The Skater Games

"Yes!  Yes! Yes!"-Skaters after being asked if the games should be to the death.

     Skater Games are a favorite pastime for Street Surfers and City Rats as well as some Juicer and Crazies (who are generally restricted to playing in their own games, but they like to watch).  There is no set times, and the only Broadcasters are Pirate TV (NPC Group) and Hackers Unlimited (Possibly posted later).  These games usually happen in abandoned buildings, warehouses, the streets, anywhere they can scam.  there is usually a band, drugs, and lotsa onlookers.

BasinRacin:  This game started in abandoned swimming pools, but quickly grew in violence and numbers.  Now large warehouses are filled with Ramps, Halfpipes, 1/4 Pipes and the sides are rounded.  There are generally obsticles and Catwalks for the players to use.  The onlookers are up in the rafters (or in more permaent basins) a gallery above the race.  The object is simple, stay vertical for 5 minutes.  If you fall you are liable to be killed by everyone running over you.  Speed and manuverability is life in this game, therre is no set track, in fact the players aren't even required to move, but if you're standing still you're meat.  No ranged weapons allowed (this includes knives), Claws and steelpipes are favorite weapons.  No required skills or board (only skyboards and bycycles are not allowed), RollerBladers do very well, as do Hoverboarders.  Armor is not allowed.

Deathrace:  This is a street game, the judges ride with the racers down the city streets.  The Idea is again simple, follow the obstacle route to the finish.  All weapons allowed!  Style points equal to the -% of the trick are awarded.  each style point takes a minute from you're time (ie, the winner took 50 minutes and had 15 style points,  the first runnerup took 55 minutes and had 40 Style points, he won).  So being the fastest is not the only way to win.  Touching or hitting a  judge is auto disqualifaction.  Armor is allowed.
    When you do a trick you roll on you St Surfer Pilot skill, with possible -% based on how hard the trick is (GM disrecion). ie, doing a midair flip over someones head is roughly -25% that would be 25 Style points.  But only if you get it right 8-)

HyperBlade: Written By TDragon, HTMLized and slightly edited by RGB
(a conversion of the Activision game, HyperBlade)
"It's time to enter the Drome.  Prepare to clash with the world's
fastest and most lethal warriors as your team battles for league
supremacy.  In this sport, you're more then an athlete - you're a
high-speed killing machine... Litter the surface of the Drome with
severed limbs and boost the body count.  Do whatever it takes to win or
survive.  Because if the speed doesn't kill you, your opponents will."
       -Activision (hey I thought I should give them free advertising at least.)

This hockey style game is fast and lethal.  Body armor is a must and
skill is your & luck is your only way to survive.  The game is played in
a bowl shaped arena. It measures about 300 yards in diameter and the lip
at the edge is 50 ft up from the base of the arena.  In this arena there
are a verity of obstacles.  Some just knock you senseless others will
cut you in half.  The game is played with 3 members of the team out in
the arena.  One goalie to protect the goal, and to field players.  There
are 2 extra players for substitutes.  The goal of the game is to score
as much as possible (the fact that you can almost if not kill your
opponent is just a perk)

Rules of the Game:

Get the "Rok" into the goal.  As for hitting you opponent, hey they're
fair game.  As for rules about violence, there really isn't any.  Disfiguring
an opponent is common place.  Deaths happen every once in a while.
Specially designed armor allow for lots of punishment, but
also provide reasonable protection.  Rollerblades and Hoverboards allow the players to
attain incredible speeds.

Obstacles and Power Ups:

*Killball Charger:
 If you have the rok, skate through the gate. This will turn the rok
into a projectile that you can use to inflict pain on your opponent.
 

*Turnstile:
 A rotating object with razor sharp blades  3D6 M.D./S.D.C (See
Arcology Netbook, M.D. Rating is for Rifts styled games)
 

*Multiplier:
 Skate through this device with the Rok and multiply the value of your
next score.  Multiply point from 1 to 2 for the first pass through, from
2 to 4 for the next pass.  If the opponent gains control of the Rok and
skates through the multiplier will be drop from 4 to 2 and from 2 to 1.
Once someone scores (with or without multiplier, be it opponent or your
team) multiplier is then reset to 1.
 

*Hurdle:
 Thick barrier of treated concrete designed to induce severe
disorientation.  Contact with the barrier will result in en electrical
discharge that will stun the electrical impulses of the body.  The
person must make a save of 12 or better (they do get the P.E. bonus to
save vrs poison).  If they fail then they are disorientated for 1 melee
during which they are -3 to all bonuses and -1 action.  Person is
automatically knocked down if they make contact with the hurdle.  Make a
roll against Roll with Impact.  If they make the roll (Must get higher
then 10) then they wont lose any actions but are -2 on the next action,
if they fail then they lose an action.
 

*Laser Hurdle:
 Deadly laser mounted at waist level does 4d6 M.D./SDC
 

*Randonmizer:
 Pass through this device and receive one of the following:  (Note: Roll
percentile dice to get a random power up)

1-20 Change Rok to a Killball
21-40   Multiplier: Automatic multiplier of 4 regardless of other teams
multipliers or your own teams
41-60 Heal 3D6 SDC
61-80 Mine
81-00 Swarf
 
*Ramp:
 Increase jump distance (fun for fancy moves or a really quick getaway)
Increase jump distance by 5 (ex:  jump of 10ft +6 ft for Hoverboard =
16, 16 * 5 = 80ft)
 
*Armory:
 Skate through this device to pick-up power ups.  1-50 is a Mine, 51-00
is a Swarf
 
*The "Rok":
 This ball has it's own contra grave unit.  When active as a killball,
it becomes a projectile with furious vibrospikes.  This ball is used to
score.  The Ball is handled with the blade stick and is either hit or
thrown using the blade stick.

*Blade Stick:
 This vicious weapon is similar to a vibroblade.  Special magnetic
fields allow it to "grab" the Rok when in it's normal form or hold it as
a killball, once released from the stick the killball will not be
charged as a killball until it is recharged (Once thrown and hit's
something it no longer is a killball).  Hitting with the blade stick is
allowed. Does 3D6+3 M.D./SDC
 
*Mine
 This nice little anti-personnel device is used to keep people away from
the goal or can be dropped by a field player to get the opponent off his
tail.  Does 3D6 MDC/SDC (see Hyper Blade exosuit) to a 5ft radius.
 
*Swarf
 Another anti-personnel device used to harm your opponent from a
distance.  does 2D6 MD/SDC and will automatically knock them
off their feet.  It is self guided and rarely misses.  It travels at 200
mph once launched and is +3 to strike if it misses then it blows up harmlessly.

*The Drome:
 This dome shaped arena has a 100 yrd diameter.  From the base the lip
of the "bowl" it is 50ft high.
 
Bonuses:
1.)Physical Training: Choose one of the following bonuses for this skill
category

 o  +2 to PS, +1d6 to SDC, +2ft to jump
 o  +2 to PE, +2d4 to SDC, +1ft to jump
 o  +2 to PP, +1d4 to SDC, +3ft to jump
 

3.)Blade Stick usage: Choose one of the following bonuses for this skill
category
 o  +1 to Strike (In addition to WP Sword or WP Blunt bonus)
 o  +1 to Parry (In addition to WP Sword or WP Blunt Bonus)
 o  +2 to Damage (In addition to normal bonuses, Note: this bonus
applies to both MDC or SDC)

4.)Rok:
  +3 to stick with a killball, or to get a goal, +1 additional to strike
at level 4, 8, and 12 (if you live that long ;)

5.)Power shot:
 It cost two actions to do it does +2d6 MDC/SDC
if the ball is charged as a killball. It is also +1 to strike.
Note: You can still be hit after a goal is made so make sure you have
enough actions to defend yourself or your SOL, especially if you miss.
All players have a +1 to strike with a killball (this is in addition to
Killball proficiency)
 
Some Street Surfer favorite Weapons: (espically for games)
Clawed Glove:  this is nothing more than a heavy leather and chain mail gauntlet with and steel jointed bars reinforcing the fingers.  These come to a point over the tip of the finger, making a claw hand.  Optionally there are spines and spikes and studs on the forearm and the finger spines can be sharpened. Costs $50 or 100 credits, Only available on the Black Market
+1 parry
2D6 SDC claw/rake attack
2D4 SDC spines, spikes B*tch slap attack
+3D6 SDC Punch (weighted, and sharp)
-25% to fine motor skills
-6 to strike with ranged weapons (Bows are impossible)
-2 to strike with HTH weapons with a 30% chance of dropping them

Deadball:  Just like in Juicer Uprising, But SDC

Long steel club:  similar to a Lead Pipe cinch, usually customized with Paint, tape, and heavy things at the end (a la Akria) about 5-7' long
1D8 SDC (+2 or +3 depending on the weight of the head)
-1 Parry (big two-handed weapon)
Great for Dismounting riders (take 3X damage, plus falling damage)

Short Steel club:  A 3' length pipe good for bashing heads and evening the odds against big ulgies.
1D6+2 SDC

Heavy Chain:  Favorite for entangling and just beating the crap out of people.  4-6' long
1D8 SDC
+1 to entangle
-2 to parry
 



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