Blitzball

The game of Blitzball is set within a sphere of magical water 300’-400’ (60-80 squares) in diameter.

Any creature gains the [Water] subtype while within the sphere.

Water Subtype:

Creatures with the water subtype always have swim speeds and can move in water without making Swim checks.

A water creature can breathe underwater and can usually breathe air as well.

Water creatures treat the Swim skill as a class skill.

The sphere has subjective directional gravity, & no tides or currents to speak of, so the players can move freely in all 3 dimensions with no penalties.

Subjective Directional Gravity

The strength of gravity on a place with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity’s pull. Such a place has no gravity for unattended objects and non-sentient creatures. This sort of environment can be very disorienting.

No spells, spell-like abilities, or supernatural abilities function within the sphere, as if the entire sphere was within an anti-chakra field; techniques & other extraordinary abilities can function within the sphere, however.

There are large triangular goal zones (20’ tall) at opposing sides of the sphere.

In the center of the sphere is a vertical line marking the division between one team’s side & the other’s, although this is a somewhat arbitrary designation, as there is no inherent penalty of benefit to crossing the line during play.

The objective of a blitzball game is to score by maneuvering the titular blitzball into the opposing team’s

goal. The blitzball itself is a stuffed leather & wood sphere with many small bumps on its surface to improve grip by

players.

Blitzballs are always magically enhanced to ease movement through water & resist injury. The typical blitzball

has the following stats: Diminutive size, 1’ diameter, 2 pounds, AC12, hardness 10, 120HP, Break DC35; it is

considered a ranged weapon with a range increment of 400’.

Each game lasts for 10 minutes, divided into 2 periods of 5 minutes (50 rounds) each.

Each team consists of 6 players: a Left Forward (LF), a Right Forward (RF), a Midfielder (MF), a Left

Defense (LD), a Right Defense (RD), & a Goalkeeper (GL). The forwards’ job is to get the ball into the opposing

team’s goal. The midfielder’s job is to pass the ball from the defense & the forwards. The defenses’ job is to hinder the

opposing team’s scoring by intercepting the ball. The goalkeeper’s job is to prevent the ball from entering his goal.

Statistics

Attack Power (AT) is used by the defensive player during an encounter, & determines how much force the

player will inflict on the ball-carrier. If the defender’s Attack Power is higher than the ball-carrier’s Endurance, then there is a very good chance that they will take the ball from the carrier. A high Attack Power is important for

midfielders & defenses, who are keen stop carriers who are approaching their goal zone.

Attack Power for a blitzball player is their

BAB + Strength modifier + base Fortitude save.

Catching Power (CA) is only used by the goalkeepers; it is used to determine if the goalkeeper can catch a

ball shot by an opposing player into the goal zone, & thereby prevent a goal being scored. A goalkeeper with a high Catching Power has a greater chance of stopping incoming shots. Catching Power is important to goalkeepers, as it is their primary role in the game.

Catching Power for a blitzball player is their

Defense(-10) + Dexterity modifier + base Reflex save.

Endurance (EN) is the amount of force a player can endure from opposing players when they have the ball.

The more Endurance a ball-carrier has the better chance they have of breaking through numerous tackles. Endurance is important in midfielders & forwards, as it is needed to break through tackles in order to shoot on goal.

Endurance for a blitzball player is their

Defense(-10) + Constitution modifier + base Fortitude save.

Speed (SP) is how quickly a player moves during the game (with & without the ball). Faster players will be

better able to get into good positions than slower players. Speed is moderately important for every player, with the

exception of the Goalkeeper.

Speed for a blitzball player is 30’ + 5’ for every 10 ranks in Swim.

Blocking Power (BL) is the ability of a player to block shots or passes. The higher the Blocking Power, the

greater chance the player has of intercepting the pass/shot. Blocking Power is important for midfielders & especially

defenses, in order to block shots to the goal zone & passes to open players.

Blocking Power for a blitzball player is their

BAB + Strength modifier + base Reflex save.

Hit Points (HP) are what a player uses to perform an action or special technique. A player loses 1 HP each

round that they carry the ball, except during blitz rounds (see Rules, below). A player regains 1d4 HP every round that they are not the ball-carrier, up to their maximum HP. If a player’s HP ever drops to 0, then they will be unable to carry the ball or participate in the match until its regained.

Passing Power (PA) determines how far a player can pass the ball. The higher the Passing Power, the better

chance the ball has of ending up in the receiver’s hands. Passes can be blocked by defensive players which have not

been broken through. A high Passing Power is important to all players, but especially in Midfield players, as it is their

primary role to move the ball around.

Passing Power for a blitzball player is their

BAB + Dexterity modifier + base Reflex save.

Shooting Power (SH) is the power & accuracy of a shot toward the goal zone. The higher the Shooting

Power, the greater chance the ball-carrier has of scoring a goal. Shooting is the most important attribute of forwards, as scoring is their primary role in the game.

Shooting Power for a blitzball player is their

BAB + Dexterity modifier + base Fortitude save.

Blitz Techniques

Rules

Play begins when the launched from the exact center of the sphere straight up along the center line. A

designated forward from each team attempts to get control of the ball; this is an opposed Initiative check, with the

highest roll gaining control.

While holding the ball, a player can pass to a teammate or shoot the ball toward the goal at any time. Passing

the ball to a teammate is a passing roll (PA + 1d10). As the ball travels to its intended recipient, it deducts 1 from the

passing roll for each 5’ that it travels to the teammate. Any eligible defenders can make a block attempt, which deducts

from the passing roll (see Blocking, below). If the result is still above 0 when the ball reaches the recipient’s square,

then the recipient catches the ball; if it is 0 or below, then the ball is fumbled, & is recovered by the nearest player to

the intended recipient, be they of either team.

Shooting the ball works rather similarly, using a shooting roll (SH + 1d10). As the ball travels to the goal

zone, it deducts 1 from the shooting roll for each 5’ that it travels to the goal. Any eligible defenders can make a block

attempt, which deducts from the passing roll (see Blocking, below); in addition, the goalkeeper can also make a block

attempt, which deducts from the shooting roll (see Catching, below). If the result is still above 0, then the ball enters the

goal, scoring a point for the team; if it is 0 or below, then the ball is caught by the goalkeeper, & is passed to the nearest

player of his team.

While a player has the ball, the players of the opposing team (with the exception of the goalkeeper) must try

to intercept the ball. This is done by entering into a “blitz” with the ball-carrier. A blitz is a 1-round combat-like

encounter. Players must get within 15’ of the ball-carrier to initiate a blitz, which occurs during the following round.

All opposing players within 15’ of the ball-carrier by the beginning of the blitz round may take part in the encounter.

After a blitz, there is a 1d4 round period of time in which another blitz cannot take place.

While in a blitz, confronted by the opposing team, the ball-carrier can attempt to break through the opponents

to continue “dribbling”, to pass to a teammate, or to shoot for the goal. When breaking through opposing players during

a blitz, a ball-carrier makes an endurance roll (EN + 1d10), & the result is then depleted by their attacks (see attacking

roll, below). If the Endurance is still above 0 after an attack, then the ball remains with the ball-carrier & the attacker is

eliminated from the blitz; if it is 0 or below, then the ball is taken by the attacker that reduced it to 0. A ball-carrier can

choose to break through as many or as few of their opponent as they wish, but they cannot choose the order in which

they face them; the closest opponents must be dealt with before the ones that are further away.

Defending players must try to stop the other team from scoring, & this is done by entering a blitz with the

ball-carrier & attempting to intercept the ball, becoming ball-carriers themselves. While in a blitz, if the ball-carrier

opts to break through a defender, that player can attempt to tackle the ball-carrier by making an attacking roll (AT +

1d10); this result is deducted from the results of the ball-carrier’s endurance roll.

If the ball-carrier decides instead to pass or shoot, the opposing players can attempt to intercept the ball. All

opposing players in a blitz are allowed a block attempt, so long as they have sufficient HP, & were not already

eliminated from the blitz in some way; they do not have to be actually positioned between the ball-carrier & their

chosen target. A defender can attempt to intercept by making a blocking roll (BL + 1d10); this result is deducted from

the results of the ball-carrier’s passing or shooting roll, as appropriate. If a defender reduces the ball-carrier’s roll to 0

or below, then that player successfully intercepts the ball, becoming the new ball-carrier.

When a ball is shot toward the goal zone, the goalkeeper must try to prevent a goal being scored. Instead of a

block attempt, they can attempt to catch an incoming ball by making a catching roll (CA + 1d10); this result is

deducted from the results of the ball-carrier’s shooting roll.