roll pickup handoff goal? goal+?“knocked to the ground” (being “leveled,” “bowled over,”...

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«ROLLERMAUL« RollPickupHandoffGoal?Goal+?

VisitorTeam HomeTeam

Bikers1and3

Bikers2and4

Catchers1and2

Skaters1and3

Skaters2and4

1 2 3 4 5Bikers1and3

Bikers2and4

Catchers1and2

Skaters1and3

Skaters2and4

★ROLLER MAUL★ MikeSagliano(novaria08)

OVERVIEW OF THE GAME OF

ROLLER MAUL InRollerMaul,aseveryfanknows,theplayersoftwoteams,composedofbikers,catchers,andskaters,movecounter-clockwisearoundabankedtrack,battleeachotherusingskill,violenceanddirtytrickstrytogainpossessionofasteelball,andeventuallyreachtheirgoalinordertoattempttoscore.Eachtimeametalballisfired,acatcherofoneteampicksupthespeedingball,andhehandoffsorpassestheballtoaskater.Oncethebikersleadandcleartheway,theskatertriestothroworputtheballintohisteam’smagneticgoal.Thereisagoalforeachteamtodefend.Ifaballisthrownorputintothegoal,onegoalisscored.Mostgoals,ateamwins.Simple.RollerMaulteamsscoreagoaleachtimeoneoftheirplayersthrowsorputstheballintotheopposingteam’smetalgoal.AlthoughJAMandPOWERJAMpointsarereferredtoontheFACinthisgameofRollerMaul,theplayersdonotgoonjamsorpowerjamstoscorepoints.Instead,asyouwillsee,thosepointsaretheprinciplefactorinthechancesofscoringagoal.

BASICS YouwillneedPlaay.com’sRollerRumbletoplayRollerMaul,knowtheoriginalrulesfullybeforetryingthisvariant,andfollowthemexceptwhereindicatedbelow.Both2d6and2d10(orarandomnumbergenerator)areneededforplay.LENGTHOFTHEGAMEEachRollerMaulperiodistwentyminuteslong,andeachFACrepresentsapproximately30secondsofgametime.ARollerMaulgamelaststhreeperiods.Eachperiodendswhenall36cardsintheFACdeckhavebeenflipped,read,andappliedresults.Ifteamsarestilltiedattheendofthreeperiods,thefirstteamtoscoreagoalwinsinovertime.RENAMEDJAMTRACKThefive,renamedJamTrackspacesareRoll,Pickup,Handoff,Goal?andGoal+?.TEAMSStartingteamsonthenewtrackplayingboardarecomposedoffourbikers,twocatchers,andfourskaters.AllRollerMaulteamshaveeighteenplayers:atotalofsevenbikers,fourcatchers,andsevenskatersonitsroster.Thereareeightplayersinreserveoffthetrackplayingboardthatcanbeusedinthegametoreplacestarterswhoareinjured,ejected,etc.Eachplayeronlyplayshisownpositioninagameunless,inrarecases,therearenoplayersremainingtofillallpositionsonthetrackduetonumerousinjuries,ejections,etc.Inthosecases,teamsplayshort.

PLAYING THE GAME

SETTINGUPPLAYERPOSITIONSONTHETRACKPLAYINGBOARDOnthetrackplayingboard,bikers1,2,3and4replacethetwoblockers.Catchers1and2replacethepivot.Skaters1,2,3and4replacethetwojammers;the“lead”skaterisskater1or3,the“trailing”skaterisskater2or4.Puttwoplayersfaceupineachstackforeachofthedesignatedareasonthetrackplayingboard.Choosewhichplayerisontopandonthebottomforeachstack.RollerMaulplayers(designatedareaontrackplayingboard)Bikers1and3 (1)Bikers2and4 (2)Catchers1and2 (3)Skaters1and3 (4)Skaters2and4 (5)PLAYERSINDICATEDBYTHEFACThetopplayersinastackarethosethatarecurrentlyinvolvedinthemainactiononthetrackinthemostimportantplaysatcertaintimesinthegame.Whenbottomplayersmovetothetop,thentheactionshiftstothem,andtheybecometheprincipleplayersinthegame.OnlythetopplayerineachstackonthetrackplayingboardisaffectedbytheFACreadings)orcanusehisqualities(includingspecialqualities)duringthegame.Ofcourse,thebottomplayersareinthegame,buttheyonlybecomeaffectedbytheFACsoruseanyqualitieswhentheyareindicatedontheFACtochangepositionsinastack(s)bySUBSTITUTEora“switch,”oriffreelymovedbeforethestartofthesecondandthirdperiods.SeeSUBSTITUTE,SWITCH,andPLAYERSINSTACKS.CATCHINGTHEMETALBALLHavingateamtokenonthesecondspace(orPickupspace)onthejamtrackrepresentsthefiringoftheball,andacatcherpickingitup,andholdingontotoituntilhecanpassittooneofhisteam’sskaters.Theteams(andtheirtokens)startontheRollspaceoftheJamTrack.WhenthefirstFACisflipped,themetalballisfiredandcatchersofbothteamsattempttopickupthehighspeedingball.Thefirstteamtogainaspaceonthejamtrackhaspickeduptheballbyitscatcher.MovetheteamtokendowntothePickupspaceonthejamtracktoreflectthis.POSSESSIONOFTHEBALLOncetheballiscaught,oneteam’scatcherisinpossessionoftheballandthatteamhasmoveditstokendownthejamtracktothePickupspace.WhentheteaminpossessionoftheballmovesintotheHandoffspace,theleadskaterinarea4hasbeenhandedtheballbythecatcher.Whentheteamin

possessionoftheballmovesintotheGoal?space,theJAMspaceinRR,the“lead”skateratthetopofarea4canattempttoscoreagoalinGoal?ormovetoandtrytoscoreintheGoal+?space,thePOWERJAMspaceinRR,thatusuallyhasanincreasedrangeofscoringsuccess.Ifthenon-ballpossessingteam’stokenmovesintotheGoal?spacebeforetheteamthatuptothispointhadpossessedtheball,itisassumedtheballwastakenfromthatteambyforce,bytrickery,orbyamistake,andtheotherteamnowpossessestheballinitscurrentspaceanditsleadskaterinarea4cantrytoscoreintheGoal?space,ortheteamcanwaittomoveintotheGoal+?spacetotryforagoal.Itisimportanttorecognizewhichplayerhaspossessionoftheballatalltimes,soyoushouldindicatethetopplayerwhocurrentlyhasitwithone’sowncounter.“LEAD”SKATERand“TRAILING”SKATERAsinRR,thetwoteamsbattlefortrackadvantageonthejamtrackbymovingdownthespacesuntiloneteam’s“lead”skaterreachestheGOAL(JAM)orGOAL+(POWERJAM)space.InRollerMaul,playersscoreasinglegoal,notJAMorPOWERJAMpointsforpassingskatersinRR.Onlythe“lead”skaterinarea4atthetopofthestackcanattemptagoalontheGoal?space.Ifthe“trailing”skaterinarea5atthetopofthestackpossessestheballduringplay,hebecomesthe“lead”skaterandimmediatelyswitchespositions.But,eithera“lead”skaterinarea4orthe“trailing”skaterinarea5atthetopoftheirrespectivestacksineitherteamcanscoreintheGoal+?space.Acatchercannotscore.Abikercanneverholdtheballorscore.WheneveraFACindicatesacatcher(pivot)orbiker(blocker)isona“jam”ortheleadskater,ignoreandassign/switchateam’sskater[choice]tobeinpossessionoftheballinarea4.GUTTERBALLSWhennoteamhaspossessionoftheballafteritisfiredandthereisnoskater,catcher,orbikercardwiththeindicatedqualityontheFACand/orHighlightReelCLIPSresult,theballfallsintothegutterandanotherballisfired.Aballcanalsofallintothegutterduetoaplayerfallingproneorbeingthrownorforcedfromthetrack.(SeeBALLCARRIERS:DROPPINGTHEBALLANDPOSSIBLEINJURY.)KILLCLOCKMODEandPLAYINGSAFEThereisalimithowmanytimesaRollerMaulteamcancirclethetrackwithaballinitspossession.ThereisnoevidencethatRollerMaulteamsusedtheseRollerDerbypractices.Thereisno“killtheclock”andno“playingsafe“inRollerMaul.

INJURIES OVERVIEW:WAYSTOBECOMEINJUREDRollerMaulisaviolentsportandplayersfrequentlyriskinjuryandevendeath.TheinjuryrulesareveryimportanttounderstandandapplyasinjuriesareanimportantfactorinwinningorlosingatRollerMaulandextremeactsofviolenceclearlydistinguishthissportfromRollerDerby.Ballcarriersandnon-ballcarrierscanbeinjuredbybeingstruckbyafiredmetalball,bybeing“injured”or“disabled”accordingtoaFACreading,bybeinginjuredonanINJURYreadingontheHIGHLIGHTREELorFAC,bybeingproneoroffthetrackasaresultoftheHIGHLIGHTREEL/FACreading,orbybeinghurtbyaplayerusingaspecialquality.IMPORTANT:IgnoretypesandlengthsofinjuriesontheFAC/HIGHLIGHTREEL.Asmentioned,therearevarioussituationsinwhichinjuriescanoccur.Mostofthemrequirea1d6rollontheINJURED?CHART(exceptwhenusingcertainspecialqualitiesandbeinghitbythemetalball).SeeINJURED?CHART.IMPORTANT:Anytimethepotentiallyinjuredplayeristheballcarrier,rollontheDROPPEDBALLCHARTtoo.SeeDROPPEDBALLCHART.PLAYERSBECOMINGPRONE

WheneveraRollerMaulerfallsandisproneonthetrack,hedefinitelyrisksaseriousinjuryordeathduetomotorcycleswhizzingby,metalballsbeingfiredandspeedingdangerouslylongthetrack,andopposingskatersandcatchersdeliberatelyseekingoutopposingplayerstoharm.Thisisn’tRollerDerby.

WhenaFACreadingoccursinwhichaplayerfallsandbecomesproneonthefloorofthetrackorforcedintothecrowdorinfield,hemaybeinjured.TherearemanydifferentreadingsontheFACthatmeetthesecriteria,suchas“knockedoƒƒbalance,”“knockedtotheground”(being“leveled,”“bowledover,”“tripped,”etc.),orforcedintothecrowd,intotheinfield,orover(not“into”)therail,theballisdroppedANDtheplayermaybeinjured.UseyourdiscretionandbeconsistentinyourinterpretationofotherFACreadingstodetermineifplayerswouldbecomeprone.

UNAMEDPRONEPLAYERS

OnsomeFACreadings,itusunclearwhofell.Inthatcase,throw1d6,andtheplayeronthetopofthestackinthatareafalls(1=area1,2=area2,3=area3,4=area4,5=area5,and6=choice).Ifareaisvacant,rollagain.

INJURIESBEFORETHEBALLISPICKEDUPIfanyplayerfromeitherteamsuffersaninjurybeforeanyspaceisgainedonthejamtrack,arandomplayerononeoftheteamshasbeenhitbythefiredmetalballandmaybeinjured.FlipthenextFACcardtodeterminetheplayer.SkipINJURED?CHART.InsteadrolldirectlyonRoll2d10onTYPEOFINJURYCHART.

“INJURY”ONTHEHIGHLIGHTREELANDFAC

When an INJURY reading appears on the HIGHLIGHT REEL or FAC, flip a FAC to determine the player who may be injured. Roll 1d6 on the INJURED? CHART.

NON-BALLCARRIERS:INJURIESONFAC

AnyFACresultthatresultsinoneormoreplayersnotinpossessionoftheballfallingtoandlayingonthetrack,intoinfieldarea,orintothecrowdissubjecttopossibleinjury(andnotjustthefallenplayer(s).Whenaninjuryoccurs,flipthenextFACtodeterminewhichrandomplayeronthetrackisinjuredRoll1d6ontheINJURED?CHART.“INJURED”OR“DISABLED”ONTHEFACORHIGHLIGHTREEL(butnotanINJURYreading)WhentheFACindicatesaplayeris“disabled”or“injured,”roll1d6ontheINJURED?CHART.INJURIESFROMPLAYERSUSINGSPECIALQUALTIES(EXCEPTION)Injuriescanresultfromplayersusingtheirspecialqualities.UsetherulesthatapplyforeachspecialqualitybecausetheINJURED?CHARTmaybebypassedincertaincases.BALLCARRIERS:DROPPINGTHEBALLANDPOSSIBLEINJURYWhenaFACreadingoccursinwhichaballcarriermaybecomeinjured,rolla1d6anda2d10atthesametime.First,theroll2d10ontheDROPPEDBALLCHARTdetermineswhathappenedtothedroppedball.Second,therollof1d6ontheINJURED?CHARTdeterminesiftheformerballcarrierwhoisproneisinjured.

DROPPEDBALLCHARTIfthe2d10resultis1-50,theballrollsintothegutterandreturnplayersofbothteamstotheRollspaces.Fireanewball.Ifthe2d10resultis51-66,theballispickedupbyanothercatcherorskater[choice]ofthesameteam,andtheteamretainspossession.Continuethegameasnormal.Ifthe2d10resultis67-100,theballispickedupbytheopposingteam,andthen,thatteam’sleadskaterinarea4haspossessioninitscurrentjamtrackspace.Returntheotherteam’stokentotheRollspace.

INJURYPROCEDUREStep1:A1d6rollismadeontheINJURED?CHARTtodetermineifaninjuryoccurred.Therearecasesintherulesinwhichthischartisbypassed.

Step2:Roll2d10ontheTYPEOFINJURYCHARTtodetermineiftheplayerhasaminorormajorinjury.

TYPEOFINJURYCHART:1-66MINORINJURY/67-100MAJORINJURY

Roll2d10ontheLENGTHoftheINJURYChartandrefertoeitherMAJORorMINORinjury.Readtheresultandfollowinstructions.

The2d10rollgetsabasenumberandismodifiedbytherankofqualitiestheperpetratorandthevictimoftheinjuryhave.Ifheisnotinjuredbyanopposingplayer(suchas,beinghitbytheballorinjuringoneself),don’tmodifytheinitialroll;inthatcase,justusethebasenumber,

Whotheaggressororperpetratoroftheinjuryisandwhothevictimiscanaffectthegravityoftheinjury.First,addacertainnumberoflinestothebasenumbertheperpetratorcausinganinjuryhasbasedonthehighestrankofqualitieshehasinthehierarchybelow.Second,subtractacertainnumberoflinestothebasenumbertheinjuredplayerorvictimhasbasedononerankofqualitiesinthehierarchybelow.

INJURED?CHARTIfthe1d6isa1-3,theplayerisnotinjured.

If the 1d6 is4-6,theplayersuffersaninjury.

Whenever an injury is suffered, go to the TYPE OF INJURY CHART and then on the LENGTH of the INJURY CHART to find out if it is a minor or major injury and the length of the injury.

Step3:OntheLENGTHoftheINJURYCHART,modifythebasenumberbyaddingandthensubtractinglinesfromthebasenumber.CheckthemodifiedresultonLENGTHIFMINORorLENGTHIFMAJOR.

LENGTHoftheINJURYCHART

AggressorandVictimModifiers

AggressorRank3QUALITIES*orSTAR*+152QUALTIES*orSTAR+101QUALITY*+5Onlynon-starredQUALITIESN/A

VictimRank3QUALITIES*orSTAR*-152QUALTIES*orSTAR-101QUALITY*-5Onlynon-starredQUALITIESN/A------------------------------------------------------------------------------------------------------------

LENGTH IFMINOR1-50Playerisinjuredforrestofperiod./51-100Playerisinjuredforrestofgame.

LENGTH IFMAJOR1-20:2G21-40:3G41-60:4G61-80:Reroll:(1-16)5G/(17-32)6G/(33-48)7G/(49-64)8G/(65-80)9G/(81-96)10G/97-100)RestofSeason81-100:DEAD

REDUCTIONOFINJURYLENGTHS

Thespecialqualities,GRIT,SHIELD,andTOUGH,mayreducethelengthoftimeaplayerwillbeinjured.SeeSPECIAL QUALITIESfordetails.

EXAMPLE:Aplayerisinjuredona2d10rollof54ontheINJURED? CHART.

Herollsa2d10forthetypeofinjuryontheTYPEOFINJURYCHART.Herollsa70,amajorinjury.

Nextherolls2d10ontheLENGTHoftheINJURYCHART,a76onIFMAJOR.The76isthebasenumber,butitwillbemodified.TheaggressoroftheinjuryisaSTAR,thehighestrankofhisqualities,andadds10linestothebasenumber.Themodifiedrollisnowa86whichwouldhaveresultedinhisdeath.However,thevictimsubtracts5linesfromthebasenumberbecausehehasastarredquality,anAGILE.*Themodifiednumberisnowa81ontheIFMAJORtable.Sinceit’sa81,hemustrollagain.Theinjuredplayerrollsa31whichresultsina6-gameinjury;it’sstillbetterthandying!

SCORING

SCORINGGOALSSkaters(only)attempttoscoreagoalbyscoringwithintherangeoftheJAMorPOWERJAMpointsontheFACmodifiedbytheplayer’sgoalscoringaccuracynumberandspecialqualitiesbyplayersoneitherorbothteams.ThenumberofJAMorPOWERJAMpointsontheFACisthescoringrangeandindicatestheplayer’sbasechancesofscoringagoalona1d6throw.Thehigherthejampoints,theeasierthegoalattempt.First,flipaFACandrefertoJAM(orPOWERJAMifapplicable)points.SeebelowfordetailsandanexplanationoftheJAM/POWERJAMpointsontheFAC.JAM/POWERJAMPOINTSONTHEFACTheJAMandPOWERJAMpointsareusedtorandomizethetypeanddifficultyoftheshot.Difficultyresultsfromtheinteractionofthedefenseandoffense,theangleandclosenesstothegoal,etc.Shotsongoalcanbe“0”verydifficult,“1”difficult,“2”and“3”medium,“4”easy,and“5”veryeasy.O,1,2,3,or4points-Aplayeraddshisgoalscoringaccuracynumberandanyspecialabilitymodificationsbyplayersofoneorbothteams.“Lapspack”“5points”orsimilarreadings-Therangebecomesa5;nomodificationcanbedone,anda“6”isstillamiss.Anytime“JAMsagain”occurs,agoalisautomaticallyscoredandflipthenextcardfortheJAMorPOWERJAMasindicated.Anotherballisfired,andaplayerfromeitherteamtriestoscoreagoalontheJAM.MODIFICATIONSTOSCORINGDifficultyismodifiedbythegoalscoringaccuracyoftheattackerandthesupportofplayersonbothsides.However,modifytherollonthegoalattemptwiththeplayers’goalscoringaccuracynumberandbothteam’splayers’applicablespecialqualities(-1GUARD;-1DO-OR-DIE,+1BOOST;+1HEROIC)ifany).SeeRule#4inSPECIAL QUALITIES. Themodifiedscoringrangecanbenolowerthan0andcannotbegreaterthana5.A“6”rollisalwaysamiss.AllplayershaveHIGH(+2),MID(+1)orLOW(0)goalscoringaccuracyqualitiesontheplayercards.SeeCREATINGROLLERMAULERS.EXAMPLE:TheJAMontheFACisforIpoint.TheskaterhasaMIDgoalscoringaccuracywhichmeansa+1isaddedtotherangetomaketherange2.ThedefensehasoneplayerwithGUARD,a-1.Themodifiedscoringrangeisnow1again.To

scoreagoal,theskatermustrolla1.A2to6isamiss.Theteamrollsa2andit’samiss.IftherewerenoopposingplayerwithGUARD,itwouldhavebeenagoal.THEPARENTHESIZESINFACJAMSInRollerMaul,theparenthesisontheFACresultrepresentseithertheaftermathofasuccessfulorunsuccessfulgoalattempt.Ifoneteamscores,thereisthefiringofanotherballonthetrackimmediatelyafterthegoalwasscored.Theballisfiredbeforeteamscancompletelyre-organizethemselvesafteragoal.Anyskateroneitherteamatthetopofthestackisavailabletomakethisnewgoalscoringattempt.Ontheotherhand,iftheballmissesthegoal,anyteam’sskaterpicksupthe“rebound,”goesaroundthetrackonce,andattemptstoscoreagaininhisownteam’sgoal.Therearetwogoalsinthefilm,butthereareno“rebounds”asinRollerMaul.ThepointsintheparenthesesinaJAMresultrefertoagoal-scoringopportunitybyanytop-of-the-stackskater(leadortrailing)byeitherteamthathastherequiredquality.UsuallythepointsintheparenthesisarehigherthantheJAMpointsthatprecedeit.POWERJAMMovingtotheGoal+?spacerepresentstheattackingteaminitiallyrefrainingfrommakingadifficultgoalscoringattemptontheGoalspaceforvariousreasons(heavilydefended,forexample)andmovingaroundthetrackagainforonemoretryattheGoal+?spacetogetintobetterpositionbeforeattemptingthegoal.ThispreventstheotherteamfromgettingachancetoscoreonthePowerJamplay.Thedecisionbyaball-carryingteamtotrytomoveintotheGoal+?(POWERJAM)spaceisdonebecauseitcanresultinhigherpointsandagreaterrangeforscoringgoals,andtheotherteamcannotattemptanygoal.However,asinRR,iftheopposingteamgetsintotheGoal?(JAM)spacebeforetheotherteamgetsintotheGoal+?(POWERJAM)space,theotherteamisassumedtohavegainedpossessionoftheballandattemptstoscoreinstead.RememberthattheJAMandPOWERJAMFACisnotflippeduntiltheteamdecidestoattempttomoveintotheGoal?andtrytoscore,orattempttoentertheGoal+?spaceinstead.

OTHER FAC READINGS Therearedifferences,somemajor,inFACreadingsbetweenRollerMaulandRollerRumble.SKATEUse“SKATE”forskaters,catchers,andbikers,butforbikers,itmeans“RIDE.”PENALTYAplayergettingapenaltyisimmediatelyremovedfromthestackandputinthepenaltyboxfor6FACbutplaycontinues.Apenalizedballcarriercanhandofftheballbeforeheleavesthetracktoanotherskater[choice]whothenmovestoarea4.DonotreturnthetokenofthepenalizedteamtotheRollspaceasinRR.Note:thebottomplayerremainsatthebottomofthestackduringaPENALTYandthepenalizedtopplayer’sspaceisunoccupied.SUBSTITUTE,Ifa“SUBSTITUTE”occurs,replacethetopcardsoftheleadingteam(orhometeamiftied)inallfivestackswiththebottomcards.SWITCHIfa“switch”occurs,topandbottomplayerscanswitchpositioninthesamestack(oranotherstackifbikersorskaters).Skaterandbikershavetwostacks,sotheycanswitchbetweenstacksoftheirowntypeofplayer.Catchershaveonlyonestack,sotheyswitchtopandbottomcatchers.PLAYERSINSTACKSBeforethesecondandthirdperiodsbegin,thebikersandskaterscanbemovedfreelyamongtheirtwostacks;thecatcheronthetopofitsonlystackcanbemovedtothebottom;reserveplayersmayreplacestartersandviceversa.Inaddition,reserves(non-starters)orbenchedstartersofthesametypecanimmediatelyreplaceplayerswhoareinjured,ejected,orinvoluntarilyremovedforotherreasons(notforpenalties)duringthegame.HIGHLIGHTREELUseonlytheA,B,andCHighlightReelcharts.TVRATINGTheTVRatingiscalledtheMultivisionRating(MV)inthisRollerMaulgame.

SPECIAL QUALITIES

GOLDENRULESFORUSINGSPECIALQUALTIES RollerMaulerscanbebetterdefinedandhaveamorevariedimpactinthegame,typicalofthefilm,byusingtheseadvancedrulesforspecialqualities..EachRollerMaulerhasbasicqualitiesandspecialqualities.Usingspecialqualitiesaddsmoreabilities(andpersonality)toindividualplayers,butitalsoincreasescomplexityandtimeforRollerMaulgameplayandshouldbeusedonceyouarecompletelyfamiliarplayingthebasicrules.Duringgameplay,theFACandHighlightReelClipspointoutaqualitycheck,butplayers’specialqualitiesmustbemonitored,recognized,andutilizedatthepropertime;otherwise,missedopportunitieswillresult.Followthesefivegoldenrulesforusingspecialqualities:Rule#1Therearespecificconditions,suchasbeingonthetopofastackorwinningaqualitybattle,thatmustbemetforplayerstousespecialqualities,andoftenonlycertaintypesofplayers(skaters,bikers,orcatchers)mayusesomespecialqualities.Dependingonthespecialqualityused,itcanmodifyorchangeaFACresultorevenfollowupaFACresultwithanother“event”orresultofitsown,soitisimportanttounderstandhoweachspecialqualityoperates.Rule#2Onlyoneplayerfromoneteamcanusethesamespecialqualityonthesameplay.Iftwoplayershavethesamequalityandwanttouseitatthesametime,roll1d6,forexample,toseewhoistheonlyplayertouseit;1-3firstplayerdoes,4-6thesecondplayerdoes.Rule#3Atotalofonlytwoplayers,onefromeachteam,caneverusehisdifferentspecialqualityonthesameplayinsuccession.Onthesameplay,roll1d6;1-3visitorteamusesfirst,thehomesecond,4-6hometeamusesfirst,thevisitorsecond.Applytheeffectsofthespecialqualityforthefirstplayerfirstandthentheeffectofthespecialqualityforthesecondplayer.However,botheffectswilloccurinsuccession.Rule#4Inanygoalscoringattemptbyeitherteam,usespecialqualitiesfrombothteamssimultaneouslytomodifythegoalattempt.Rule#5Whenplayingoutsidehisnormalposition,aRollerMaulerneveruseshisspecialqualities.

SPECIFICCONDITIONSANDEFFECTSWHENUSINGSPECIALQUALTIES ModifiesGoalScoringAttemptsBOOST:(catcherorskater)ifontopinastack,+1forownteam’sgoalscoringattempt;aplayercan’tusehisownqualitytosupporthisowngoalscoringattempt.HEROIC:(skateronly)+1tohisowngoalscoringattemptifownteamisbehindortiedandifontopinastack.GUARD:(catcherorskater)ifontopinastack,-1againstopponent’sgoalscoringattemptDO-OR-DIE:-1againstopponent’sgoalscoringattemptifownteamisaheadortiedandifontopinastack.CausesInjuriesBASH:(catcher)ifball-carrier,afterwinningacalledquality,canattempthitwithglovedballonanyopposingplayer,rollonedie:1-2missed/3-5smashedplayerrollsonINJURED?CHART6basherspottedbyrefereewhocallsaPENALTYonhim.BRUTAL:Onanycalledqualitywonbythisplayerandtheopposingplayerfalls,theopponentisautomaticallyinjured;apply+8totheTYPEOFINJURY.FISTS:Inanyfighthe’sinvolvedin,heinflictsinjuryonopponentwhorollsontheTYPEOFINJURYCHART.HATCHET:cantrytoincapacitateanyopposingplayerregardlessofareaoncepergamewhenhewinsacalledquality;rollonedie:1-3attackedplayergetsMajorInjuryandrollsonLENGTHIFMAJOR/4attackerPENALTY/5-6attackerejectedfromgame.RAM:(bikeronly)Ifopponentshavetheballandhewinsacalledquality,hecandeliberatelyramtheballcarriertryingtomakehimdroptheball;1-3ballcarrieravoidsram/4-6ballcarrierrollsonINJURED?CHARTandDROPPEDBALLCHART.BikergetsimmediatePENALTYnomatterwhattheresultis.LessensInjuriesALERT:Ifthereisa“pileup”(definedastwoormorefallenplayersontrack)andthisplayerisselectedonaFACastheoneinjured,throwonedie;1-3opposingplayerinareaisinjuredinstead/4-6playerisstillinjured.GRIT:"restofgame"injurybecomes“restofperiod”injurySHIELD:(bikeronly)Ifinjuredrestofperiodorgame,rolltoseeifhisbikemostlyprotectshimselffrominjurybyusinghisbike(1-4bikershakenupbutreturnsafteronly6FACifperiodrolled,ornextperiodifgame/5-6stillinjuredrestofperiodorgameasinitiallyrolled.

TOUGH:playerwithmajorinjuryrollsrollonediebeforeeachgame:1-2MajorInjuryreducedbytwogames;3-5nochangeinlengthofinjury;6miraculousrecoveryandinjuryreducedto1game.AffectsHandlingtheBallGRIP:(catcherorskater)-1onanyDROPPEDBALLCHARTrollHUSTLE:(catcheronly)whenopposingcatcherattemptstopickupball,firstrollonedie:1-4opposingplayerpicksupball/5-6“hustler”picksupballinstead.Ifbothhavethisquality,ignore.TENACIOUS:(skater)ifhewinsacalledqualityandopposingskaterinsameareaistheballcarrier,hemayforceadroppedball.Rollonedie;1-2ballheld/3PENALTYonattacker/4gutterball(restartallplayersonRollandfirenextball)/5pickedupbyattacker’steam{choice).AffectsMovementonTrackBLAZE:(bikeronly)ifteam’sskaterhasball,anycalledqualitywonbythebikerresultsintheteamtokenbeingmoveddownthetracktwospacesinsteadofonespace.BLOCK:(bikeronly)slowsdownopponent’sballcarrieronlyifhewinsthecalledquality;theopposingteammovesbackonespaceonthejamtrackbutneverintotheRollspace.DARING:ifownteamhastheball,andonanycalledqualitywonbythisplayer,rollonedie:1-3resultsinanimmediateteamtokenmovebytheballcarriertotheGoal?space/4-6injured;roll1d6againonthismodifiedTYPEOFINJURYCHART:1-50MINORINJURY/51-100MAJORINJURYandnotontheusualone.AffectsSubstitutionJACK:cansubinanypositionwhennootherplayerremainstoplaythatpositionwithoutanyofhisstarredqualitiesbeinglost.AffectsMultivision(TV)GradeBattleSHOWOFF:+1onTVGradeletterbattleifinvolvedandownteamtiedorbehindingame.CausesRerollVET:canrerollanydierollaffectinghimoncepergame.

CREATING ROLLER MAULERS CREATINGROLLERMAULERSForeacheighteen-playerRollerMaulerteam,createsevenskaters,sevenbikers,andfourcatchersbyrolling2d10oneachofthechartsbelow.Eachteamalwayshasthesamemake-upofplayersandpositions.

CreatingRollerMaulerPlayers:Qualities

Roll2d10todeterminehowmanyqualitieseachRollerMayhemplayerwillhave.NumberofQualitiesTable

1 2 3 4 5

Range 1-9 10-40 41-78 79-95 96-100RollasoftenasneededontheQualitybyPositionTabletodeterminewhichqualitiestheRollerMayhemplayerhasaccordingtohispositions.Ignorethesamequalityrolledrepeatedly.QualitybyPositionTable

Agile Fast Smart Big Powerful Star Cheat Mean

Biker 1-10 11-49 50-57 58-73 74-88 89-90 91-94 95-100Catcher 1-20 21-40 41-61 62-72 73-83 84-93 94-96 97-100Skater 1-25 26-50 51-61 62-67 68-69 70-86 87-88 89-100

CreatingRollerMaulerPlayers:StarredQualities*Determinehowmanystarredqualities*theplayerhasontheNumberof*Table.Iftheplayerrollsmore*thanqualitiesthathe/sheactuallyhas,ignorethem.Note:RollagainontheQualitybyPositionTabletodeterminewhichQUALITYisstarred*.Numberof*Table

0 1 2 3

Range 1-14 15-79 80-97 98-100

CreatingRollerMaulerPlayers:GoalScoringAccuracyRatings

RollontheGoalScoringAccuracyRatingTabletodeterminetheskater’sgoalscoringaccuracyqualityandrating.SeeSCORING. GoalScoringAccuracyTableAllSTARSkatersareratedHIGH,+2.Roll2d10forratingsofallnon-StarSkaters. LOW

0MID+1

HIGH+2

Range 1-33 34-67 68-100

CreatingRollerMaulerPlayers:TV(MVorMultivision)RatingsRollontheMultivision(TV)RatingTabletodeterminetheRollerMayhemplayer’sMultivisionrating;thisdependsonthenumberofqualitiestheplayerhas.Multivision(TV)RatingTable

AA A B C D

#ofqualities

1 1-11 12-1002 1-3 4-10 11-77 78-1003 1-20 21-78 79-100 4 1-12 13-81 82-100 5 1-60 61-100

CreatingRollerMaulerPlayers:SpecialQualities

AStarorStar*alwaysgetsthreespecialqualities;rolldirectlyonCreatingSpecialQualitiesTable.Allothersmustroll1d6threetimestoseehowmanyspecialqualitieshegetsornot:foreachofthethreerolls,(1-3)None(4-6)SpecialQuality.Then,roll2d10ontheSpecialQualitiesTabletodeterminethenatureofeachoftheplayer’sspecialqualities.Eachplayerhasamaximumofthreespecialqualities.SpecialQualities

TableSpecialQuality

1-6 BRUTAL7-12 GRIT13-18 TOUGH19-24 VET25-30 JACK31-36 FISTS37-42 SHOWOFF43-48 BOOST49-54 D0-OR-DIE55-60 ALERT61-66 HATCHET67-72 DARING73-79 GRIP(catcherorskater)SHIELD(biker)80-86 HEROIC(skater)HUSTLE(catcher)BLAZE(biker)87-94 TENACIOUS(skater)BASH(catcher)RAM(biker)95-100 GUARD(catcherorskater)BLOCK(biker)

CHEAT SHEET

DROPPEDBALLCHART:If2d10(1-50),gutterball(51-66),ballpickedupbysameteam(67-100),ballpickedupbyopposingteam;area4topskaterhasincurrentspace.Returnotherteam’stokentoRollspace.

SCORING:If1d6rollmodifiedbytheplayer’sgoalscoringaccuracynumber&anyspecialqualitiesbyotherplayersiswithinJAM/POWERJAMpointsrange,agoalhasbeenscored.A“6”rollisalwaysamiss.

SUBSTITUTE:Replaceoneteam’stopcardswithallitsbottomcards.PENALTY:Removeplayer.Don’tstopplay.Gamecontinues.SWITCH:Top&bottomplayersswitchpositionsinthesamestack(oranotherstackifbikersorskaters).

INJURYPROCEDURE:1.INJURED?CHART:If1d6(1-3),theplayerisnotinjured.If1d6(4-6),theplayersuffersaninjury.2.TYPEOFINJURYCHART:If2d10(1-66),MINORINJURY.If2d10(67-100),MAJORINJURY.

3.LENGTHoftheINJURYCHART:Roll2d10butadd&subtractModifiersonMINORorMAJORlength.

AggressorandVictimModifiers

AggressorRank3QUALITIES*orSTAR*+152QUALTIES*orSTAR+101QUALITY*+5Onlynon-starredQUALITIESN/AVictimRank3QUALITIES*orSTAR*-152QUALTIES*orSTAR-101QUALITY*-5Onlynon-starredQUALITIESN/A------------------------------------------------------------------------------------------------------------LENGTHIFMINOR1-50Playerisinjuredforrestofperiod./51-100Playerisinjuredforrestofgame.LENGTHIFMAJOR1-20:2G21-40:3G41-60:4G61-80:Reroll:(1-16)5G/(17-32)6G/(33-48)7G/(49-64)8G/(65-80)9G/(81-96)10G(97-100)RestofSeason81-100:DEAD

JAM/POWERJAMpoints “Opoints” Playercanstillscoreifwithingoalscoringaccuracynumber.“1,2,3,or4points” chancesandrangeforscoringagoal“Lapspack”“5points”orsimilar Rangebecomesa5;nomodificationisdone“JAMsagain Agoalisautomaticallyscored;flipFACasanotherballisfired,anda

playerfromeithertriestoscoreagoalontheJAMorPOWERJAMasindicated.

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