Difference between revisions of "Agents Of Empire/League of Champions"

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* Astro-Polo is a game of three halves. So, best of three dice rolls!
* Astro-Polo is a game of three halves. So, best of three dice rolls!
* 1 goal for winning a roll, 0 goals for a draw or loss. Most goals wins. Goal difference may be important.
* 1 goal for winning a roll, 0 goals for a draw or loss. Most goals wins. Goal difference may be important.
* Each team gets to choose a skill for one roll (both teams use the same skill).
* Each team gets to choose a skill for one roll (both teams use the same skill). Ideally with a vaguely plausible justification.
* Final roll is on Athletics.
* Final roll is on Athletics.
* NPC teams: up to the GM, but I suggest experience (training and previous matches) gives skill increments.
* NPC teams: up to the GM, but I suggest experience (training and previous matches) gives skill increments.

Revision as of 12:46, 12 July 2011

"We have nothing to lose but our pride, kneecaps and achilles tendons!"

Suggested schedule of play

Some may feel these rules have some similarity with the ancient sport of Astro-Soccer. Sports historians speculate that the two sports may have a common origin.

Match resolution

  • Astro-Polo is a game of three halves. So, best of three dice rolls!
  • 1 goal for winning a roll, 0 goals for a draw or loss. Most goals wins. Goal difference may be important.
  • Each team gets to choose a skill for one roll (both teams use the same skill). Ideally with a vaguely plausible justification.
  • Final roll is on Athletics.
  • NPC teams: up to the GM, but I suggest experience (training and previous matches) gives skill increments.
  • PC teams: use PC skills, maybe with team assist. Fate points permitted.

Qualifiers

  • Play round-robin matches between all teams.
  • If there are six or more, split randomly into two groups.
  • (Or if the GM can't be bothered with all that, just do a simple knockout contest. Or make up the NPC results.)
  • 3 points for a win, 1 point for a draw, 0 points for a loss.
  • Top two qualifiers go through to the final (or the top one in each group).
  • Ties are decided on goal difference (goals scored minus goals conceded)
  • If there's still a tie, penalty shootout!

Penalty shootouts

  • Both roll at +0. Sudden death. On a tie, rinse and repeat.

Finals

  • As above, round-robin matches.
  • If there are six or more teams, split randomly into two groups. One qualifier per group.
  • Top two teams play in the GRAND FINAL.
  • There can be only one winner of the GRAND FINAL. If it's a tie, PENALTY SHOOTOUT.