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Meleeball Module

Published by korso, 2021-03-12 05:13:54

Description: Meleeball Module

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CREDITS ABOUT MELEEBALL™ Head Designer: Tyler \"Korso\" Corsaut Meleeball™ is a labor of love and laziness. Rules Developer: Tyler \"Korso\" Corsaut No, I'm serious! With the goal of streaming Designers: Carol Corsaut, Abby Bland, a TTRPG weekly we had the realization of what it takes to write a new story every Head Editor: Abby Bland week. So we sought to create something Editors: Carol Corsaut, Tyler \"Korso\" repeatable on the surface, that still had Corsaut such a unique and different outcome each play through. Then it hit, \"That's just Cover Illustrator: Mairi Chanel sports!\". After combing through options Interior Illustrators: Mairi Chanel, Lily and thinking of ways to implement sports Hufnagle, Farhan Aiman in the TTRPG world, Meleeball™ was born. Playtesters: Grim Songbird, Alecthebard, Offbeatoutlaw, Abby Bland, Dapurplesharpie, Erik Tait, Critical Bard, Ivyshadow, Superdillon, etc....... COVER ART A fierce match commences in the arena as illustrated by Mairi Chanel. Will the home team emerge victorious? Will the challengers bring the heat? Is that a magic arrow?!?!

CONTENTS 4 5 Welcome 6 The Lore 8 Requirements 12 Setting up 14 The field 16 The ball 18 Scoring 19 Bonus Points 21 Positions 22 Spells 23 Knockouts 24 Halftime Points 24 Ending of half 25 End of game 26 Fouls 27 Specialty Rulings 28 Campaign Integration 29 Running as a One-Shot 30 Pre-built Characters 40 Field effects 46 Monsters 48 Build your own effects 50 Adjusting for levels Pdf and map links

\"WELCOME!\" “Good evening folks and welcome to BROUGHT TO YOU BY Meleeball arena! It’s gonna be one wingdinger of a match tonight! I’m Shino RAGER ENERGY! your favorite, friendly, fabulous, fantastic, fanatic and it’ll be my pleasure to take you When you wanna on today’s tour! get it done, grab a Rager! My adventuring day’s may be over, but the adventure never stops! So now I announce the most heart pounding sport in the land! Of all the games you could watch, there’s just nothing like Meleeball! From the devastating power and the acrobatics tricks, to the ever changing field and the luck of the draw, it’s anybody's game! Our famous home team “The Enders” helped make the sport popular enough that other teams and leagues started popping up all over the place. If you’re lucky maybe one day you’ll catch a match against them, or better yet, you’ll be in it! Now while a lot of combat does happen out there on the field, there are still plenty of rules and trivia a player needs to know before hitting the field. So allow me to walk you through the trials and errors that brought this beautiful game to life!” 4

A mong the 12 lands of Celeste, war had all As a country born of competition and events, the Land of War was the perfect but come to an end. The leaders of each land place to begin such an endeavor. signed a treaty declaring the borders set as they are, and decreed all future debates to be settled And so with the help of the land of Forge in diplomatic means. It was the leader of the and Light, an arena was built. Knowledge Land of War who acknowledged, while this piece and Order designed the rules and of paper may be a promise to forgo violence, parameters, Arcana worked hand in there would be many who wouldn't feel heard in hand with the land of Time and Space to this new world. For generations battle and war bolster the magical applications. Grave determined the victor of a debate. That energy and Life handled the assurance of safety would not easily be quelled with a pen. on the field. Nature and Trickery The leader of Knowledge offered a solution. Give provided exceptional additions via the an outlet for just such energy. Create a sport to field effects we see today, and The Land allow all to air their grievances and challenge one of Death worked with War to help another without true risk of death. strategize the growth and acceptance of such a sport. 5

What is Meleeball™? Characters - Melee Ball™ is an arena style sports game Each player will need a level 5 character using DND 5e mechanics. 3 players bring prepared. The standard for Meleeball™ level 5 characters to challenge the home characters are as follows. team and attempt to score the most points in a game. Any race or class is legal in the game unless otherwise noted by the Game Requirements - In order to play you’ll Master/ House rule. (This includes UA) first need a few things! All players will point buy stats to ensure an equal distribution of base stats Players - First off you need a couple of All players are to take average health Players! Meleeball is traditionally a 4 for their character person game, but can be as small as a 2 Only base/starting equipment is person and up to a 7 person (if you use a permitted, unless otherwise stated by Game Master) the Game Master/ House rule The breakdowns of setups are as follows Map - You’ll need a field to play on! The standard Standard games - field can be downloaded at the code from 1.(4 players total) 3 players vs 1 Game the back page of the book! Master. 2.(6 players total) 3 players vs 3 players Monsters - One of the possible field effects is Triple threat games - Monsters! So you’ll want to prep a couple 1.(6 players total) Triangle before hand and have them handy! Two is 2 players vs 2 players vs 2 players a great number to have for a standard (blue team, red team, gold team) game (Rating of five or lower) 2.(3 players total) two headed dragon - 1 player vs 1 player vs 1 player each Field effects - Throughout the game field controlling 2 characters effects have the potential of being triggered. You’ll need to have those prepped and set up prior. We recommend having twelve prepped. More on that in the “Field effects” chapter. Game master games Dice - This game is just as much a game of Any of the games can benefit from chance as it is a game of skill and planning! having a designated game master You’ll need at least one set of 7 polyhedral who controls the field, the monsters, dice. Physical dice work, or any tracking points as well as rules calls online/mobile roller will do. and confirmation. 6

Playstyle Decide which format you’ll be playing in and how many players. Board/field 2 players, 3 players, 4 players, 6 players To set up your board, ensure that all or 7 players are placed on their appropriate locations, depending on your number of players. 3 v 3 Blue team on positions Two, Three, Four & Red team on positions Will you be using a GM? Eight, Nine, Ten If yes, they will need all of the game 2 v 2 v 2 games - Red team set at one master materials & seven, Blue team set at three & nine, If no, then all field effects, scoring and Gold team set at five & eleven. combative rolls will be handled by the player to the left of the current player on any given turn. Pick your team set up Based on their designated spots, each player will decide with their team Figures/tokens which of their positions they will place Whether you’re playing online or at a their character. (Eg. playing a standard table, you’ll need some tokens or 3v3, red team must place on 8,9,10 figures to symbolize the players. This and they have decided that Player A game is all about tracking players will be at 10, Player B at 9 and Player C locations and distance so this is at 8) important! Ensure that the tokens fit within the squares on your map! Characters GET IT FRESH Ensure all players have characters and that they meet the standards Hack, slash, eat, repeat! set forth by the “Characters” section. Now is a great time for both the GM and the players to brush up on what the characters can do. 7

Field effects Determining turn order Decide what table of field effects you’ll be Players will roll initiative at the beginning using for the game of each half to determine the turn order. If two players tie for their initiative roll, place Prepare any tokens, stats or spell cards them in turn order as normal, then have you’ll need to signify the twelve effects only those tied players reroll in order to determine their exact order. Dice Ensure each player has access to the (Eg. Player A rolls a 14, Player B rolls a 21 appropriate dice before beginning the and, Players C & D both roll an 18. Player A game will be first, B will be last and C&D will reroll to determine which will be second Placing the goal and third) Take the goal token and place it at position Twelve to start the game. These will be rerolled after halftime Turn tracking Decide how you’ll be tracking turn order. A piece of paper, or online notepad will do. Some applications are specifically designed for such a thing and work well too. Vending machine stock Make sure to stock your vending machine for halftime! You can use one of the tables provided in the back! Game length The game is divided into two four round halves, with a “halftime” built in. Tracking the rounds of combat, gameplay ends after the final person has taken their 8th round. In the event of a tie, each player will be given a special turn as described in the “Tie breaker” section. 8

The Field - Goal location The game is played on a special circular The goal is an iron basket floating out in the field with twelve positions marked around moat that surrounds the field. It always the edge of the ring. The positions are starts out at position 12 but as rolls are numbered with twelve at the top and made throughout the game it will move evenly spaced around the outer edge. It along the outside of the ring. stretches 90 feet in diameter and has a height of 90 feet under the forcefield. Floor plates Mind the floor plates! There are 5 in total, Force field but they aren’t guaranteed to all get used. Don’t worry about letting loose, because a The center plate is where the ball comes up force field encompasses the arena to after a score or a miss, unless a field effect prevent attacks from straying off into the dictates otherwise. That’s the main plate! audience. The only things capable of The others are where Monsters and lottery passing through it are the referee and the balls pop up. You can stand on them, but ball. The force field rises 90 feet above the keep in mind it could be dangerous if they arena and caps off at the top like a cylinder open up underneath you! of awesome! Underground Don’t stray too far from the path! There’s only about 10 feet of dirt beneath your feet before you reach our metal enclosures. That’s where the monsters sleep! 9


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