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<blockquote data-quote="GladiusNP" data-source="post: 909612" data-attributes="member: 10574"><p>I'd originally envisioned the Chaser as almost unable to 'dribble' if you will, (spin the quilton around his/her pilin), preventing them from doing much more than casting and then passing it down to another player. Remember, it is a ten-foot pole - being held by one end. If they took the quilton right next to the goal, then they could do this, but they aren't that mobile...</p><p></p><p> If we do go with a new skill, I think the range increments should be much smaller - only 20 ft. or so. Remember, an accurate thrower with a dart (a pretty aerodynamic weapon made for throwing) only has a RI of 20. I'd anticipate the force one could get out of a pilin would be less than that thrown dart (it's a much less natural motion, not too mention more difficult). Here are some ideas for DC's.</p><p></p><p>Task | DC | </p><p> | |</p><p>'Dribble' quilton in place | 13 |</p><p>Dribble Quilton running | 15 |</p><p></p><p>Pass Quilton in place | 16 |</p><p>Pass Quilton while running | 18 |</p><p></p><p>Catch Quilton in place | 13 |</p><p>Catch Quilton while running | 15 |</p><p>Catch Quilton while Jumping | 17 |</p><p></p><p>Shoot onto goalpost in place| 18 |</p><p>Shoot onto goalpost while </p><p>running | 20 |</p><p></p><p>Failure means that the quilton has fallen onto the ground. Roll 1d8 determine which square it falls in, next to the player/object it was cast at, with 1 being too far, and 5 being too short. </p><p></p><p>Casting uses jump skills, with the higher Jump score getting the first attempt to catch the quilton.</p><p></p><p>A defender may spoil the opponent's manuever by making an opposed check. Beating the opponent by five means the defender gains possession. Beating the defender by five means the defender is now five feet behind the opponent as he runs ie...</p><p></p><p>James is trying to pass the Quilton, and Carrie is trying to stop him from doing so. James throws, and Carrie tries to block. James succeeds with a 17, but Carrie gets a 19. Since Carrie beat James, she knocks it to the ground, and they must toss for possession. If Carrie had gotten a 22, she would have intercepted the quilton. If James had gotten a 24, he would have a five foot lead on Carrie (ie, he gets a free five foot step away from her).</p><p></p><p>Atacks of Opportunity mean a chance to make an opposed role to beat the Quilton's holder's dribble check. </p><p></p><p>How's that?</p></blockquote><p></p>
[QUOTE="GladiusNP, post: 909612, member: 10574"] I'd originally envisioned the Chaser as almost unable to 'dribble' if you will, (spin the quilton around his/her pilin), preventing them from doing much more than casting and then passing it down to another player. Remember, it is a ten-foot pole - being held by one end. If they took the quilton right next to the goal, then they could do this, but they aren't that mobile... If we do go with a new skill, I think the range increments should be much smaller - only 20 ft. or so. Remember, an accurate thrower with a dart (a pretty aerodynamic weapon made for throwing) only has a RI of 20. I'd anticipate the force one could get out of a pilin would be less than that thrown dart (it's a much less natural motion, not too mention more difficult). Here are some ideas for DC's. Task | DC | | | 'Dribble' quilton in place | 13 | Dribble Quilton running | 15 | Pass Quilton in place | 16 | Pass Quilton while running | 18 | Catch Quilton in place | 13 | Catch Quilton while running | 15 | Catch Quilton while Jumping | 17 | Shoot onto goalpost in place| 18 | Shoot onto goalpost while running | 20 | Failure means that the quilton has fallen onto the ground. Roll 1d8 determine which square it falls in, next to the player/object it was cast at, with 1 being too far, and 5 being too short. Casting uses jump skills, with the higher Jump score getting the first attempt to catch the quilton. A defender may spoil the opponent's manuever by making an opposed check. Beating the opponent by five means the defender gains possession. Beating the defender by five means the defender is now five feet behind the opponent as he runs ie... James is trying to pass the Quilton, and Carrie is trying to stop him from doing so. James throws, and Carrie tries to block. James succeeds with a 17, but Carrie gets a 19. Since Carrie beat James, she knocks it to the ground, and they must toss for possession. If Carrie had gotten a 22, she would have intercepted the quilton. If James had gotten a 24, he would have a five foot lead on Carrie (ie, he gets a free five foot step away from her). Atacks of Opportunity mean a chance to make an opposed role to beat the Quilton's holder's dribble check. How's that? [/QUOTE]
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