. Passing reaches its maximum level at +8.

Air Supply: Air supply is simply the number of turns a character can hold the ball. Level 1 means a character can hold the ball for 2 rounds. Level 5 means a character can hold a ball for six rounds. When a character has just passed the ball, it is assumed they swim to the surface for air and return on the next round. If a character exhausts themselves (IE: is forced to pass), they must remain on the surface for 2 rounds to catch their breath. Air supply has a maximum of 5 levels. Every action takes away one air supply when the ball is held.

Special: Special allows you to learn special attacks to boost your skills. A level 1 special gives you 1 attribute point bonus, while a level 5 special gives you 5 attribute points to spend on a move.

Blitzball Levels

Level 1: 1 won game or 5 lost ones +1 attribute point
Level 2: 2 won games or 10 lost ones +1 attribute point
Level 3: 3 won games or 15 lost ones +1 attribute point, Level 1 Blitzball skill
Level 4: 4 won games or 20 lost ones +1 attribute point
Level 5: 5 won games or 25 lost ones +1 attribute point, Level 1 Blitzball skill
Level 6: 6 won games +1 attribute point
Level 7: 8 won games +1 attribute point, Level 2 Blitzball skill
Level 8: 10 won games +1 attribute point
Level 9: 15 won games +1 attribute point, Level 2 Blitzball skill
Level 10: 20 won games +1 attribute point, Level 3 Blitzball skill

Level 1 Blitzball Skill: +3 to a given skill
Level 2 Blitzball Skill: +5 to a given skill
Level 3 Blitzball Skill: +8 to a given skill
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Playing The Game
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#1: The Blitz Off

The two offensive players (or three in league games) gather at the center of the arena, with one representative of each team ready to receive the ball. When the ball is deployed, both sides roll reaction to see who gets it. At this point, the 1st heat has started and characters roll initiative.

#2: Moving ahead

Generally, characters will want to move closer to the goal by moving into the next zone and rolls swimming. Any character 'covering' the person moving may either opt to try to stop them (via tackle), or moving into the next zone with them.

#3: Passing

A passing character rolls Passing to pass the ball to another player. Passes receive a -3 penalty for each zone away from the target. A pass is assumed to be automatically caught on the next round. If a pass is intercepted, the other team can try to use the remainder of the heat to get a free goal. The person being passed to, if they have a free turn, may opt to wait for the pass or attempt to move ahead. If the character being passed to is tackled while moving ahead, the ball is fumbled and a Blitz-off occurs.

#4: Shooting

A character shooting must roll against the goalies reaction, as well as anyone trying to intercept. If nobody is able to stop the goal, the shooting team gets one point, and a new blitz-off occurs. If the ball is intercepted, the other team may continue to play.

#5: Ending a Heat

When a player is tackled, the defensive team intercepts a pass and scores, or time runs out, the heat ends. There is immediately a new blitz-off. Play continues until the game ends.

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Offensive
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1: Moving Ahead (Roll Swimming versus any aggression rolls to try to stop you)
2: Passing (Roll Passing versus any intercept attempts)
3: Shooting (Roll Shooting versus the goalies intercept attempt)
4: Hold (take no action)
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Defensive
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1: Covering (Cover a player (automatically gives you a tackle if they move ahead or an intercept if they attempt to pass or shoot)
2: Tackle (Tackle a player, roll aggression versus their swimming)
3: Intercept (Intercept a pass or shot, roll reaction)
4: Move Back (Move back a zone, no roll required)
5: Hold (take no action)

Defensive is a bit trickier to play then offensive. A defensive player can opt to cover a character, however switching between covering and 'free' requires a full round of switching. If the ball moves to a person you aren't covering, they would effectively get a free action to try to move up or shoot unimpeded as you attempt to get over to them. You may opt to just remain free, which allows you to tackle or intercept either player, but not automatically.

Furthermore, the two defensive players only may act within their own defensive zone, however they are allowed to try to intercept a ball moving through after being shot at the net.

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Blitzball Arena's in Gaia
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Room of Forgotten Memories, Eden (Zanarkand Arena)
Home Team: Zanarkand Abes (Memory)

Central City Ultradome, Tiera
Home Team: Central City Crusaders
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