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Posts : 3802 Beata Bucks : 12985 Join date : 2013-03-14 Age : 25 Location : Fire's Pants/Seattle, WA
| Subject: Beata Sport Program Fri Feb 27, 2015 3:12 am | |
| Beata Academy, like any other school, has a healthy and active sport program that nearly every student can join. There's a wealth of different sporting competitions, ranging from volleyball tournaments to relay races, which any sorted student can participate in with no paperwork or sign-up required. There are three general rules that cover all sports at Beata Academy. 1. Since we’re in a supernatural school, it only makes sense that each sport has a supernatural twist. Gifts are allowed, and rough play isn't penalized as much as it’d normally be. 2. Each game is played until one team reaches an agreed upon score. While this isn't a problem for sports like tennis, it is for games like baseball or football which depend on time limits. Since we can't really keep track of things like that in roleplay, we play until one team scores a certain amount of points (agreed upon before the game starts). 3. Teams are decided by either House lines or by a team captain. Official games will be made occasionally as special events, but otherwise you can start a game whenever you want! Baseball- System:
Hitters will roll the ten-sided dice when they come up to bat. 1-2 = OUT!! First defensive player to reply tags you out or snatches the ball before it hits the ground. 3-5 = strike 6-7 = single 8 = double 9 = triple 10 = home run Soccer- System:
The field is divided into three portions, right, center, and left. The two opposing Houses will pick their respective sides of the field to defend.
The player who currently possesses the ball will roll the 10-sided dice. 1-5 = failure. An opposing player (first to reply) steals the ball. 6-10 = successful dribble or pass. The ball is advanced to the next portion of the field.
When a player with the ball is on the opposing side of the field, they are allowed an attempt to score. 1-6 = failure. The goalie stops the ball and throws it back to one of their teammates. 7-10 = success! You shoot and score. Football- System:
The field is divided into three portions, right, center, and left. The two opposing Houses will pick their respective sides of the field to defend.
The offensive player with the ball will roll the 10-sided dice. 1 = fumble/interception (to the first to reply)! The ball is in the other team's possession now. 2-5 = less than ten yards gained. Waste one down, do not advance to the next portion of the field. 6-10 = significant yards gained! Number of downs restored. After three rolls with these numbers, you may advance to the next portion of the field.
When the offense is on the opposing side of the field, they are allowed an attempt to score. 1 = fumble/interception! 2-6 = no good. You don't get to the end zone. 7-10 = touchdown! You earn six points.
If an offense is in scoring range, they can also elect to kick for a field goal. These rolls also apply to extra points. 1-2 = blocked/missed! You don't get the points. 3-10 = it's good! You get the points.
If the offense cannot advance to the next part of the field within four downs, they must turn the ball over to the other team. Basketball- System:
The court is divided into three portions, right, center, and left. The two opposing Houses will pick their respective sides of the court to defend.
The player who currently possesses the ball will roll the 10-sided dice. 1-5 = failure. An opposing player (first to reply) steals the ball. 6-10 = successful dribble or pass. The ball is advanced to the next portion of the court.
When a player with the ball is in the center portion of the court, they are allowed an attempt to score. 1-6 = failure. You miss and a player from either team (first to reply) gains the ball. 7-10 = success! You shoot and score. Successful scoring attempts from this portion of the court are worth three points.
When a player with the ball is on the opposing side of the court, they are also allowed an attempt to score. 1-5 = failure. You miss and a player from either team (first to reply) gains the ball. 6-10 = success! You shoot and score. Successful scoring attempts from this portion of the court are worth two points. Volleyball- System:
This is a work in progress.
I'm not an expert in any of these sports, but for some reason, volleyball is the most confusing one to me. I just can't understand it. If any of you are less dumb than me and can think of a system for this, let me know. Tennis- System:
When hitting the ball back at your opponent, you roll the 10-sided dice: 1-3 = failure! You fail to return the ball over the net and your opponent scores. 4-10 = success! You make a good return. Street hockey- System:
The rink is divided into three portions, right, center, and left. The two opposing Houses will pick their respective sides of the rink to defend.
The player who currently possesses the puck will roll the 10-sided dice. 1-5 = failure. An opposing player (first to reply) steals the puck. 6-10 = successful dribble or pass. The puck is advanced to the next portion of the rink.
When a player with the puck is on the opposing side of the rink, they are allowed an attempt to score. 1-6 = failure. The goalie stops the puck and shoots it back into the rink. 7-10 = success! You shoot and score. Track & Field- System:
200 meter dash, 5,000 meter run, & swimming Racers will roll the 100-sided dice. Those that roll the lowest numbers will place first, those with the highest numbers will place last. Ties will be resolved with another dice roll.
110 meter hurdles Racers will roll the 100-sided dice. Those that roll the lowest numbers will place first, those with the highest numbers will place last.
They will also roll the 10-sided dice. 1-3 = you do not knock down over any hurdles and your time is not effected. 4-7 = you knock over some hurdles. +15 is added onto your 100-sided dice roll, possibly effecting your place in the race. 8-10 = you knock over over half of the hurdles. +30 is added onto your 100-sided dice roll.
4 x 100 meter relay race Each racer will roll a 100-sided dice. Those that roll the lowest numbers will pass over their relay baton first, those with the highest numbers will pass over their relay baton last. Each racer in the relay does this.
Long jump, high jump, & pole vault Every jumper will roll a 100-sided dice. Those that roll the highest numbers will do the best, those that roll the lowest numbers will do the worst.
Shot put, discus throwing, hammer throwing, & javelin throwing Every thrower will roll a 100-sided dice. Those that roll the highest numbers will throw the longest, those with the lowest numbers will throw the shortest.
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