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Contents

The Short Rules

The short rules are a contested dex+ath with some target number of successes. For teams, sum the results of your rolls and your teammates rolls and set a higher target.

The Long Rules

The Long Rules are more complicated and allow for various permutations on the game

1 on 1 and HORSE

  • Shooting: Dex + Athletics +/- mods
    • Shooting is how you score points in basketball! (in case you didn't know). Potential modifiers to the shot are your opponents defensive ability, distance, wind(on an outside court), and, in the case of dunks, any stylish maneuvers you may be trying to pull off.
Situation Modifier
Defended by Opponent -(Opponents Defense)
No-Look Shot -5
Three Point Range -3
Long Two -2
Dunk -2
Specialty Dunks (360, windmill, backwards etc -2 per maneuver
Mid Range Jumper -1
Wind -1 per 5 m.p.h.
Pull up Jumpshot, Turn Around Jumpshot -2 (and defender must make a wits+composure roll at -2 or be surprised and unable to defend the shot)
Short range Jumper 0
Lay up +1
Open Shot +1 per turn spent aiming (Max +3)

For a game of HORSE Players take turns trying to duplicate each other's shots. Failing to hit a shot your opponent hit earns you a letter, and first to be a HORSE loses.

  • Roll Results:
  • Dramatic Failure: The shot is Blocked or is a disastrous airball, and you look foolish. There is no chance for a rebound as the ball goes sailing out of bounds.
  • Failure: The shot misses, and can be rebounded.
  • Success: The shot goes in!
  • Exceptional Sucess: Not only does the shot go in, but it's a perfect swish and you get to look cool!


  • Dribbling and Stealing
    • This is all well and good if you're shooting by yourself, but in a game before you can shoot, you have to get to somewhere you can shoot from. This means dribbling to a spot, and risking having the ball stolen. Of course, the defender trying to steal risks missing and giving up an easier shot. Depending on the strategies employed by each side, there are a variety of contested actions, which are usually initiated by the ball carrier:

1. Crossover: The Crossover is a dribbling maneuver designed to confuse the opponent.

  • Roll: Dexterity + Athletics vs Wits + Athletics
  • Dramatic Failure: You're horribly uncoordinated if you can dramatically fail the Dexterity + Athletics roll. Stop playing basketball and learn how to walk without falling down first.
  • Failure: Either the Dexterity Roll fails outright or the Defender achieves as many or more successes, and the maneuver fails. The defender stays right with the opponent and no progress is made in 'getting open'.
  • Success: The Dexterity roll achieves more successes and the defender loses a step. The dribbler may advance one increment of range per success (from 3 point to long 2 etc etc to layup range)
  • Exceptional Sucess: Here Exceptional success is considered beating the opposing roll by 5 or more successes. If the dribbler does this, not only may he take a shot from any range he wants, but he is considered 'open' for that shot. If the Defender achieves this, he steals the ball.
    • Note: after the first, consecutive repeat attempts of the crossover suffer cumulative -2 penalties as it becomes predictable.

2. Posting Up: Posting up involves turning your back to the defender and actually pushing him towards the basket.

  • Roll: Strength + Athletics vs Strength + Athletics
  • Dramatic Failure: One of you sucks and falls down spastically.
  • Failure: No Progress is made and you bump into the defender like an idiot.
  • Success: For every 3 successes you can push the defender back one increment of range
  • Exceptional Success: The defender reels backwards and you may turn around and advance 2 increments of range, advance 1 and take an open shot, or remain where you are and take an open shot with one turn of aiming. If the Defender exceeds the ball carrier's successes by 5 or more, he deftly steps around and steals the ball.
    • Note, you must be posting up to perform a turnaround jumpshot, and this may be attempted between any two rolls.

3. Run right by em: This is exactly what it sounds like. It's not as classy as the other maneuvers but it can sometimes catch the defender by surprise

  • Roll: Dex + Athletics +/-mods vs Wits + Dexterity +/- mods
  • Dramatic Failure: One of you sucks and falls down spastically.
  • Failure: The defender is completely unfooled and slaps the ball away out of bounds. You get it back, but at halfcourt, and probably look a little stupid.
  • Success: You sprint past the defender and leave him out of position, gaining 1 increment of range per 2 successes, or penalizing his defense by 1.
  • Exceptional Success: Either you sprint past the defender cleanly for an open shot, layup, or dunk of your choice, or the defender is completely unfooled and steals the ball.
  • Rebounding
    • On a missed shot, there is a chance to rebound. In 1on1 it is rare that the shooter will get his own rebound, but it can happen. Since 1on1 is usually played on a halfcourt, if the defender gets the rebound he's presumed to be able to make it back to the halfcourt line and "clear" the ball.
  • Roll: Dexterity + Athletics +/- mods vs Dexterity + Athletics +/- mods
    • The player with the most successes rebounds the ball. In the case of a tie, both have the ball and can either roll contested Str + Brawl to wrestle it away from each other, or one might call for a jump ball which is handled exactly like another rebound. If neither player scores any successes, you both suck and the ball bounces out of bounds. An exceptional success confers no particular benefit except the likelihood that you will in fact win the contested action.
Situation Modifier
Trying to rebound your own shot same mod as range shot from
Intentionally missing to get your own rebound negates "own rebound" mod
Choosing to play the rebound and not defend +3 but must be declared during the shot, and no defense applies to that shot. Obviously only the defender can do this.
Height +1 for every half foot taller, and -1 for every half foot shorter than your opponent (applies to both sides of contested action)

2 on 2 and more!

that's enough for now. Passing complicates this and no one will use the rules I've already written so, I'm stopping here. I would suggest using the rules for throwing in the WoD book to do passing, and add a 'boxing out' mod to rebounding or something.

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