Post by zorenathres on Sept 19, 2015 4:36:50 GMT -5
Motorball Mini-Game Section:
-Rules for Motorball: A mini-game where enhanced cyborgs race to get the Motorball across the finish line.
-Regulations: Characters must be Cyborgs to enter a race, & they can only use “Moterball” or “Moterballer” Cyber-Bodies & Close Combat Implants (no “hand-held” weapons). No Flight or Jet Boosters. No Ranged or Explosive Weapons.
Characters cannot stop at a location for more than one turn or they are disqualified. Characters cannot “turn around” on the track & must move from the Starting Line around to the Finish.
Each character starts the game at the “Starting Line” location with a Motorball Cyber-Body & additional Implants, limited by the above regulations & the characters base Power (Power 3= Max-3 Implants). Some Factions may augment the number of implants a character can equip for a race.
-The Motorball & Winning: The current Owner of the Motorball is the winner of the race upon entering the Starting Line location if the Motorball has moved through the location twice already. If a character loses possession of the Motorball & no character at that location can pick it up, the Motorball is moved to the Starting Line, where characters present with opposition do a “Toss Up” like at the start of the race, the winner gets the ball (if unopposed, the first character to reach the starting/ finish line automatically picks up the ball). A character cannot opt to not pick up the ball if able. When only two Motorballers remain, they may discard the Motorball & compete in a one on one fight.
The Motorball cannot enter The Pit (it is dropped instead), & characters in The Pit location cannot attack.
-The Starting Line “Toss Up”: All Moterballer characters start at the Starting Line location, & at the beginning of the turn each character rolls a die (+1 to roll if Lucky, -1 if Unlucky), the character with the highest roll picks up the Motorball (if characters are tied, roll again to determine who gets the ball).
-Crashing: If a Motorballer has 0 Speed due to Damage Penalties or Effects they Immediately “crash”, taking damage depending on the Motorball Location (some locations may allow a save, while crashing at some locations spells certain death).
-Rules for Motorball: A mini-game where enhanced cyborgs race to get the Motorball across the finish line.
-Regulations: Characters must be Cyborgs to enter a race, & they can only use “Moterball” or “Moterballer” Cyber-Bodies & Close Combat Implants (no “hand-held” weapons). No Flight or Jet Boosters. No Ranged or Explosive Weapons.
Characters cannot stop at a location for more than one turn or they are disqualified. Characters cannot “turn around” on the track & must move from the Starting Line around to the Finish.
Each character starts the game at the “Starting Line” location with a Motorball Cyber-Body & additional Implants, limited by the above regulations & the characters base Power (Power 3= Max-3 Implants). Some Factions may augment the number of implants a character can equip for a race.
-The Motorball & Winning: The current Owner of the Motorball is the winner of the race upon entering the Starting Line location if the Motorball has moved through the location twice already. If a character loses possession of the Motorball & no character at that location can pick it up, the Motorball is moved to the Starting Line, where characters present with opposition do a “Toss Up” like at the start of the race, the winner gets the ball (if unopposed, the first character to reach the starting/ finish line automatically picks up the ball). A character cannot opt to not pick up the ball if able. When only two Motorballers remain, they may discard the Motorball & compete in a one on one fight.
The Motorball cannot enter The Pit (it is dropped instead), & characters in The Pit location cannot attack.
-The Starting Line “Toss Up”: All Moterballer characters start at the Starting Line location, & at the beginning of the turn each character rolls a die (+1 to roll if Lucky, -1 if Unlucky), the character with the highest roll picks up the Motorball (if characters are tied, roll again to determine who gets the ball).
-Crashing: If a Motorballer has 0 Speed due to Damage Penalties or Effects they Immediately “crash”, taking damage depending on the Motorball Location (some locations may allow a save, while crashing at some locations spells certain death).