ExaltedBeachVolleyball

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Basic Concept

Four characters face off in a game of Exalted Beach Volleyball, the most popular and famous game in all of Creation. Decide however you want which side serves first and who gets to serve. This is merely a game to use in Exalted for some extra fun and relaxation, with amusing elements from DoA Beach Volleyball and such added in.

Next game scheduled for:

Playtest logs:

Basic Rules

  • Step One - Service: One person goes first, and rolls Dexterity + Athletics. The number of successes is the difficulty of the other team's roll to save.
  • Step Two - Defense: The the two players on the defending team may choose OOC who will defend the serve or return or spike and how. A roll of Appearance + Athletics is needed to get to and set up the ball in time. She must equal or beat the number of successes scored on the serve/offense roll.
  • Step Three - Offense: The other teammate then rolls Dexterity + Athletics to return. The number of successes scored is the difficulty of the other team's save.
  • Step Four - Repeat The other team now does step two and so on until someone scores a point.

If at any time one team fails a roll, the other team receives a point. The first team to get three points wins; servers alternate amongst the two players on the team that is serving. If the other team gets a point they get to serve next.

Remember that stunting is perfectly allowed and encouraged. Characters are also allowed to spend Willpower or channel Virtues to enhance their rolls (as usual, this must be declared before the roll is made).

Special Moves

  • Dive: If a player doesn't get enough successes on her Appearance + Athletics roll for a save, she can dive for the ball. This adds 2 extra successes to the roll, but results in her lying prone for the next turn. A player must get up before being able to do anything, which counts as a split action; this means that a player's action on the round in which she is getting up will be at -3 dice.
  • Spike: If a player's teammate successfully sets up the ball without resorting to a dive, she can attempt a spike. She rolls Strength + Athletics to return the ball (instead of Dexterity+Athletics), and adds 2 extra success to the result.
  • Block: Instead of trying to set the ball up for her teammate, a defending player can attempt to block the ball. She rolls Appearance + Athletics; this counts as both a save and return. If the block is successful, it counts as a return with full successes counted(Instead of subtracting anything from the other teams roll).
  • Distraction: A player may try to distract their foe with some conveniently shown flesh or a wink at just the right moment. The player who does the distraction can not be the one that returned or blocked orspiked the ball. Nor can that player have gotten to their feet that turn. The distractor rolls Appearance + Socialize against one of the other team's players Mental Dodge DV. If the move beats their MDV the player suffers a +3 Difficulty modifier to their next action. If the ball does make its way back though the one who did the distracting is at -1 die. A distraction roll must be made before the defending side makes their rolls but can be done after the one who is chosen to defend. This however is a dangerous maneuver. The referee may make a Perception + Awareness roll to notice this opposed by the distractors Wits + Socialize. Getting caught at this results in a point for the other team.

Botches and Embarrassment

Any time a character botches a roll, they lose a piece of suit from strings coming undone, or a dive into the sand pulling down something, or just spilling out of the suit. You can still dive to make a save. This counts as 2 successes on your roll, but the round continues with you in an embarrassing state.

If you botch a roll, you lose one die from all rolls for the rest of the game due to embarrassment. This penalty is cumulative, and can go on until you are just too embarrassed to play anymore.

If you see someone botch and they are someone you might be attracted to at the end of the match they may make an Appearance + Presence roll against your mental dodge DV. If they beat it you must ask them out for a drink at a local beachfront bar.

Friendship and Enmity

Each player can choose someone from their league to be their favourite player, and one to be their most disliked player. Being on a team with the person you like adds 1 to your save rolls. Being on the team with the person you dislike penalizes your save rolls by 1 die. Doing a spike against the team that has the person you dislike on it adds one die to your rolls, or reduces it by one if the person you like is on it.

Should there be a botch by a player while playing against or with the person you don't like you can have the option of a fanservicy catfight. Both of the players have to agree to it and can type out a quick stunt of the catfight as it were. Doing so cancels out the penalty for the botch, though the person still feels embarrassed its not enough to detract from their skills, their boiling blood counteracts it.

Charms

Having performed a playtest charms would make things too complicated. No charms allowed.

But we can certainly discuss how Charms might be integrated into Exalted Power Volleyball:ExaltedBeachVolleyball/CharmRules

Experience - Optional Rule

A won game provides 3 experience, and a lost game provides 1. Only official tournament games count for win/loss totals and for experience. An additional experience point is provided by the opinions of the spectators who can PM the referee over who they think played and stunted the best.


Swimsuits

Players receive bonuses (and sometimes penalties) to their volleyball rolls, depending on what they are wearing. In general, more revealing suits give a bonus to defense (you're so pretty it distracts the other team), while more modest ones benefit offense (you're less worried about people staring at you, and can focus more).

Women's Suits

  • One-Piece: This modest swimsuit is designed to be practical, but not particularly revealing. A player in a one-piece receives 2 bonus dice to all offensive rolls (serve, spike, and return).
  • Thong One-Piece: Similar to a regular one-piece, a thong one-piece has a more provocative cut. It adds one die to all rolls, offensive or defensive.
  • Shorts over One-Piece: For those who feel the one-piece is not modest enough, the addition of shorts results in a garment not much more revealing than regular clothes. In addition to granting a 1-die bonus to all offensive rolls, it causes spikes to add two extra successes instead of one.
  • V-thong: This extremely revealing one-piece just covers the essentials; its name comes from the fact that it looks like a V. A player wearing a V-thong enjoys a 2-die bonus to all rolls. However, due to the suit's skimpiness, any dive counts as a botch for purposes of embarrassment rules.
  • Bikini: The bikini is the basic two-piece suit; more revealing than a one-piece, but not so much so that the wearer is in danger of falling out. A player wearing a bikini receives a 2-die bonus to all defensive rolls (save and block).
  • Thong Bikini: A skimpier version of the bikini. It adds three dice to save rolls only (it does not give any bonus to blocks).
  • String Bikini: This suit consists of no more fabric than is necessary for a semblance of decency. It adds 4 dice to all defensive rolls. Like the V-thong, this suit's flimsiness causes any dive to count as a botch for purposes of embarrassment.
  • Skirt Bikini: This two-piece suit has a skirt-like bottom to it. It increases the wearer's base initiative by 3, in addition to granting a 1-die bonus to all defensive rolls.
  • Shorts over Bikini: This is about as practical and modest as bikinis get. In addition to granting a 1-die bonus to defensive rolls, it causes dives to add 3 extra successes instead of 2.
  • Clothes: No bonus, but botches only mean you get dirty.

Women's Artifact Suits

  • Luna's Silver Filigree a V-Thong of moonsilver that will flow beyond the ability of normal fabric to contain the wearer -- Transforms botches into a simple failure. For normal play it qualifies as a Moonsilver Chainshirt... Artifact 1 -- JadeSerpent


Men's Suits

  • Shorts: A basic pair of swimming trunks, practical and comfortable. An player wearing shorts receives 2 bonus dice to all offensive rolls (serve, spike, and return).
  • Shorts and Open Shirt: The addition of an unbuttoned Hawaiian shirt jazzes up pedestrian shorts, but the flapping shirt can get in your way. This suit adds three dice to save rolls only (no bonus to blocks).
  • Shorts and Tank Top: A sleeveless athletic shirt, while not as flashy as a real shirt, is more comfortable and practical. It increases the wearer's base initiative by 3, in addition to granting a 1-die bonus to all defensive rolls.
  • Shorts and Hanging Sunglasses: Sunglasses are cool, but even cooler if you don't actually wear them. In addition to granting a 1-die bonus to all offensive rolls, this outfit causes spikes to add two extra successes instead of one.
  • Ripped Jeans(or Cargo Pants): Baggy pants aren't as sexy as shorts, but they make dives easier by protecting the legs. In addition to granting a 1-die bonus to defensive rolls, this outfit causes dives to add 3 extra successes instead of 2.
  • Speedo: This brief swimsuit covers less than most men's underpants. A player wearing a speedo receives a 2-die bonus to all defensive rolls (save and block).
  • Speedo and Bead Necklace: A stylish necklace adds a bit of extra flair to the minimalist swimsuit. This outfit adds one die to all rolls, offensive or defensive.
  • Speedo and Sunglasses: A man wearing a speedo (hopefully) looks sexy; the addition of sunglasses makes him looks sexy and cool. This outfit adds 4 dice to all defensive rolls. However, any dive counts as a botch for embarrassment; eating sand is neither sexy nor cool.
  • Speedo, Sunglasses, and Necklace: More accessories means more cool. A player wearing this outfit receives a 2-die bonus to all rolls, but as with the regular speedo/sunglasses combo, any dive counts for embarrassment.

Clothes: No bonus, but botches only mean you get dirty.

Men's Artifact Suits

Coming Soon

Ranks

  • Transcendent - Appearance, strength, dexterity, wits and athletics average 6 and up. Highest rank.
  • Master - Appearance, dexterity, wits, strength, and athletics average 5 and up.
  • Professional - Appearance, dexterity, wits, strength, and athletics average 4 and up.
  • Novice - Appearance, dexterity, wits, strength, and athletics average 3 and up.
  • Beginner - Anyone whos skills don't average into any other category

Comments

Err...how do I actually make a character? --Dim

Like a normal Exalted character, or even use one of your current characters. Both my characters are ones I had made up already for more normal games that happened to be pretty good EBV players - Kraken

Put in a possible xp system for this game. -BogMod

I think I see a problem with this system: it's really expensive to raise Attributes, but really cheap (comparatively) to raise Athletics. Athletics applies to every volleyball roll. Attributes apply to, at most, half of all rolls. It's the exact opposite of regular Exalted, where Atts cost more because they're more broadly-applicable, and Abilities cost less because they aren't.\\

_Ikselam

Why not switch the costs of app and ability for the purposes of EBV? -dissolvegirl
Bah, you and your logic. _Ikselam is smiling.

I started putting together a series of thoughts I've had about abilities, charms, et al. Since it would involve pretty wholesale changes to the system as written, I've made it available here for perusal. Please leave feedback if you have any! -Kicker

Sniff... not fair, I got here too late for all the beach volleyball fun :( .. wonders if anyone is still interested in this... other than himself .. FluffySquirrel

Sort of...school makes things hard. -BogMod

This sort of amusement demands a 2e version. Ironically, it seems to me that social combat would be eminently suited as inspiration for an even more comprehensive set of Exalted Beach Volleyball Second Edition rules, and the concept of "distraction" defense bonus mechanics in particular sound a whole lot like the "Compelling Behavior" section of social combat. Friendship and Enmity sounds like a functional parellel for Intimacies in this pseudo-social-combat ruleset. Something like that. After that point, it's just disjointed thoughts and "hey, this is kinda neat, and 2e's release is a good excuse to drum up interest in it". I dunno, someone else talk now before I say something else silly. -MentalFloss

That sounds like a great idea, and I have a totally unrelated thought: Luna's Silver Filigree a V-Thong of moonsilver that will flow beyond the ability of normal fabric to contain the wearer -- Transforms botches into a simple failure. For normal play it qualifies as a Moonsilver Chainshirt... Artifact 1 -- JadeSerpent