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TABLE OF CONTENTS

THE WORLD 1

BEFORE WE START 1

WELCOME TO STRIKE OUT! 1

PLAYING THE GAME 1


YOUR CHARACTER 1
DETAILS 1
ACTIONS 1
PILLARS 1
PLAYBOOK 1
PROGRESSION 1
CLOCKS 2
When a PC gets a complication as a result of their action, you can tick a danger clock. 2
ACTION ROLLS 2
SPECIAL MODIFIERS 2
TECHNIQUES 2
MOMENTUM 2
EFFECTS 2
CONSEQUENCES 2
SPECIAL ACTIONS 3

ON THE FIELD 3
GAME PHASES 3
BASIC TECHNIQUES 4
BREAKS 4

PLAYBOOKS 5
THE BRUTE 5
THE WALL 5
THE CENTER 6
THE EGO 6
THE BRAINS 7
THE SNIPER 7

MAKING YOUR GAME 8

THE MANAGEMENT 9
OFF THE FIELD 9
AT THE BIG GAME 9
COMEBACK BONUS 9
ENEMY TECHNIQUES 10
ENEMY TIERS 10
THE ENEMY PLAYBOOK 11
CREATING AN ENEMY TEAM 11
EXAMPLE TEAMS 12

MEDIA INFLUENCES 13

CREDITS 13
ATTRIBUTION 13

Notes 14

To Do: 14
THE WORLD PLAYING THE GAME
It is the distant future.
There is no war.
There is no poverty or famine.
YOUR CHARACTER
There is only sports.
DETAILS
In the deepest, darkest of archives, kept in the moldering When creating a new character, write down their details:
recesses of the world’s universities, there exists tales of the ‣ Concept: an elevator-pitch version of who the character is.
before times. A time without sports. An alien world, so ‣ Appearance: what the character looks like, what they
distant from the one of the now-now that even the most wear, etc.
well-read of sportorians struggle to think of how society ‣ Dream: The reason why this character wants to play the
could have functioned. sport.
‣ Ties: 1-3 relations that the character has with certain
With the many crises of old banished far outside of living people or organizations in the world.
memory, humans now are creatures of leisure who spend
their days competing in a variety of ever more dramatic and
esoteric sports. In any era, one may take hold as the ACTIONS
dominant cultural force, only to fall to the wayside as Assign 4 action dots among the following 5 actions on your
another game leaps to the fore. character sheets. At character creation, a single action
cannot have more than 2 dots.
A world without life and death struggle is still not without ‣ Power: shoot, block, wreck.
strife, however. Personalities still clash, greed and desire still ‣ Finesse: pass, steal, dribble.
may take hold even without currency to accrue, and the ‣ Move: run, jump, dodge.
driving need to be the best grips the sports-maddened ‣ Focus: concentrate, create, analyze.
masses. ‣ Talk: befriend, hype, manipulate.

This is your place. Your time. Your sport.


PILLARS
Your character has 3 pillars, each a 1-3 word skill, physical
BEFORE WE START abnormality, or other helpful trait. A pillar can technically be
anything, but it’s suggested that you discuss it with your
Define lines that should not be crossed. Pause or rewind the
fellow players and MA, in case they have an issue with it.
game if something uncomfortable happens during a session.
Always make sure everyone is comfortable with the
Whenever you make an action roll off the field you can name
direction of the story.
one of your pillars and explain how it helps you to gain an
advantage.
WELCOME TO STRIKE OUT!
Strike Out! is a TTRPG about the Strikers, playing a PLAYBOOK
non-specific sport in a high action sci-fi fantasy setting. One Next you should pick your playbook, this will give you a
person is the Manager (MA), the rest are players. selection of powerful talents to learn. When you make your
character you can pick 2 talents to start with and gain access
MANAGER (MA): Guide the game, present challenges to the to your playbook’s unique technique.
group. Be a fan of the players. Ask them questions, fill the
world with their answers. If it's cool, let them try or split PROGRESSION
complex challenges into clocks.
After a big story event, or after finishing a match, every PC
gets 1 experience and can mark it on their experience clock,
PLAYER: Narrate what your player character (PC) does. Make that goes to a maximum of 3. If you fill the clock, clear it, and
action rolls when things are risky. Give everyone a time to gain a new bonus. This either gets you a new action dot, a
shine. Fill the world with your ideas. Take risks, and rise up talent from your playbook, or a talent from another playbook.
from failures. (This last option can only be done once.).

Each player is playing on a team of 2-5 Strikers, and can be


playing cooperatively or competing against each other.

1
CLOCKS TECHNIQUES
When the PCs face a complex obstacle, like enemies putting Characters will also use techniques when on the field, these
up stiff resistance, or when you want to inject the tension of will often require an action roll, but unlike a regular action roll
impending danger, don't leave it to a single action roll: draw a the effect and consequence is predetermined and should
clock. only be modified by the MA if another rule specifically states
it should. A critical success will only add more momentum or
Clocks are circles divided in up to 8 segments. Generally, the do nothing when using a technique.
more complex the problem, the more segments in the clock.
Some techniques are reactions, meaning that you can use
When a PC tries to overcome an obstacle with an action roll, them at any time so long as the conditions are met, however,
tick a progress clock with 1 segment for a limited effect, 2 after using a reaction that character cannot use another until
segments for a standard effect, or 3 segments for a great the start of their next turn.
effect.

When a PC gets a complication as a result of their action, you


MOMENTUM
can tick a danger clock. When a player makes an action roll, that roll can generate
momentum. You start every session with 2, and generate
more when you make successful action rolls. You use
ACTION ROLLS momentum to get various bonuses or resist incoming
When there's a challenge that needs to be overcome, and consequences.
there's a risk of failure, make an action roll. This resolves the
action of the user, and when outside the sport, any MA ‣ On a 4-5, you gain 1 momentum.
characters that are involved. ‣ On a 6, you gain 2 momentum.
‣ On a 66, you gain 3 momentum.
The MA will choose an action they think is relevant, and the
player will roll 1d6 for each relevant action dot, and read the When momentum is spent for a roll, that roll cannot in turn
single highest result. If you end up with zero or less dice to generate momentum.
roll, roll 2 dice and keep the lowest.

‣ On a 66, it's a critical success. You achieve your goal and


EFFECTS
may choose an additional beneficial outcome of your When making action rolls results of 4-5, 6, or 66 you will
choosing. Tick 3 segments of a clock, if relevant. trigger an effect. Effects are almost always positive, and can
‣ On a 6, it's a full success. You achieve your goal, receiving be improved by the MA when in narrative play, here are
an effect. Tick 2 segments of a clock, if relevant. some examples.
‣ On a 4-5, it's a partial success. You achieve your goal, but
there's a consequence (consequence always comes after). Tick 1 ‣ Completion: The challenge is overcome.
segment of a clock, if relevant. ‣ Progress: Tick 1-3 segments on a new or existing task clock,
‣ On a 1-3, it's a bad outcome. Things go badly, and there's a depending on the degree of success.
consequence. ‣ Stun: The targeted enemy cannot act during the next team
activation. When an entire enemy team would be stunned
the last enemy targeted ignores their stun.
SPECIAL MODIFIERS
The MA may opt to declare special modifiers to a roll before
it is made:
CONSEQUENCES
‣ The action is risky. Risky action rolls treat partial successes If you make an action roll, and you get a partial success (4-5)
as bad outcomes. or a bad outcome (1-3), you suffer a consequence, and when
The action is safe. Safe action rolls treat partial successes as you’re off the field these will have to be improvised by the
full successes. MA, here are some examples.
‣ Advantage and disadvantage may add or remove up to 3D6
player’s dice pool respectively. If both are added to a check, ‣ Complication: Tick 1-3 segments on a new or existing
they cancel each other out at a 1:1 ratio. danger clock, of the MA’s choosing.
‣ Lost Opportunity: What you tried didn't work, you need to
use another action.
‣ Free Ball : Some techniques can cause a free ball. When this
happens each character in the zone(s) listed can roll a d6,
with the highest rolling character gaining possession. When
the highest rolls are a tie those characters must reroll.
2
SPECIAL ACTIONS ON THE FIELD
Along with using action rolls and techniques characters have
As a group you can discuss the exact aesthetics of your
access to a number of special actions. These can be applied to
game’s sport, but it’s all based on a set of rules shared in any
different action rolls and techniques at some cost. The same
game of Strike Out!
special action cannot be applied to something multiple times.
The sport of Strike Out! is played with a single ball. When a
PUSH YOURSELF: Consume 2 momentum per push and gain 1 character is in possession of the ball, it will move with them.
of the following.
‣ Add 1 advantage to your action roll. The field is made up of 12 zones in a 3x4 pattern, the goals
‣ Use a different technique (other than score), after a are in the middle left-most and middle right-most zones,
technique has been resolved. each one is assigned to the team who deployed nearest. Any
zones that are 1 space apart orthogonally are adjacent.
DASH: Consume 1 momentum when using a technique (Other When distance is measured it is done so orthogonally unless
than score). You can move 1 zone before or after the stated otherwise.
technique resolves.

ASSIST: Consume 1 momentum to add 1 advantage to an ally’s


roll. When on the field the momentum cost is increased by
the number of zones you are away from your target.

ADD TENSION: Ask the GM to add a consequence to your roll. If


you accept it, add 1d6 to your action roll.

DETERMINATION ROLL: To resist your or someone else's


failure. Consume 3 momentum whenever you or a willing
ally sees the result of an action roll. That character can roll When a character uses the score technique they can score a
again, ignoring that result. point for their team, whenever a point is scored all players
can take a break and the game returns to its first phase
FLASHBACKS: Call for a scene that has happened in the past (Deploy Phase). This repeats until a team gets 3 points and
to affect what hasn’t been established in the fiction yet. The wins.
GM sets a cost in momentum, between 0-2, and asks for
action rolls if necessary.
GAME PHASES
The sport is split up into three distinct phases, the deploy
phase, kick off, and play phase. Any game will need to go
through each of these phases in order before a game can
end.

DEPLOY PHASE
When a game starts, the players may place a token
representing their character in any of the six zones on the
left side of the pitch. The enemy team will place their tokens
in any of the six zones on the right side.

KICK-OFF PHASE
After deployment each player in the three frontal zones can
roll D6 equal to their move and the enemy team roll 1D6,
with the highest total roll starting the next phase with
possession. When ties are rolled, the tied characters reroll to
determine the winner, and when enemies win the MA
decides an enemy in the 3 frontal zones to gain possession.

3
PLAY PHASE BREAKS
After the kick-off, characters enter the play phase, beginning A break happens between each point scored and deploying,
the first round. Each player takes a turn, and during that turn they’re meant to simulate the things that might happen as
they can use 1 technique. After each player has taken their the player character is getting ready for the next part of the
turn, and all enemies have responded to those turns, the game.
round ends, and a new round begins, repeating until a team
scores. A player should always be clear about what their break
means for them in the fiction of the game, even if it’s not a

BASIC TECHNIQUES fully detailed description.

All PCs, regardless of playbook, have access to these Once the break ends all effects on the field are cleared and
techniques. the game is returned to the play phase.

TACKLE: If a character with possession is in your zone, make a PEP TALK: Choose another character on your team, make a
finesse action roll. This cannot be interrupted. talk action roll.
‣ Effect: You or an ally adjacent to you gain possession. ‣ Effect: Your teammate gains 2 momentum.
‣ Consequence: Free ball in all adjacent zones. ‣ Consequence: Bad Blood. Explain how your advice is
completely unhelpful. You don’t gain momentum from this.
RUN: Move 1 zone, and then make a move action roll.
‣ Effect: Move again. POP OFF: You can only take this break if you scored or got a
‣ Consequence: Lost Opportunity. critical success prior to the break. Make a talk action roll.
‣ Effect: Each other member of your team gains momentum
PASS: Can only be used with possession. Make a finesse action equal to the momentum you gained from this.
roll. ‣ Consequence: Lost Opportunity.
‣ Effect: Give possession to a character up to 2 zones away.
‣ Consequence: Free ball in the zone you passed to. DRAMA: Choose any other character, and note them down on
one of your clocks along with your perceived relationship
SCORE: This is always risky. Can only be used with possession with them. Whenever you target that character with a
and within 2 zones of the goal zone. You may use this technique you may advance the clock by 1, up to a max of 4.
technique in the goal zone normally, but get 1 disadvantage When you fill this clock you can clear it and gain 1
for every zone of distance you are away from it. Make a experience.
power action roll. (This action roll is always at least a full
success when you are in the goal zone and there are no INTERVIEW: You are brought out by some news anchor or
enemies in your zone). reporter to comment on the last part of the game. Make a
‣ Effect: Score a point. talk action roll.
‣ Consequence: Miss, give possession to the closest enemy ‣ Effect: Good Rep, You get 1 dot in talk until the game ends.
in between yourself and the goal zone. (Including enemies in ‣ Consequence: Didn’t Come Out Right. You lose 2
the goal zone.) momentum.

CONCENTRATE: Gain 1 momentum. Make a focus action roll.


‣ Effect: Gain 2 bonus Momentum.
‣ Consequence: Lost Opportunity.

BLOCK: This is a reaction. Can only be performed when an


enemy uses score, and you are in their zone or the goal zone.
Spend 2 momentum and make a focus action roll.
‣ Effect: Stop the score. Free ball in the goal zone, and its
adjacent zones.
‣ Consequence: You need to jump for it, move up or down.

SHOVE: Make a power action roll.


‣ Effect: Move a character in your zone to an adjacent zone,
if they are an enemy they are stunned.
‣ Consequence: The MA moves you to an adjacent zone.

4
PLAYBOOKS

THE BRUTE THE WALL


An aggressive battlefield brawler, a striker who hits their An imposing giant of the field, a striker with the strength
opponents more than the ball. required to defend any zone.

PLAYBOOK TECHNIQUE PLAYBOOK TECHNIQUE

VIOLENCE: Make a power action roll. This cannot be BRACE: Until the start of your next turn, you count as being
interrupted. in the adjacent zones for the purpose of participating in free
‣ Effect: Force all characters of your choosing in your zone balls, you can roll 2D6 and take the higher result when
to an adjacent zone. Affected enemies are stunned. participating in free balls, and your block gains the following
‣ Consequence: The MA moves you to an adjacent zone. benefits:
‣ The momentum cost is reduced to 0.

TALENTS ‣ Gain 1 advantage.


‣ Add “Gain possession, or give any adjacent ally possession”
to the effect.
FULL-BODIED: When you use tackle, you can use power ‣ Immediately use a technique.
instead of finesse. On a critical success, you may immediately
push yourself to use violence at no cost.
TALENTS
GIANT SWING: When you use violence you can move the
characters diagonally. VIEW FROM ABOVE: The cost of assist is not increased by
distance so long as you are in the goal zone.
WALL SLAM: If you use violence in a zone bordering the edge
of the field, you may opt to stun 1 target instead of moving SHOT PUT: When you pass you can give possession to any ally
them. no matter their position.

STABLE FOOTING: Whenever you would be forced to move PARRY, RIPOSTE: You may dash for free before or after using
you may instead spend 1 momentum. the extra technique given by brace block and gain 1 advantage.

CARELESS CHARGE: Whenever you perform a technique that SAFE DISTANCE: You count as being in the goal zone when
uses a power action roll, you may dash with no momentum cost adjacent to it.
in exchange for applying 1 disadvantage.
FLICKER: Whenever you end your turn you can choose to
move to the zone you started that turn in.

5
THE CENTER THE EGO
Moving with perfect precision, a play making striker with The team’s golden goose, a striker who makes sure there’s
speed and finesse. always a spotlight on them.

PLAYBOOK TECHNIQUE PLAYBOOK TECHNIQUE

REV UP: Make a move action roll, and gain 1 dash charge. STEAL THE SHOW: Spend 2, 4, or 6 momentum and use a basic
Whenever you would dash, you may spend dash charges technique. If that technique causes you to make an action roll
instead of momentum. you can ignore 1 disadvantage for every 2 momentum you
‣ Effect: Gain an additional number of dash charges equal to spent.
double the momentum gained from this roll.
‣ Consequence: Lost Opportunity.
TALENTS
TALENTS INFLUENCER: You cannot suffer consequences for failing an
interview break so long as your team scored. When you score
FEINT: Gain 1 advantage when using pass. On a critical using steal the show you can immediately take an interview
success you may move an enemy to an adjacent zone if they without using your break.
were inside your zone or the one passed to.
ACTOR: You can use talk action rolls instead of the required
FLYING TACKLE: When using dash before a tackle, gain 1 rolls and gain 1 advantage when using tackle or rolling
advantage. On a critical success, you may immediately push against an enemy steal.
yourself to use run at no cost.
HEEL: When your allies start drama with you, they can
IN THE ZONE: You may dash both before and after using a progress their clocks by scoring points or taking possession
technique (You must pay the cost of both dashes). from you. When they complete their clock, or you complete
a drama clock you gain 3 momentum.
SPRING STEP: When an enemy steal forces you to make a roll
you gain 1 advantage. On a critical success you may dash SIGNATURE MOVE: Whenever you push yourself or use steal the
after the steal has resolved. show on anything you can say you’re using your “signature
move”, this gives you 1 advantage but adds “Underwhelming,
WEAVE: When you dash you can move to diagonal spaces. lose 2 Momentum.” to the consequence.

BALL HOG: If your turn ends, and you have possession you gain
2 momentum.

6
THE BRAINS THE SNIPER
Fully aware of everything going on at once, a tactical striker Controlling the field from afar, a long ranged striker who can
with powerful communication. affect the field at any distance.

PLAYBOOK TECHNIQUE PLAYBOOK TECHNIQUE

THE PLAN: You gain plan tokens equal to your talk. Place each SCOPE: Spend X (minimum 1) momentum. You can use tackle,
of these tokens in a different zone anywhere on the field. pass, shove, or block (When using block scope becomes a
When you or an ally are in the same zone as a plan token you reaction) as if you were in a zone up to X zones away instead
may remove that token to gain 1 advantage on their next of your current zone. You may not dash using this technique,
action roll of any type and 1 momentum. A character can only and all action rolls required for them are changed to focus.
benefit from removing a token once per turn. Plan tokens
disappear at the end of your next turn.
TALENTS
TALENTS ARMED ROBBERY: When you use a scope tackle gain 1
advantage. On a critical success, you may move your target 1
FORMATION MOVEMENT: When an ally in an adjacent zone zone.
uses dash you may immediately dash during their turn.
BLINK: When a free ball happens outside your zone you may
FLANKING MANEUVER: When you assist, the target character spend X momentum where X is your distance from the
may immediately dash at no cost. closest free ball zone to participate in it.

IN SYNC: You gain the same momentum your allies gain from OVERLOAD: Whenever you use a scope shove you can double
rolling when you have assisted that roll. its cost in order to have it target all characters within the
scope’s range.
RUN THE CLOCK: You gain 1 additional plan token. Whenever
a player’s turn ends if an enemy is in a plan token’s zone you OVERWATCH: When using scope with a technique, you may
may remove that plan token and stun them. spend 1 momentum to target a zone instead of a character.
This may be performed even if all conditions required for the
BLITZ: You gain 1 additional plan token. Characters may action are not being met. Enemy strikers are aware of this
benefit from multiple plan tokens if they removed tokens in effect.
zones they moved through before performing their In any following turn you may perform the technique as a
technique. Characters may increase the limit on the number reaction targeting character(s) in the zone provided the
of dashes they can perform in a turn based on the number of required conditions are met.
plan tokens removed.
STOCKPILE: After using concentrate, the zone you performed
the technique in becomes the location of your stockpile. If
you have been inside this zone at any point in your turn, you
will receive 1 momentum at the end of it. This effect stays
until the next point is scored, or another stockpile is made.

7
MAKING YOUR GAME WHY ARE YOU PLAYING?
Each group playing Strike Out! Is going to play it differently, ROLL 1D6:
they’ll tell different stories, play a slightly different sport. ‣ 1: The World Cup: The biggest event in sports history is
This section will list a bunch of prompts and small modifiers coming, it’s time to train up and qualify.
that you can use for your games. ‣ 2: Strikers, FROM SPACE!: Earth has just received its first
extraterrestrial visitors. They come with a warning: a great
evil is coming to destroy the world, and the only thing that
WHERE ARE YOU FROM? can stop them is with the power of sports.
ROLL 1D6: ‣ 3: From the Concrete: You came from nothing. No-one
‣ 1: Paradise City: The location of the largest stadium in the expects anything from your team, but you have a dream and
world. these streets will roar your name.
‣ 2: Aeon: A land of gods high above the clouds, where the ‣ 4: The Shadow Tournament: There exists of a rumor of a
highest stakes are bet. dark side of the sport, an illegal arena hosted by a shadowy
‣ 3: Tibil: A nation-sized slum where only the best strikers organization with a hidden motive. What could drive you to
can make it big. participate in such a thing?
‣ 4: Blue Site: A government funded training ground meant ‣ 5: Kingdom Of The Crystal Ball: Deep under the earth
to create the best strikers in the world. ancient crypts have been discovered, full of powerful
‣ 5: Tama Academy: A school founded by the world’s best artifacts. However, in order to reach them you must defeat
striker where anyone with the right skills can earn a their guardians in a long-lost ritual: Sports ball.
scholarship. ‣ 6: Earn Your Freedom: You’re imprisoned, be you guilty or
‣ 6: The Sportslands: A desert wasteland ravaged by not. But you’ve been given one chance to escape, by training
conflict, where all disputes are settled in a game. for and winning games you can earn your way to fame and
freedom.

WHAT ARE YOU PLAYING?


ROLL 1D6:
‣ 1: Smash Ball: A game played with bats where you try to
score on a net raised off the ground.
‣ 2: Torrent: A game played underwater with 3 dimensional
mobility suits.
‣ 3: Street Hocker: A casual game played by kicking a flat
puck into a goal.
‣ 4: Crystal Conflict: A game played using monsters
controlled by mages, who each need to capture a crystal for
their team.
‣ 5: Star Strikers: A game played over a 17776-mile field
with gigantic mechanized fighters.
‣ 6: Digi-Ball: A computer game once used to train hackers
built around improvised firewalls and getting around your
opponent’s security system.

8
THE MANAGEMENT AT THE BIG GAME
When on the field the players are each expected to make
The management in the world of Strike Out! are not above
decisions for their own character, with their playbooks and
their team’s players, nor their characters. Instead, they are
personal strategies making that fun and unique, but as the
there to facilitate games, and keep their world interesting.
manager you are expected to control every other character,
most often an entire opposing team. For this reason the
OFF THE FIELD rules for controlling these characters are simplified.
As management, it is incredibly important for you to know
how to cleanly guide players through a game of Strike Out! At the start of the match, and after every break, the MA
but what that means may not always be clear. deploys a team of enemy strikers as described in the deploy
phase.
Before you even start it is important that a few things are
established and talked about with everyone involved. Using
ENEMY TURNS
the “Making Your Game” section you can figure out what the
Whenever a PC finishes their turn, the enemy team takes a
themes and broad strokes of your game are, using options
single enemy turn, where they can use one of their own
from those charts or answering the questions with your
enemy techniques, with that one technique serving as the
players.
entire team’s turn
In addition to establishing your world it is important that the
players establish their characters, be it because the ideas of TEAM POINTS
those characters overlap in a way that doesn’t sound fun for Enemy techniques can be empowered, but these
a player or because they want to know if the characters empowered versions can only be used by spending 1 team
should know each other beforehand. point (TP), enemies start each round with a number of TP
equal to half the number of enemies (rounded up).
It’s assumed that the focus of a game of Strike Out! will be
playing the sport, but as important as creating interesting
matches is the setup just before those matches begin. What INTERRUPTING
are the stakes of the specific match? Who or what on the Whenever an enemy is in a PC’s zone that PC has 1 difficulty
opposing side is the main threat to the PCs? Do the PCs on any action rolls. By spending any number of team points
know what exactly will be happening, do they need to do the amount of difficulty this adds can be increased by the
something to find out? points spent.

COMEBACK BONUS
Whenever a team reaches 2 points in a game and the
opposing team is at 1 point or less, the MA gives a comeback
bonus to the losing team. Giving 2 momentum for each point
they are behind to each PC if it’s the player side losing, or
giving 1 extra team point to the enemy team for each point
they are behind if they are losing.

9
ENEMY TECHNIQUES ENEMY TIERS

REPOSITION: Up to 2 enemy strikers move 1 zone. THE ACE: Teams can rarely be characterized in their entirety,
so it is often easier to provide one central character that
‣ Empowered: Use a technique other than score. their story and themes hang from. This character is the
enemy Ace, a powerhouse who can overwhelm a normal
STEAL: This always uses a TP. An enemy takes possession player with ease. Most often, this character is the enemy
from a PC in their zone and moves 1 zone, that PC can make team’s captain, but they could just as easily be an aspiring
a move action roll to stop this. young prodigy or a tactical threat who lurks in the
‣ Effect: Block the steal. background.
‣ Consequence: Nothing.
An Ace may choose as many of the talents in the enemy
talents as the MA feels is appropriate to the match’s
PASS: An enemy must have possession. Another enemy
difficulty.
adjacent to it gains possession.

‣ Empowered: The passing enemy can move 1 zone before STARS: These characters may not be the Ace, but they are
passing. threats in their own right. Known players with a specialized
skill or two under their belt, they can provide sudden
problems to unprepared teams.
SCORE: An enemy must have possession and be in or adjacent
to the goal zone. Unless blocked, the enemy scores a point.
A Star may pick 1 enemy talent by default. Some more
powerful Stars can have 2 talents, but going above that
‣ Empowered: This can be used from 1 zone further away.
means they should be replaced with an Ace.

PUSH: An enemy moves a PC in their zone 1 zone away.


PROS: Most teams are made up of Pros. They play the game
well enough, but don’t perform anything noteworthy enough
‣ Empowered: This can move a PC diagonally.
to give them fame or recognition.

Pros should usually form the majority of an enemy team.


With no special rules unique to their tier, they play using all
the default rules explained above.

CASUALS: These are not regular players in the team but


instead represent people filling in a slot in the roster.
Casuals are a notable step down from Pros, and are used by
the MA to balance out a team that may be too heavy on
powerful strikers, or represent a striker being removed from
play due to a PC’s actions.

A team with any number of Casuals treats the number of


PCs as 1 lower for the purpose of generating starting team
points.

When a Casual performs an action, they may not spend team


points.

10
CREATING AN ENEMY TEAM

Like in any good sports media the rival teams are just as
important as the protagonists (your players), and to make
the perfect opponents for your game there are a few rules
you’ll need to follow.

A team should generally consist of 1-2 unique characters,


these can be aces or stars, but be aware that two aces can
make for an extremely difficult team. These unique
characters will be the only ones with talents, leaving the rest
as generic pros or casuals.
THE ENEMY PLAYBOOK
Enemies have talents from their own playbook, like PCs the Once you’ve done this you should consider if you want the
enemies take from their playbook’s talents as they improve. team to have a team talent. Team talents are unique effects
that can be applied to an entire team, typically a team should
only have one team talent if they have one at all, but for
TALENTS particularly powerful teams you may choose to increase this.

BIG NAME: When this enemy gains possession their team may
TEAM TALENTS
restore a team point.

SKILLED: All other enemies on this team gain the effects of a


BRUISER: When this enemy pushes a PC they can move them talent of your choice.
diagonally and always use its empowered version.
SPIRITED: This enemy’s team gains double the team points
BANDIT: When this enemy performs a steal, the target PC from the comeback bonus. (This effect does not stack)
adds 1 difficulty to their roll.
SUMMONERS: This team can start a game outnumbered, but
LONG SHOT: This enemy can score when 2 zones away from can also create a pro striker on their team, in any zone by
the goal zone. spending a team point whenever they use a technique. These
summoned strikers disappear as soon as they are hit with a
MAGICAL: This enemy can steal from players adjacent to them fully successful or critically successful tackle or shove.
if it is the first action performed on their turn.
DYNAMIC DUO: Assign this talent to two enemies, when these
SETUP: After they reposition, this enemy can transfer enemies are in the same zone PC’s in that zone lose 1D6 on
possession from themselves to an adjacent enemy. all their action rolls.

VIPER: When this enemy moves they can move to diagonal INITIATORS: This team can roll 3D6 in the kick-off phase. If
zones. they succeed in the kick-off they can immediately take a turn.

VOIDWALKER: This enemy can move one space beyond the BASTARDS: Once per game when the break starts this team
left and right edges of the field. When they do so they are can interfere. When interfering all players have 1 difficulty on
moved to a zone horizontally opposite to the zone they left. their break action rolls.

DEFENDER: When this enemy is in the goal zone, player scores


have 1 difficulty.

FORWARD: After this enemy is passed to, they may move 1


zone.

11
EXAMPLE TEAMS THE PAIN
Assembling a team can take time, especially when trying to Look, these people likely shouldn’t be playing the game.
account for internal synergies or strategies. Because of this They barely seem to remember the rules most of the time.
the following section has a list of enemy times Well, most of the rules. They seem very, very well versed in
exactly how much they can hurt you without being

ADJUSTING FOR PLAYER NUMBERS disqualified.

If a lineup lists a number of NPCs as “X” it means that the


team should be filled with that NPC type until it is the same LINEUP
size as the player team. Easy
1 Ace (Bruiser, Bandit)
If the player team is too small for a listing, then subtract X Pros
enemy strikers from the bottom up until they are the same
size.
Normal
Team Talent(s): Bastards
THE BENCHMARK 1 Ace (Bruiser, Bandit, Magical)
This team isn't the best. Nor is it the worst. They stick to the 1 Star (Setup)
basics, play a solid game and go home to their communities X Pros
talking about preserving ‘honest play’. Most fans of the game
think they’re dull, but they have a niche following who think Hard
themselves purists. Team Talent(s): Bastards
1 Ace (Bruiser, Bandit, Magical)
LINEUP 1 Star (Setup, Bruiser)
X Pros
Easy
1 Ace (Viper, Long Shot)
X Pros THE CHAMPIONS
A lineup of heroes, faces you’ve seen on tv ads and cereal
Normal boxes, their members are the best of the best specialized in
anything and everything their team could need.
Team Talent(s): Skilled (Setup)
1 Ace (Viper, Long Shot, Forward)
1 Star (Setup) LINEUP
X Pros
Easy
1 Ace (Big Name, Forward)
Hard 1 Star (Forward)
Team Talent(s): Skilled (Setup) X Pros
1 Ace (Viper, Long Shot, Forward)
1 Star (Setup, Defender)
Normal
X Pros
Team Talent(s): Dynamic Duo (Ace/Star)
1 Ace (Big Name, Forward, Setup)
1 Star (Forward)
X Pros

Hard
Team Talent(s): Dynamic Duo (Ace/Star)
1 Ace (Big Name, Forward, Setup)
1 Star (Forward, Big Name)
X Pros

12
MEDIA INFLUENCES CREDITS
Viewing real sports are an obvious and pivotal inspiration WRITTEN BY: Joel Vreugdenhil
for this game, and you should use your own experiences
when drawing inspiration. While sports related media is not
CO-WRITTEN BY: Kendall Harper
hard to come by, and is often of better quality than the
examples found in this list, we thought we’d share some of
COVER ART: https://twitter.com/BlueStickBoi1
specific media that we drew inspiration from in the making
of this game.
PLAYBOOK ICONS: 789 Lorc
It is not the whole list, of course, and it is not the
be-all-and-end-all of sports-related media, but instead a fun PLAYTESTERS: Kendall Harper, Josh Rosenthal, Debeaunair
little list of things we thought hit close to the tone this game
aims for.
ATTRIBUTION
This work is based on Charge, product of Fari RPGs
ANIME/MANGA (https://farirpgs.com/), developed and authored by
Haikyuu!!! René-Pier Deshaies-Gélinas, and licensed for our use under
Koroko’s Basketball the Creative Commons Attribution 4.0 License
Blue Lock (https://creativecommons.org/licenses/by/4.0/)
Jojo’s Bizarre Adventure
This work is also based on Blades in the Dark (found at
GAMES http://www.bladesinthedark.com/), product of One Seven
Design, developed and authored by John Harper, and
Mario Strikers
licensed for our use under the Creative Commons
Omega Strikers
Attribution 3.0 Unported license
Bloodbowl
(http://creativecommons.org/licenses/by/3.0/).
Windjammers
Lethal League
Rocket League

FILMS
It’s Time To Get Good At Darts
Runningman
Dodgeball
Mighty Ducks
Death Race
WWE Wrestling

WEB SERIAL
17776, The Future of Football

13

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