Roozerball

ROOZERBALL

FATE CORE Draft 1.0 April 08, 2013 - Blue Tyson

SETTING

In the mid twenty-first century Earth is a good old fashioned corporate dystopia. Blood and circuses is big, although generally taking place in a slightly more civilised fashion. That is, housed in air-conditioned sports arenas with plenty of beer, soft drinks, cappuccino, pies, hot dogs, donuts and chips. The various codes of football still exist, but even soccer takes a back seat in popularity to The Ball. The game underwent renaming and rebranding when a couple of decades earlier an attempt was made to control the best player The Ball had ever seen by the corporations in control. This did not end well for the leadership of these companies, leaving them as literal bloody stains in history. Even pig food, In one case. So The Ball is again played as it usually was.

The Ball is an armored, metal ball carrying violent version of Roller Derby, with added gridiron gear and motorbikes. With occasional local variation for added spice.

ISSUES

Is history repeating itself?
The Finals series

Melbourne has gone undefeated for the entire season. The finals loom. Johnno, their best player and hence the best player in the world is approaching the popularity levels of the best player in the game's past. Merchandise featuring the team's kangaroo mascot can't be kept in stock. Rumblings and rumours of corporate discontent abound. The fans, however, love him. The current boards are still wary and don't really fancy the thought of hanging from streetlights or becoming pet food. Or living in hiding forever. What's the point of being filthy rich and fascistic if you have to hide away in a fortress? Makes the corporate box at The Ball with hot and cold running everything a waste of money, too.

THE PLAYERS

The Melbourne Company

Biggest Company in Town
Actually, Not Quite the Bastards Some Other Corporates Are

Skills

Unearthly (+7) Resources
Monstrous (+6) Contacts

The executives with control of the company are Jeremy and Jennifer Doull. Brother and sister, Jennifer is the eldest. They have known Johnno since university where they used to hang out so much they were called Triple J or JJJ. There are definitely rumours that this threesome was actually a threesome.

JJJ

These three met at university and have had a tempestuous relationship since. The brute, the athlete and the brain complemented each other nicely. Attractive and charismatic in their own ways. After they graduated, their careers fractured their close-knit bond, at least as far as the public is aware. They certainly don't get seen together outside of game days. Jennifer did some postgraduate education, Jeremy became a way more hardcore gym junkie and Johnno a professional Ball player. All three had rapid rises to stardom in their own areas and Jeremy also has corporate influence. All three have secrets. All three lack parents. Johnno orphaned young and the Doulls lost both their parents to cancer recently and company control has passed to them by inheritance. Their parents were busy wresting control of The Melbourne Company while they were at university.

Jeremy Doull

Big corporate bastard
Don't mess with my sister
MGH abuser
JJJ relationship is complicated

F: Remarkable +3
A: Good +1
S: Amazing +5
E: Excellent +2
R: Typical +0
I: Typical +0
P: Good +1

Other Skills

Amazing (+5) Resources, Weightlifting
Incredible (+4) Contacts, Provoke
Remarkable (+3) Popularity
Excellent (+2) Drive
Good (+1) Lore, Shoot

His basic stats have changed thanks to the use of Mutant Growth Hormone. He now has pretty much superhuman strength at the cost of reduced Endurance and Intuition. Make these Remarkable, Remarkable and Good if he kicks the habit.

Jennifer Doull

Clever corporate bastard
Don't mess with my brother
Secret Robin Hood Leanings
JJJ relationship is complicated

F: Good +1
A: Excellent +2
S: Good +1
E: Excellent +2
R: Remarkable +3
I: Excellent +2
P: Excellent +2

Other Skills

Fantastic (+6) Resources
Amazing (+5) Deceive, Contacts
Incredible (+4) Popularity, Lore
Excellent (+2) Drive, Empathy, Investigate, Provoke, Shoot, Stealth
Good (+1) Burglary

Johnno

Best Ball Player in the World
Always Has the Fans Onside
Trained by a Legend (in fact, The Legend as well, but not publicly known)
A Nice Guy
JJJ relationship is complicated

F: Incredible +4
A: Incredible +4
S: Excellent +2
E: Incredible +4
R: Good +1
I: Amazing +5
P: Remarkable +3

Other Skills

Unearthly (+7) The Ball, Popularity
Amazing (+5) Contacts, Rapport
Excellent (+2) Empathy, Lore
Good (+1) Deceive, Drive, Provoke, Shoot, Stealth

The Legend

Was the Best Ball Player the World Had Ever Seen
Always Has the Fans Onside
Maverick
Seeks Worthy Successors To Train
Secret Corporate Watchdog

F: Remarkable +3
A: Remarkable +3
S: Excellent +2
E: Incredible +4
R: Good +1
I: Amazing +5
P: Remarkable +3

Other Skills

Legendary (+8) The Ball (Legendary Y (+9) at the height of his career)
Unearthly (+7) Popularity (but currently deliberately off the radar for some time, so use a lower figure unless he deliberately re-emerges)
Fantastic (+6) Contacts
Amazing (+5) Rapport
Remarkable (+3) Deceive
Excellent (+2) Drive, Empathy, Provoke, Shoot
Good (+1) Lore, Stealth

These four are intended as important NPCs, but they certainly could be played if the roles appealed to people.

PLAYER CHARACTERS

Some possibilities:

Melbourne Killeroos team members. Can you live through the Finals and keep your team captain alive, too? Amazing (+5) The Ball recommended.

Melbourne Killeroos support staff. Security, trainer, media, administration, executives, investigators, IT, etc. Similar goals to the above with more involvement in off track skullduggery.

Watchdog Agents. Working for The Legend on whatever he is up to in his anti-corporate and player recruiting activities. Could combine with any of the above. Mercenaries, spies, private eyes, thieves and more, possibly. Season tickets being a job perk.

MELBOURNE ARENA

Capacity: 50,000.

Unpredictable Mutant Kangaroo With Blades.

THE BALL

The Teams

10 players each on the track :
3 Bikers
2 Catchers
5 Skaters

Teams may have more than 10 players so substitutions can be made, up to 20 players.

Timing

A game is 60 minutes, with three 20 minute periods.

Starting Play

A metal ball is fired around the outside edge of a track. Only a catcher can grab the ball on initial firing, as they have the special glove designed to prevent their hand from being pulverised. This means that other players in the way before a ball gets to a catcher better be getting out of the way or dodging.

Scoring

A team must do a lap with the ball to initiate an Attack. If a team steals the ball they must do a lap to initiate their own Attack. The other team defends. The team who is on Attack has three laps to attempt to score. If they fail to attempt to score or the ball falls to the gutter middle of the track it is dead and you return to starting play.

Movement

Zones

The track is circular and inclined, so slice as you desire, although either goal should be one zone for ease of rules. 12 zones makes sense, with upper, middle and lower areas, but use others if you like or if more fun. 3 segments to a zone in the top of the track, two in the middle and one at the bottom, comparatively. Different arenas may have different size quirks. It is quicker to move around the bottom of the track than the top, of course.

Towing

A skater hitching a ride on a bike can basically double their movement speed up to a maximum of the bike's ability, of course. Towing a player slows a bike slightly.

Position Rules

Skaters

May score, or attack skaters or catchers. Attacking a biker gets you a three minute sin bin penalty.

Catchers

May catch the fired ball safely or attack skaters or catchers. Attacking a biker gets you a three minute sin bin penalty.

Bikers

Bikers may not move into the area directly in front of either goal. The same three minute penalty applies.

Penalties

Attacking someone who is knocked out, or fallen is a three minute penalty. Fallen players are only removed from the track in dead ball time.

Players must continue to move around the track in the same direction unless currently involved in beating each other up. Otherwise a three minute penalty, or period and then rest of game for further offenses.

Attacking a referee is an automatic ejection from the game.

Anyone attacking a biker, even another biker gets a three minute penalty.

PLAYING ACTUAL GAMES

For games with no player characters involved or watching a Team vs Team roll can be made. Add up skills in The Ball of the starting lineups for each team, make a roll, highest wins. Use the difference for the score if you want.

Important scenes in a game that is attended could be played out as movement and combat. Particularly when influenced by off track shenanigans.

A whole game could be played, or at least the player characters involved in it and their parts. Use one minute, two minute turns of game time for example. The GM can have fun rolling and applying results to NPC team members on either side. Good for Grand Finals etc.

THE LADDER

Being a big Marvel Super Heroes fan from way back, this is how I like to think:

Value Adjective

+13 Cosmic 5 (Class 5000)
+12 Cosmic 3 (Class 3000)
+11 Cosmic 1 (Class 1000)
+10 Legendary Z (Shift Z)
+9 Legendary Y (Shift Y)
+8 Legendary X (Shift X)
+7 Unearthly (Epic)
+6 Monstrous (Fantastic)
+5 Amazing (Superb)
+4 Incredible (Great)
+3 Remarkable (Good)
+2 Excellent (Fair)
+1 Good (Average)
+0 Typical (Mediocre)
-1 Poor
-2 Feeble (Terrible)
-3 Awful 0 (Shift 0)
-4 Abysmal

FASERIP - basic human attributes

Physique is split compared to Core, into a Strength component and an Endurance component, the latter of which should be used for the Stress track. Reason is native intelligence.

Fighting (Fight)
Agility (Athletics)
Strength
Endurance
Reason
Intuition (Notice)
Psyche (Will)

secondary

Popularity is a measure of charisma, reputation and public influence. If you like, bad people can have a negative popularity ladder equivalent. Supervillains, mass murderers, ruthless thugs in The Ball, etc.

Popularity
Resources

If you want standard FATE CORE this is easily changed.

REFERENCES

Movies

Rollerball (1975), not the stupid, stupid, stupid remake.
http://en.wikipedia.org/wiki/Rollerball_(1975_film)
http://www.imdb.com/title/tt0073631/

Games

Rulerball - a Rollerball miniatures ruleset.
http://rpg.drivethrustuff.com/product/83245/Rulerball
Speedball - a computer game bearing some similarities but played on an enclosed court, not a circular track.
http://en.wikipedia.org/wiki/Speedball_(video_game)

Short stories

Roller Ball Murder - William Harrison
The story that the original movie was based on.

Galaxy Generation

FATE: Galaxy Generation

Draft 1.1 April 23, 2013 - Blue Tyson

Talking of cosmological fractals, I thought something like this would be fun - and you could apply modifiers from shape to type to subsectors and clusters. Dead galaxy, garden worlds less likely, etc.

Hadn't come up with a 'subsector' or sector generation generic table as yet.

FATE: Universe Generation

-4 Dead Universe
-3 Extremely Sparsely Populated Universe
-2 Sparsely Populated
-1 Lower Populated
0 Standard Universe
1 Higher Populated
2 Densely Populated
3 Extremely Densely Populated
4 Entire Universe Almost All Habitable

FATE: Galaxy Generation

Shape

-4 Irregular: Dark
-3 Spiral: Dark
-2 Rotating Other: Dark
-1 Globular: Dark
0 Elliptical [-1 0 +1] 1dF Dark, Dusty, Bright
1 Globular: Bright
2 Rotating Other: Bright
3 Spiral: Bright
4 Irregular: Bright

Spectral Type

-4 Dead
-3 Prominent A-F Stars
-2 Prominent A-F Stars
-1 Prominent F Stars
+0 Prominent F-G Stars
+1 Prominent G Stars
+2 Prominent G-K Stars
+3 Prominent K Stars
+4 Ablaze

Inclination [Relative to Your System]

-4 Face On
...
+4 Edge-On

CLUSTER GENERATION

Technology

+4 On the verge of collapse
+3 Slipstream mastery
+2 Slipstream use
+1 Exploiting the system
+0 Exploring the system
-1 Atomic power
-2 Industrialization
-3 Metallurgy
-4 Stone Age

Environment

+4 Many garden worlds
+3 Some garden worlds
+2 One garden and several survivable worlds
+1 One garden and several hostile environments
+0 One garden world (perhaps additional barren worlds)
-1 Survivable world
-2 Hostile environment (gravity but dangerous atmosphere)
-3 Barren world (gravity, no atmosphere)
-4 No habitable gravity or atmosphere

Resources

+4 All you could want
+3 Multiple exports
+2 One significant export
+1 Rich
+0 Sustainable
-1 Almost viable
-2 Needs Imports
-3 Multiple Dependencies
-4 No Resources

FASERIP Traveller

FASERIP – Traveller – anyone ever done that?

I’ve been considering the Guardians of the Galaxy, given a recent writeup and arrival.

I have been considering a rough rule of thumb for the purpose of the exercise…15 or F is Remarkable…and perhaps some sort of exponential scale from there, so Incredible is G, Amazing is H, etc. No combat details or anything worked out there.

Perhaps Jack of All Trades is your Typical skill level and 1 is Good, that sort of thing.

So the Excellent Agility Star-Lord might have Pistol 3 and the Marksman Rocket Raccoon with Remarkable Agility might have Rifle 5…that sort of thing.

Powers would have Skill Levels perhaps and ones that blast etc. damage extrapolated from equating the Traveller ones and the MSH weapons that are similar. Remarkable is 5D or that sort of thing. In MSH terms an Unearthly space cannon would not quite splat an all-15 or Remarkable character…so that could be in the 10-12D ballpark.

Omnis Mundi – Tasmania

FATE : Omnus Mundi – Tasmania

Draft 1.0 – October 3, 2013 – Blue Tyson

TASMANIA

A shining beacon of technological might and communications superiority. All alone in a prehistoric megafauna wonderland.

How did this isolated Australian state remain so advanced?

The legends say it was through the efforts and leadership of one man:

KnightMark.

The stories conflict. A run of the mill citizen taking advantage of an opportunity. A crazed drunken madmen adherent of an ancient code of athletic competition. A teacher. A renegade Sword Saint. A racing driver.

Whatever the background, the reality is this: a grizzled cyborg, more machine than man. A tattooed brown half-face with one jewelled optic piece in place of an eye. Some believe he was alive in the Time Before and wants to keep Tasmania as close to a Golden Land as he can.

While not official policy, the disappearance or death of those pushing religious propaganda or authoritarian lines are extremely unlikely to be noticed, let alone investigated. The Sword Saint mortality rate is higher here than anywhere else in the world, it is said.

KnightMark

Tasmanian Technological Leader
Likes beer too much, walking not enough
I Have the Best Internet In the World
Mysterious Origin
Possibly Insane

+6 Crafts
+5 Lore, Rapport, Resources
+4 Drive, Contacts,Notice, Deceive
+3 Empathy, Investigate, Shoot, Will, Provoke
+2 Fight, Physique, Stealth
+1 Athletics, Burglary

Refresh 6

Stunts

Cyborg Body gives +2 to protection from physical attack.
Walking ISP gives +2 to technological communication attempts in his zone.
Leadership gives +2 to influencing Tasmanians to his viewpoint.
NetSense allows viewing of the electromagnetic specturm and dataflows.

Extra

Thylacine Guard Trio

KnightMark is generally accompanied by his protectors and friends, three megafauna extremely intelligent Tasmanian Tigers. While he may not be an overwhelming physical specimen, Buddi, Ruffy and Syril most definitely are. Buddi is an all rounder, Ruffy is a strong, hulking brute and Syril lean and very fast. Massive Trouble, Damage and Speed, if you like.

Approaches

+5 Careful
+4 Flashy
+4 Clever
+3 Quick
+2 Forceful
+2 Sneaky

Northern Tasmania

The area around Burnie is evolving into an almost-Metropolis. In fact, a nascent spaceport exists just outside Devonport, guarded by a force of giant DiprotoMecha. The town of what in ancient history was Elliott is now a giant server farm.

Cradle Mountain is generally off limits, home to the Yowie. This species of hairy giant mountain man takes a dim view of tourists. Except perhaps with tomato sauce added. And Lake St Clair most definitely has monsters within.

Southern Tasmania

The ruins of Hobart are home to several tribes of Wallaby Men and other intelligent marsupial species. Further out from there the bush becomes more and more prehistoric.

One notable predator may be found in the Tasmanian bush. The fearsome drop bear. While generally happily omnivorous, surviving on the local eucalpyts and smaller wildlife, the presence of foreigners inspires a lethal bloodlust. The Wallaby Men don’t bad an eyelid, as these giant furry bundles of Death From Above only attack anything that doesn’t have a significant portion of Australian DNA. In fact, the local tribes and the not unintelligent beasts often warned of in guidebooks as Drop Bears may even have a mutually beneficial working arrangement. Massive Athletics and Damage from claws. Great climbing ability and +2 on attacking and surprising those without sufficient Australian DNA.

Find any ancient palaeontogical tome about the Great Southern Land. Assume it was extremely correct if you value your life exploring the Tasmanian wilderness.

http://en.wikipedia.org/wiki/Australian_megafauna

Strange Stars – Tuklo

FASERIP Strange Stars #FASERIP #strangestars

Tuklo

Biologic Hwuru Thug

F: GD/TY (10/6) Health: 60/38
A: GD/TY (10/6)
S: RM/EX (30/20) Karma: 14/22
E: GD/TY (10/6)
R: PR/TY (4/6) Resources: TY (6)
I: TY/GD (6/10)
P: PR/TY (4/6) Popularity: EX (20)

POWERS:

Claws : Ex (20)
Cheap Automatic Pistol: Typical (6)

Limitation: Addicted to intoxicant Chaoofsh via breathing mask. FASE abilities are lowered one rank without it, but RIP abilities are raised one rank.

TALENTS:

Crime
Martial Arts A, B, C

CONTACTS:

Katapaxu
Vokun business
Circus trade missionss
Ibglibdishpan subordinates

Click to access 142933-sample.pdf

http://www.gratisgames.webspace.virginmedia.com/faserip.html
http://www.classicmarvelforever.com/cms/
http://www.drivethrurpg.com/product/50837/Four-Color-System-Core-Rules?filters=0_0_31808_0_0
http://www.drivethrurpg.com/product/142933/Strange-Stars
http://4.bp.blogspot.com/-pa8gwdUbubs/VDVuB2S33oI/AAAAAAAAZJ4/KZVszTRjj-0/w552-h687-no/14%2B-%2B1

Strange Stars – Yeran Dar

FASERIP Strange Stars #strangestars #FASERIP

Yeran Dar

Biologic Djägga bounty hunter

F: EX (20) Health: 70
A: EX (20)
S: GD (10) Karma: 32
E: EX (20)
R: TY (6) Resources: GD (10)
I: EX (20)
P: TY (6) Popularity: Pr (4)

POWERS:

Tracking Ability : Rm (30)
Enhanced Senses (Hearing, Smell) : Rm (30)
Plasma Rifle : Ex (20)
Backup Pistol : Gd (10)
Knife : Ty (6)

TALENTS:

Guns
Law Enforcement

CONTACTS:

Local law enforcement, many plants

Click to access 142933-sample.pdf

http://www.gratisgames.webspace.virginmedia.com/faserip.html
http://www.classicmarvelforever.com/cms/
http://www.drivethrurpg.com/product/50837/Four-Color-System-Core-Rules?filters=0_0_31808_0_0
http://www.drivethrurpg.com/product/142933/Strange-Stars
http://1.bp.blogspot.com/-_dnZXp-kWO4/VEg9JOhi1RI/AAAAAAAAZZg/Ts7AqkpblDc/s1600/SS%2BOuter%2BRim%2BSpread.jpg

Strange Stars – Lincoln-5 Rhadamanthus-beta-27

FASERIP Strange Stars #strangestars #FASERIP

Lincoln-5 Rhadamanthus-beta-27

Moravec Sophont lawyer and judicial duelist

F: GD (10) Health: 50
A: EX (20)
S: GD (10) Karma: 60
E: GD (10)
R: EX (20) Resources: Ex (20)
I: EX (20)
P: EX (20) Popularity: Gd (10)

POWERS:

Body Armour : Ty (6)
Nanomissile Pistol : Gd (10)
- May be used defensively to block

TALENTS:

Law
Weapon Specialist (Nanomissile Pistol)

CONTACTS:

Circus Legal Fraternity
Rhadamanthus Copies

http://lh3.googleusercontent.com/-31EKUbpj6dw/U3KMQ8LuOCI/AAAAAAAAWis/qTr-DIvTfr0/w506-h930/robo-crop.JPG

Click to access 142933-sample.pdf

http://www.gratisgames.webspace.virginmedia.com/faserip.html
http://www.classicmarvelforever.com/cms/
http://www.drivethrurpg.com/product/50837/Four-Color-System-Core-Rules?filters=0_0_31808_0_0
http://www.drivethrurpg.com/product/142933/Strange-Stars
http://www.drivethrurpg.com/images/4122/142933.jpg

Strange Stars – Mulzakesh

FASERIP Strange Stars #FASERIP #strangestars

Mulzakesh

Biologic Vokun Minor House Lord

F: FB (2) Health: 20
A: FB (2)
S: TY (6) Karma: 40
E: GD (10)
R: GD (10) Resources: IN (40)
I: EX (20)
P: GD (10) Popularity: EX (20)

POWERS:

Regeneration : Gd (10)
Recovery : Gd (10)
Flying Chair: Flight (2)

Limitation: Endurance is Shift(0) for purposes of Movement only

TALENTS:

Diplomacy
Espionage
Finance

CONTACTS:

Katapaxu
Vokun business
Circus trade missions
Ibglibdishpan subordinates

Click to access 142933-sample.pdf

http://www.gratisgames.webspace.virginmedia.com/faserip.html
http://www.classicmarvelforever.com/cms/
http://www.drivethrurpg.com/product/50837/Four-Color-System-Core-Rules?filters=0_0_31808_0_0
http://www.drivethrurpg.com/product/142933/Strange-Stars
http://1.bp.blogspot.com/-kYFP4kZ9aWQ/U8EdtlpfvnI/AAAAAAAAXhg/h4Z23F-r3iU/w513-h658-no/SS-layout.jpg

Strange Stars – Stella Starlight

FASERIP Strange Stars

Stella Starlight

Biologic starship captain

F: GD (10) Health: 50
A: GD (10)
S: GD (10) Karma: 50
E: EX (20)
R: GD (10) Resources: Rm (30)
I: EX (20)
P: EX (20) Popularity: Ty (6)

POWERS:

Slug Pistol : Gd (10)
– Has configurable smart ammo
Bracer Computer : +1 CS on Reason recall FEATs
Starship Motherless Child (Freighter):
– Control Rm(30) Speed Class 5000 (5000) Body Rm(30) Protection Rm(30)

TALENTS:

Leadership
Pilot
Guns

CONTACTS:

Circus Pilot Sorority

Click to access 142933-sample.pdf

http://www.gratisgames.webspace.virginmedia.com/faserip.html
http://www.classicmarvelforever.com/cms/
http://www.drivethrurpg.com/product/50837/Four-Color-System-Core-Rules?filters=0_0_31808_0_0
http://www.drivethrurpg.com/product/142933/Strange-Stars

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