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Striker's Story
Striker's Story
STRIKER'S
STORY
VERSION 1.0.1
This work is licensed under a Creative Commons Attribution 4.0 International License.
As for the theme, this game was inspired by the electronic
games FIFA (career mode) and The Sims.
2.2.1.1 - Tests......................................................................................14
2.3.3 - Relationships...................................................................................22
2.3.4 - Popularity.........................................................................................23
In this game, you will control a striker at the beginning of his career in
European soccer. It will be possible to both determine your performance on
the field and manage your life off it.
To play this game, you will only need 2 6-sided dice, paper, pen or pencil, a
copy of this file and one of the character sheet (Appendix 2).
1 - Character creation
Your character is a 16-year-old young man fresh out of the base category of
a European club and hired for the main team. There are five steps for its
creation: 1 – definition of the values of the attributes used inside the field; 2 –
definition of the values of the attributes used outside the field; 3 – definition
of your starting club and salary; 4 – definition of your initial cost of living; 5 –
definition of the initial season objectives set by the coach.
5
1.1 - Attributes on the field
There are four attributes used on the field: shooting, passing, defending and
endurance. Distribute the values 0, 1, 2 and 3 as you like between them.
Below is a synthetic explanation of the use of each of them:
Shooting
Determines how good the character is at getting the ball into the goal.
Passing
Determines the ability to make passes and plays that result in goals.
Defending
Determines the level of competence to be able to prevent turnover.
Endurance
Determines how much the character can handle playing without
physically draining or getting injured.
There are only two attributes used outside the field: discipline and social
skills. Distribute the values 0 and 1 as you like between them. Below is a
synthetic explanation of the use of each of them:
Discipline
Determines how much focus the character has to properly manage his
schedule and follow the training program needed to perform better on
the field.
Social skills
Determines how well the character handles people and relationships
and, therefore, how well he conducts his social life.
6
1.3 - Starting club and salary
He will start in that country's lowest tier league: 3. Liga (Germany), La Liga 1
| 2 | 3 (Spain), Domino’s Ligue 2 (France) or EFL League Two (England).
So, on the next few pages, choose or roll 2d6 on the appropriate table for
each league.
7
3. Liga (Germany)
The initial cost of living represents all the weekly expenses that the character
needs to pay, such as housing, food, clothing, electricity, Internet and
leisure. It can positively or negatively affect personal balance trackers, such
as physical well-being, mood and socialization (see details in section 2.3.1).
There are four initial cost-of-living options. Choose or roll 2d6 on the
following table:
Keep in mind that the starting salary defined in the previous step must be
higher than the cost of living and that the remaining money can be used to
buy objects that will bring different benefits to the character, including
personal balance trackers (see details in section 2.3.5).
At any time, the character can change his cost of living up or down, as long
as his weekly salary is compatible. This represents, for example, that he
moved from a dorm to an apartment, or from an apartment to a house, or
began to invest more in food quality, Internet speed, clothing, entertainment,
etc. Freely interpret what this change means from a narrative point of view.
12
1.5 - Initial objectives
In the first season, the manager will give the character two objectives. Roll
2d6 twice on the following table to define which ones are.
For the purpose of simplifying and speeding up the game, consider that each
season will consist of 17 matches, with 1 against each club of the league.
The first will be played at home, the second away and so on. Refer to
section 1.3 or Appendix 1 and set the order in which the matches will take
place as you prefer.
In the first match of the season, your striker will be selected by the manager,
with the aim of testing him. The line-up for the other matches will depend on
his performance, according to the rules detailed in section 2.2.1.2. The
following rules define how your character will perform in each match and
whether the team won, lost or drew.
To resolve a test, roll 2d6 and add the relevant attribute value. For each
personal balance tracker (see section 2.3.1) less than or equal to 2, apply a
modifier of -1. If the total is greater than the pre-set difficulty level (DL), the
character has succeeded.
Shooting test: determines whether the character has scored a goal over the
course of the match. The DL is equal to the opposing club's defense defined
in Appendix 1.
Passing test: determines whether the character provided an assist over the
course of the match. The DL is equal to the opposing club's defense defined
in Appendix 1.
Endurance test: determines if the character was able to play until the end of
the game or if he suffered an injury. The DL is 8. If he fails, you lose your
chance to make the next test (event). If he fails this test for 3 consecutive
matches, the character suffers an injury and cannot be selected for the next
3 matches.
15
Event test: determines whether the character can handle something
unexpected or seize an opportunity during the game. Roll 1d6 on the
following table and make a check for the indicated attribute.
d6 Event
Took a hard foul. Make a DL 7 endurance test. If you fail, you suffer
1
an injury and cannot be selected for the next 3 matches.
Corner for the opposing club. Make a defense test. If you fail, the
2
opposing club scores a goal.
You needed to perform a slide tackle. Make a defense test. If you
3 fail, you committed a foul and received a red card. Be rated E
automatically and stays out of the next match.
Opportunity to counterattack. Make a passing test. If successful, you
4
assist a goal.
Corner for your club and you're in the area. Make a shooting test. If
5
successful, you score a header.
Penalty for your team and you are the taker. Make a shooting test. If
6
successful, score a goal.
16
2.2.1.2 - Match rating
At the end of each match, the manager will rate the attacker's performance,
as detailed below:
Gets an E score
Gets two consecutive D scores
Gets three consecutive C scores
Gets two C and one D scores in sequence, not necessarily in that order
The ratings also influence: the striker's popularity (see section 2.3.4), the
chance of raises and proposals for renewal and transfers, as well as the
chance of demission of the character, as detailed in section 5.
17
2.2.2 - Club performance
To check if your club won, lost or tied, roll 2d6 and add the total coming from
the following modifiers:
Once this is done, compare the result with the “overall” of the opposing club
defined in Appendix 1 and check below:
The game outside the field consists of managing your character's personal
balance trackers and day-to-day life (routine, activities, relationships), as
explained in the next sections.
Each day without performing at least one activity related to a tracker, its
value decreases by 1. If it reaches a value equal to or less than 2, the
character's performance on the field begins to be affected (see section
2.2.1.1). If it reaches a value of 0, the character is unable to do anything
other than activities related to that tracker.
2.3.2 - Routine
For the sake of simplicity, consider that there is a 3-day break between
matches. For each day, you must define what the character will do in the
three available periods (morning, afternoon and night). The activity options
are: training, resting, shopping, leisure at home, leisure outside home and
social activities.
20
Training
Maintains or improves the “physical well-being” tracker, in addition to
influencing the evolution of attributes used on the field, as described in
section 3. At each training session, choose the attribute you will focus
on (shooting, passing, defense or endurance), make a test of the
attribute “discipline” with DL 7 and register the result, as this will
influence the character development.
Resting
Maintains or improves “physical well-being” or “mood” trackers. Once
per rest, the striker can make a post on social networks, which
influences its popularity, as per section 2.3.4.
Shopping
Activity not directly related to any tracker, used for acquiring new items
or contracting services, which, in turn, may have some benefits for
trackers (see section 2.3.5).
Leisure at home
Movies, series, music, reading, games and other hobbies.
Automatically maintains or improves the “mood” tracker if performed
alone. If in the company of someone, make a test of the attribute
“social skills” with one of the following DL, depending on the type of
relationship (see section 2.3.3): 8 (contact), 7 (friend) or 6 (romantic
partner). If successful, it also maintains or improves the “socialization”
tracker. On a failure, both the “mood” and “socializing” trackers drop by
1 point.
21
Leisure outside home
Cinema, theater, sporting events, restaurants, bars*, nightclubs*,
concerts*, etc. Automatically maintains or improves the “mood” tracker
if performed alone. If in the company of someone, make a test of the
attribute “social skills” with one of the following DL, depending on the
type of relationship (see section 2.3.3): 8 (contact), 7 (friend) or 6
(romantic partner). If successful, it also maintains or improves the
“socialization” tracker. On a failure, both the “mood” and “socialization”
trackers drop by 1 point.
Leisure outside home activities and personal marketing events cost money,
as per the price table in section 2.3.5.
Attending bars, clubs, concerts, parties and personal marketing events can
affect popularity, as detailed in section 2.3.4.
If you want a more narrative gameplay during your outside the field routine,
use the tables and generators available in section 6.
22
2.3.3 - Relationships
Whenever the striker frequents bars, clubs, concerts, and parties and is
willing or interested in social interaction, roll 1d6. From 1 to 3, he didn't meet
anyone interesting. From 4 to 6, someone caught his attention. In this case,
make a “social skills” roll with DL 7. If successful, this person has become a
contact and can be included in upcoming social and leisure activities at
home or outside home.
After 3 activities in which a contact is included AND the “social skills” test is
successful, the person will become a friend. If this does not occur within 6
activities in which it is included, you will lose contact with that person and
your “mood” and “socialization” trackers will automatically drop by 1 point.
Contact will also be lost if 12 days go by without meeting the person.
After becoming a romantic partner, if the “social skills” tests in activities that
the person is included fail 5 consecutive times, the relationship will come to
an end and your “mood” and “socialization” trackers will automatically drop
by 3 points. The relationship will also end if 7 days go by without meeting the
person.
The number of friends kept and the existence of a romantic partner influence
the striker's popularity, as will be seen in the following section.
23
2.3.4 - Popularity
The more popular the striker, the greater his value and his chances of salary
increases, contract renewals and transfer proposals by other clubs.
Fact Effect
A Score +20
B Score +10
C Score +0
D Score -10
E Score -20
Demission -50
Hiring by club with “overall” attribute higher than the current one +50
* For each post, make a “social skills” test with DL 6. If successful, the post
was considered positive by most followers and the media. If it fails, it was
considered negative.
Public speaking
+1 on the next “social skills” test 100
class
Personal trainer
+1 on next “discipline” test 150
session
Therapy
+1 on the “mood” tracker 200
session
Bar 150
Club 300
Cinema 70
Restaurant 250
Concert 350
3 - Development
As the striker trains and drives his life in a balanced way, he can improve his
attributes on and outside the field. In addition, it is also possible to check if
your club was relegated, kept in the same league or upgraded to the league
immediately above (statistics of new leagues and rules for championships
will be covered in a future supplement).
29
3.1 - Improvement on the field
For every 10 “training” activities focused on the same attribute and with a
successful “discipline” check, the attribute in question increases by 1 point.
The maximum value for each is 4.
For each winning, draw or loss during the season, the club earns 3, 1 and 0
points, respectively. So, at the end of a season, add up the points obtained
and compare with the table below:
Total Effect
4 - Striker value
Calculate the striker's value at the end of the season to know which teams
will be able to make a new transfer proposal, if any, according to the rules in
the next section.
31
5 - Demission, renewal, salary increase and transfer proposals
At the end of each season, it is possible for the striker to be fired, have his
contract renewed without a salary increase, have his contract renewed with
a salary increase, or be offered a new signing by another team. Check below
the requirements for each of these situations.
Demission
Have not met any of the initial goals set by the manager OR have
received a D or E rating in more than 8 matches OR have -50% of the
initial popularity.
Transfer proposal
Have fulfilled the two initial objectives defined by the manager AND
obtained an A or B rating in more than 8 matches AND have +100% of
the initial popularity. If the striker's current value is up to $ 400,000.00,
he will receive proposals from clubs from a different country than the
one he currently plays in, but from the lower league (roll the tables in
section 1.3 to determine which). If the striker's value is between $
400,000.00 and $ 1,000,000.00, he will receive proposals from clubs
from any country, but from a league above the current one. If the
striker's value is above $ 1,000,000.00, he will receive proposals from
teams from any country but two leagues above the current one or the
top league if there are not so many leagues available in the country
(for these last two possibilities, wait for the specific supplement or
create the leagues, teams and their statistics yourself).
32
Still regarding the transfer proposals, once the offering team is defined,
make 2 “social skills” tests. In the first, if successful, the trade was
successfully closed; if it fails, an agreement has not been reached and the
hiring will not take place. In the second, if successful, he will receive a 40%
raise from his current salary; if it fails, the increase will only be 30%.
If you want, you can play “Striker's Story” in a more narrative way, using the
tables and generators available in this section. Also optionally, from the
results obtained, interpret if there are possible consequences for popularity
and/or interference in tests carried out on and outside the field, increasing or
decreasing the DL or applying positive and negative modifiers.
d6 Answer
1 No and...
2 No
3 No, but...
4 Yes, but...
5 Yes
6 Yes and...
33
d6 1 2 3 4 5 6
d6 1 2 3 4 5 6
d6 Weather
1 Heavy rain
2 Light rain
5 Scorching heat
d6 Crowd
d6 Question
d6 Event
5 Fans show up
d6 Event
d6 Event
d6 Type
1 Children's party
4 Beneficent match
d6 Archetype
2 Club's colleague
3 Possible friend
6 Fan
38
Appendix 1 - Clubs statistics
3. Liga (Germany)
CHARACTER SHEET
Name:
Attributes
Shooting: Discipline:
Defense:
Endurance:
Club:
Salary: Cost of living:
Physical well-being: 1 2 3 4 5
Mood: 1 2 3 4 5
Socialization: 1 2 3 4 5