Deadball
This savage sport bears some light resemblance to Jai Alai
and racquetball, except death and injuries are extremely com
mon. Deadball originated among the bandits of the so-called Pe
cos Empire, where they played the game using stones, which
they could whip towards a goal post, or against the opposing
player. At first, the game was played by non-augmented humans
and D-Bees, but whenever Juicers or Crazies joined the game,
the normal players would get slaughtered (often literally), so
eventually the "sport" was dominated by Juicers and, in some
cases, Crazies.
In the kingdom of Los Alamo, an enterprising businessman
decided to set up a more sophisticated "arena" where Deadball
could be played as a spectator sport. Instead of an open field
(where a high-speed ball would be as dangerous for the audience
as for the players), he built a room similar to those used in 20th
Century racquetball, with transparent walls so people could see
the game. To add spice to the game, a very elastic ball which
would protrude spikes at random times was incorporated ! Re
sponse was overwhelming: tickets to the 300 seat building where
the bouts were held sold out in record times. Soon half a dozen
Deadball establishments sprung up in Los Alamo, and copycats
followed suit in other independent kingdoms in the west.
Deadball has a Professional Association that has chapters in
Los Alamo, Kingsdale, Fort EI Dorado and EI Paso, as well as
half a dozen lesser kingdoms. City championships are held annu
ally, and "international" games are held once every two years
(the first such championship was held in Fort EI Dorado in 1 04
P.A.; the next one is due in 1 06 P.A.). The current champion is
Diego McDonald from EI Paso (9th level Juicer Gladiator), al
though since he ' s in his fifth year of service, it is unlikely he will
live to defend his title in the 1 06 championship. Rumor has it
that McDonald is one of the Juicers participating in the Juicer
Uprisings.
Deadball Rules:
There are many variants of Deadball, de
pending on where the sport is being played. However, most
forms of this sport are played in a 30x60 foot (9. 1 x 1 8.3 m)
room, either completely enclosed or with 30 foot (9. 1 m) tall
walls (most fans and players prefer a completely enclosed room
to allow for bouncing action from the ceiling). A dividing line
runs down the middle of the room; each player must remain
within his/her half of the field. Sections of the wall are made of
M.D.C. plexi-glass to allow the audience to see the game. The
walls at each of the long ends of the room have a small (6
inch/0. 1 5 m wide) hole. The objective of the game is to get the
Deadball into the opposing hole; each time the player gets the
ball in he gets one point. The opposing player can try to catch or
deflect the ball, and if he catches it, he can toss it back, and so
on. Additionally, if only one player is capable of continuing
play, he wins automatically, regardless of the score.
Players cannot cross the middle of the court into the other
side. They can toss the ball, using its high elasticity to bounce it
off walls much like racquetball, aiming for the hole - or the
other players. Players can strike at each other with the Deadball,
but are forbidden from using hand to hand combat or using any
weapons other than the Deadball itself.
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The ball is a highly elastic sphere roughly the size of a base
ball. Its name comes from the fact that, at random intervals,
sharp metal spikes poke out of it! Not only do the spikes add to
the lethality of a strike, there is a 40% chance that they will
spring up when the player tries to catch or block the ball ! As
long as a player holds the ball, the spikes do not come out. By
most sets of rules, players cannot hold onto the ball for more
than six seconds; a few Deadballs are set up so that the spikes
come out if they are held for more than the allotted time.
A thrown Deadball does 2D6 S .D.C. plus the character' s
damage bonuses. When the spikes are out, this damage i s raised
to 4D6 S .D.C. plus P.S. bonuses. Trained Deadball players can
do even more damage (see the New Skills section). A ricochet
ing ball does half damage (and half the P.S. bonuses), but it is
harder to dodge (-4 to dodge or to catch). Catching the ball is a
combat maneuver equivalent to a parry (-3 to catch); use the
parry bonuses of the characters. The goal hole is a small target
and requires a called shot to strike and a roll of 1 8 or higher to
hit!
The players are not allowed to wear body armor or protection,
so injuries are expected. "It's not Deadball until blood starts to
flow" is a common saying in places where this brutal game is
played, and it' s a rare game where a player does not receive sev
eral lacerations from the spiked ball. Given the incredible endur
ance and recuperative powers of Juicers and/or Crazies, the
injuries are seldom lethal. In a few places, humans and mutant
animals are allowed to compete, but their death rates are much
higher.
Before the game starts, lots are drawn to determine who gets
the ball first. When a player scores a goal on his opponent, the
opponent gets the ball next, the rest of the time, it' s up to the
players to catch (or dodge) the ball while it is in their half of the
court. Stumbling into the opponent' s area is penalized with one
point, just as if the opponent had scored, and the ball is given to
the opponent. The same applies with any attack on the opponent
beyond throwing the ball at him. Otherwise, just about anything
else goes (leaps, somersaults, back flips, name calling, spitting,
etc.). Canny players use the ricochet action to get the ball past
the opponent, or to strike him from behind or the sides. Others
concentrate on crippling the opponent to slow him down.
Note:
Characters who lose 50% of their S.D.C./Hit Points will be at -2
to initiative and all combat rolls.
Purses and Prizes:
A typical Deadball game in a city-state
like EI Paso or Fort EI Dorado will have a victory purse of
I D4x5oo credits every game, the loser gets I D6x 1 O credits;
amateur or "squishy" bouts generally pay I D4x 1 00 to the win
ner and nothing to the loser. A professional player can play 2-4
games a week, provided his injures are not extensive. Profes
sional Association games pay 2D6x 1 000 credits to the winner
(for the elimination rounds) to 3D4x 1 O,000 credits for a city
championship; double for the International Championship ! Fees
for the loser are I D4x 1 000 credits.
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