Rules for the snowball fight!
Posted: Fri Feb 08, 2019 6:15 pm
This is more or less what I put together ofr the snowball fight if people want to roll. I'm also willing to take suggestions though! They snow ball fight will last two rounds! (3 if things flow well and we have time)
There will be two teams of 3 to 4 members each. A coin flip will be used to determine which team has the drop on the other. Then the game will prcoede with each team takign turms. Team A goes First, Team B Second, Team A Third, etc
On their turn a person will first get a manuever, and then get a chance to throw a snowball!
Maneuvers:
Take aim: Add a boost to your snowballing roll
Duck and Dodge: Opponents add a set back to hit you
Dive for Cover: Oppnents add two setback to hit you, but you suffer one setback on your snowballing roll.
All these bonuses last until the begining of your next turn, where you get to choose a different manuever
Throwing snowballs:
Attacking with snowballs is a ranged light (agility) attack with a difficulty of easy, though all attack also suffer a setback. Quickly packed balls of snow aren't exactly the most accurate of weapons.
Force powers:
These Are allowed!
If you have something that let's you commit a dice to a relevant ability, or defense, like Enhance or Sense, feel free to let us know in your opening post that you have it on.
Otherwise feel free to to make up fun way to use your powers on your turn.
Enhance and Move can add a force dice to your attack rolls for example.
Maybe a succeful farsight roll will add a additional setback to people attacking you.
Points:
A basic hit is one point, with additional successes adding extra points. Advantages can add boosts to the next ally at a 2:1 ratio, while threats give them sets back at a 2:1
The team with the most points at the end of the game is the victor.
There are probably plenty of other ideas people have, and i'm willing to hear suggestions and critiques on these rules as well. Please post those below.
There will be two teams of 3 to 4 members each. A coin flip will be used to determine which team has the drop on the other. Then the game will prcoede with each team takign turms. Team A goes First, Team B Second, Team A Third, etc
On their turn a person will first get a manuever, and then get a chance to throw a snowball!
Maneuvers:
Take aim: Add a boost to your snowballing roll
Duck and Dodge: Opponents add a set back to hit you
Dive for Cover: Oppnents add two setback to hit you, but you suffer one setback on your snowballing roll.
All these bonuses last until the begining of your next turn, where you get to choose a different manuever
Throwing snowballs:
Attacking with snowballs is a ranged light (agility) attack with a difficulty of easy, though all attack also suffer a setback. Quickly packed balls of snow aren't exactly the most accurate of weapons.
Force powers:
These Are allowed!
If you have something that let's you commit a dice to a relevant ability, or defense, like Enhance or Sense, feel free to let us know in your opening post that you have it on.
Otherwise feel free to to make up fun way to use your powers on your turn.
Enhance and Move can add a force dice to your attack rolls for example.
Maybe a succeful farsight roll will add a additional setback to people attacking you.
Points:
A basic hit is one point, with additional successes adding extra points. Advantages can add boosts to the next ally at a 2:1 ratio, while threats give them sets back at a 2:1
The team with the most points at the end of the game is the victor.
There are probably plenty of other ideas people have, and i'm willing to hear suggestions and critiques on these rules as well. Please post those below.