"The harder the battle, the sweeter the victory." - The McKameys
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Dodgeball was one of the first sports to allow and embrace the use of magic instead of outright banning it like most sports, and thus mageball was born. The relatively new sport had completely taken over the scene from its inception 13 years ago. Just this year the NMO (National Mageball Organization) had overtaken the MLB (Major League Baseball) as the 3rd most-watched sport in the United States, sitting only behind the #2 NBA (National Basketball Association), and, the #1 NFL (National Football League)
Nowadays any kid who was lucky enough to be born with magical abilities had dreams of becoming a professional mageball player. These kids would grow up to get scouted by Division 1 universities, spend their mandatory 4 years, and hopefully go on to get drafted to the National Mageball Organization. If not they, like other D1 athletes who never made it pro, would move on with their lives.
You are currently at the stage where you have just been selected to a Division 1 mageball university.
What university are you attending?
[] Stellar University, the 2nd ranked mageball university in the country. Stellar is a powerhouse university that is known year to year for recruiting elite talent and having high expectations of its players. Despite their constant presence in the late stages of the National Mens College Mageball Tournament, the National Championship trophy has always eluded the grasp of Stellar. There is a running joke that Stellar has been cursed after they lost the 2014 Finals up 2-0. Since then they have lost 4 championship games.
(+ + Your teammates will be relatively better than the other voting options. You will have access to the best training facilities. Stellar is a big name so it is easy to recruit high-ranked players every year. Fans are very passionate and will give you a big boost to your attributes in home games.)
(- - No university is under more pressure to win than Stellar. MC will deal with the highest level of scrutiny from fans and media. Due to the higher level of talent on the team, you can easily be moved to the bench if you are under-performing. MC will have fewer free daily actions as they have more mandatory obligations. Stellar has very strict demands of the roles they want each player to play and doesn't allow much room for improvisation. Higher chance of being kicked off the team for poor performance or not playing according to the game plan. Being the #2 team, opposing teams will give maximum effort against Stellar.)
[] Enigma University, the 20th-ranked mageball university in the country. Enigma is a dark-horse team that thrives on unorthodox play and strategies. While they are currently the lowest-ranked team within the top 20, Enigma is a team that nobody wants to face in the early rounds of the playoffs. The lack of high-end talent, however, has been an Achilles heel that even ingenious strategies and tactics can't seem to overcome.
(+ + Enigma's staff is very open-minded and laid-back. This allows the players to have significant input on the strategies and formations of the team, and even improvise during games if they need to. Now and then you can get lucky and your recruiting class brings a high-ranked player to the team. Your fans are pretty good and give you a boost in your home games, although they are not as wild as the fans of the top 10 teams. Enigma manages to slide under the radar in terms of expectations. The fans and media seem to be content with Enigma making the playoffs, so the team is not under heavy pressure to win.)
(- - Most of your teammates will be relatively average, the bulk of the teams success coming from strategies and tactics. While this brings success against the lower-ranked teams, when Enigma plays the top 10 teams the disparity of talent becomes very apparent. Your training facilities are good but not as great as the top 10 teams. While there is no real pressure for Enigma to win a championship, missing the playoffs could cause the fans and media to get uneasy.)
[] Lumina University is an unranked university that is not included in any discussion about contending or even relevant teams. The only reason Lumina is known at all is because they are one of six National Championship winners in history. That championship was the very first year of official mageball competition at the D1 level. Lumina stamped its place in the history books.... and has done nothing since then. The team has not even made the top 20 since its initial championship run.
(+ + You will have the most free time out of all choices. There is no pressure or expectation for you to win games on Lumina. Also, since the level of talent is quite low, you don't face any level of competition from your teammates. There is almost no chance of you being benched, and it is virtually impossible to get kicked off the team. It is easier on Lumina to stand out from good performances and generate a lot of hype. Top ranked teams won't take you seriously and will often bring in their bench players against you.)
(- - Most of your teammates will not be relatively good and/or serious. The training facilities are in poor condition and the staff does not seem to take winning seriously. The talent disparity against the elite teams will require superb performances from the MC just to compete with them.)
This university was where you would spend the next 4 years. The recruiting team had decided that they needed someone like you.
They needed someone who was...
[] HUNGRY. You are an extremely hard worker that is dedicated to getting better at mageball. You know you lack the natural talent that some of your peers possess but you compensate with your drive and work ethic. You are an avid student of the game, obsessed with perfection.
(+ Start with the maximum possible mage-ball tactical knowledge.)
(- A lot of free daily actions will be turned into mandatory extra training actions.)
[] AVERAGE. You weren't the star of the show, you were the side character in the background. A side character that was responsible for helping the show progress yes, but a side character nonetheless. You were completely average across the board compared to your peers though that never really bothered you. You were good enough to make the team and that was it. There was a small part of you that wondered how good you could become if you ever took it seriously.
(+ Most free daily actions)
(- Currently just an average player.)
[] NEW. You're a newbie, completely green to the sport. You have to be among some of the worst players currently at the D1 level and that's because you have barely, if ever, played mageball. You are still trying to learn and understand the sport. The only reason you are on the team at all is that the head recruiter for some reason, sees great potential in you.
(+ Highest potential for growth out of all choices. More receptive to coaching instruction. Low expectations.)
(- The steepest learning curve for learning how to play at the D1 level. The lowest amount of starting attribute points.)
[] GENIUS. You were considered one of the few true naturals of the sport, a prodigy if you will. This attention you have received has built up your ego, an ego that actively works against you. As the highest-ranked freshman in Division 1, you have the most attention and hype going for you, you also have the most pressure.
(+ Highest amount of attribute points starting. High respect from teammates. Chance to intimidate opposing players.)
(- MC will have a very large ego. Very high expectations and pressure on MC to perform great in every single game.)
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A/N: Trying another quest. I've realized I don't see many of my quests through because I am winging it, so I took time to outline this one beforehand. I don't know why this is the random idea for a quest that came to me but it did so here we are.
By the 4th or 5th update the rules of mageball will be fully explained although most of the rules are incorporated from standard dodgeball competition.
All attributes are out of 20 (Soft cap for the moment) With future potential to break the cap. Attributes go up increments of 0.5.
Arm Strength: How hard and fast you can throw the ball
Precision: Accuracy
Reaction: Reflex speed
Hand-eye coordination: Ability to catch the ball
Stamina: Endurance
Court Awareness: Ability to analyze and recognize tactics and formations in-game
Magic: Skill at creating and casting spells
Mana: Energy pool for magic
Tenacity: Ability to play through pain/injury
Composure: Clutchness/Ability to remain calm under pressure/stress
Durability: Tendency to get injured.
Dice:
When performing an action in-game I will roll 2d20 and compare the results to relevant attributes, plus or minus any relevant modifiers. I will then roll 2d20 of the opposing player.
Ex; You are trying to dodge a ball being thrown at you by an opposing player. Your Reaction attribute is 16 and the opposing player has 13 Arm Strength and 15 Precision (Average that together for 14). So I will roll 2d20 and compare it to 16 then roll another 2d20 and compare it to 14. For this scenario I rolled an 11 and 2 for you. So you have succeeded with 19. I rolled a 13 and a 1 for your opponent. So he has succeeded with a 14. You have succeeded by 5 more so you will end up dodging the throw, although it will be a good throw. If the opponent was to fail, he could throw a bad throw that might be potentially caught by one of your teammates. If you tie with the same number, it is treated as a double and I will roll 2d20 for you and the opponent again.
If neither result is below your stat level - you fail
If one result is above and one below your skill level, whichever one is larger determines if you succeed/fail with difficulty. In the case of a tie I will roll again.
If both results are below your stat level - you succeed
Doubles (when both dice come up the same number) cause a complication - in your favor if you succeeded, or against you if you failed.
If the dice roll is unrelated to any relevant stat then using the same system above it will be compared to the dice chance of the roll.
If both results are below DC - you fail
If one is above and one below DC, whichever one is larger - you succeed/fail with difficulty.
If both are above DC - you succeed
Doubles (when both dice come up the same number) cause a complication - in your favor if you succeeded, or against you if you failed.
Mana Cost:
All of your spells have a mana cost. The cost of a move can vary from; Minimal, Low, Medium, High, Massive and Colossal.
For a broad barometer, minimal costs are spells you can spam nonstop with a minuscule impact on your mana. Low costs are spells you can spam but slowly drain your mana. Medium costs are spells you can use repeatedly but take a toll on you, High costs are spells you can typically use 2-4 times within a match, maybe more depending on your mana stat. Massive costs are moves you cannot use more than once without risk of injury or falling unconscious. Colossal costs represents moves that completely use all of your remaining mana and have the ability to render you unconscious or severely injure you.
Proficiency Points:
For every spell you learn there is a max of 10 Proficiency Points or PP to put into it.
As you put more PP into a spell it becomes more complex and stronger.
Reputation:
All social interactions the MC has with other characters can either increase or decrease his reputation with them. Rep in this quest is out of 50, so the max you can have is 50 rep and the lowest you can have is -50. For a barometer -50 is hate, -25 strong dislike, -10 dislike, 0 indifference, 10 like, 25 friendship, and 50 is love. You can increase rep either through quest rewards or through social interactions with other characters. The amount of rep gained or lost is based on either the dice roll or the action that caused the change in rep. (Ex; Telling a girl she looks pretty will earn you less rep than saving her life.)
[X] Enigma University, the 20th-ranked mageball university in the country. Enigma is a dark-horse team that thrives on unorthodox play and strategies. While they are currently the lowest-ranked team within the top 20, Enigma is a team that nobody wants to face in the early rounds of the playoffs. The lack of high-end talent, however, has been an Achilles heel that even ingenious strategies and tactics can't seem to overcome.
(+ + Enigma's staff is very open-minded and laid-back. This allows the players to have significant input on the strategies and formations of the team, and even improvise during games if they need to. Now and then you can get lucky and your recruiting class brings a high-ranked player to the team. Your fans are pretty good and give you a boost in your home games, although they are not as wild as the fans of the top 10 teams. Enigma manages to slide under the radar in terms of expectations. The fans and media seem to be content with Enigma making the playoffs, so the team is not under heavy pressure to win.)
(- - Most of your teammates will be relatively average, the bulk of the teams success coming from strategies and tactics. While this brings success against the lower-ranked teams, when Enigma plays the top 10 teams the disparity of talent becomes very apparent. Your training facilities are good but not as great as the top 10 teams. While there is no real pressure for Enigma to win a championship, missing the playoffs could cause the fans and media to get uneasy.)
[X] HUNGRY. You are an extremely hard worker that is dedicated to getting better at mageball. You know you lack the natural talent that some of your peers possess but you compensate with your drive and work ethic. You are an avid student of the game, obsessed with perfection.
(+ Start with the maximum possible mage-ball tactical knowledge.)
(- A lot of free daily actions will be turned into mandatory extra training actions.)
You couldn't think of a better fit for you than Enigma. You'd both been burdened by the weight of being overlooked and dismissed due to the limitations of natural talent. You refused to be confined by such boundaries. You had gotten this far with unwavering dedication and quick thinking. And you wouldn't have it any other way. You were ready to embrace the challenges, to work twice as hard, and to innovate in ways that would leave fans in awe.
Enigma, the dark horse among the top-ranked teams, had forged their path through ingenuity and perseverance. You would never forget their first round upset 4 years ago against the (at the time) #1 Ranked Stellar University. Enigma could never match the money, connections, and talent of their peers in the top 20. Instead, they embraced their underdog status, finding strength in their audacity and resourcefulness.
That being said, you worried about the trajectory that they were on. Now that they've gathered a few playoff upsets under their belt, they seem to have taken their foot off the gas, becoming content with making the playoffs. It wouldn't be long before they succumbed to the mediocrity that often plagued teams lacking high-end talent.
You refused to let that happen. This was a chance to rewrite the narrative.
For you and for Enigma.
1. Choose a playstyle.
[] Scorer: The Scorer focuses on offensive prowess and the ability to score points consistently. A Scorer excels in throwing accuracy, speed, and precision. They have excellent aim and can strategically target opponents, aiming for their bodies or knocking balls out of their hands. Scorer players are quick thinkers, always analyzing the court and finding the best opportunities to make successful throws. They are often the top scorers in the game, contributing significantly to their teams total knockouts. ( 3 OFFENSIVE BADGES)
[] Defender: The Defender is all about protecting teammates and minimizing the opponent's scoring chances. Defenders are skilled at blocking and dodging incoming throws, using their agility and reflexes to avoid getting hit. They have a keen sense of anticipation, allowing them to react quickly and defend against multiple opponents simultaneously. Defenders prioritize staying active on the court, moving swiftly and positioning themselves strategically to intercept enemy throws or shield teammates from incoming balls. They are invaluable assets in keeping their team safe and preventing the opposition from scoring. (3 DEFENSIVE BADGES)
[] Two-Way Player: The Two-Way Player combines offensive and defensive skills effectively. These players possess a balanced set of abilities, excelling both as Scorers and Defenders. They can switch seamlessly between offensive and defensive roles based on the flow of the game. Two-Way Players are versatile and adaptable, providing a well-rounded contribution to their team. They can make accurate throws to knockout the opposition while also effectively defending themselves and their teammates. Two-Way Players are valuable assets as they can handle various situations and help maintain a dynamic gameplay. (EITHER 2 OFFENSIVE BADGES + 1 DEFENSIVE BADGE OR 2 DEFENSIVE BADGES + 1 OFFENSIVE BADGE)
[] All-Around Player: The All-Around Player is characterized by versatility and adaptability in all aspects of the game. These players have a well-rounded skill set, including throwing accuracy, dodging proficiency, and strategic decision-making. All-Around Players are capable of fulfilling any role on the court, depending on the team's needs. They can score points, defend teammates, and make quick, strategic decisions based on the game's circumstances. Their ability to excel in multiple areas makes them valuable assets in any team composition. (1 OFFENSIVE BADGE + 1 DEFENSIVE BADGE + 1 SUPPORT BADGE)
[] Playmaker: The Playmaker revolves around strategic gameplay and setting up opportunities for teammates. Playmakers excel in passing, court awareness, and creating advantageous situations. They possess exceptional passing skills, using precise throws to set up teammates for successful catches or strategic positioning. Playmakers are adept at reading the game, analyzing the movements of both their teammates and opponents, and making split-second decisions to create scoring chances. They are the orchestrators of the team, constantly coordinating and communicating to maximize their team's potential. (3 SUPPORT BADGES)
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Badges: Badges are a mechanic in the Quest which can grant boosts to players in certain situations. Their are 4 tiers of badges. Bronze, Silver, Gold, Diamond. As you go up in tier the boosts to the player also increase. You can unlock the higher tier of a badge or unlock a new badge in general by fulfilling a specific requirement. The requirement for the tier increase in badges is not known to you. You can find out this requirement through rewards for winning important games or you can hit the requirement unknowingly in a game.
2. Choose your badges. Once again, (Scorer - 3 Offensive Badges), (Defender - 3 Defensive Badges), (2-Way Player - 2 Offensive OR Defensive Badges and 1 Defensive OR Offensive Badge), (All-Around Player - 1 Offensive Badge + 1 Defensive Badge + 1 Support Badges), (Playmaker - 3 Support Badges)
*You get 1 Miscellaneous Badge regardless of playstyle
Offensive Badges (Bronze)
[] Precision Thrower: Increases accuracy and precision of throws.
[] Power Arm: Enhances the throwing strength, allowing for more forceful throws.
[] Trickster's Touch: Adds subtle spins and curves to throws, making them slightly more challenging to dodge and predict.
[] Rapid Fire: Increases throwing speed, enabling players to deliver throws at a faster pace.
[] Deceptive Feint: Develops basic feinting skills, occasionally tricking opponents with deceptive shots and fakes.
Defensive Badges (Bronze)
[] Stealth Defender: Exhibits subtle movements and body language, making it slightly harder for opponents to anticipate defensive maneuvers.
[] Swift Reactor: Possesses an innate sense of anticipation, reacting swiftly to dodge or deflect incoming balls.
[] Adhesive Grip: Develops adhesive-like grip and coordination, making catches at a higher rate.
[] Disruptor: Distracts opponents with well-timed movements, causing their throws to be inaccurate.
[] Unconventional Defender: Utilizes unconventional defensive techniques, keeping opponents guessing and disrupting their offensive rhythm.
Support Badges (Bronze)
[] Harmonious Timing: Enhances synchronization and coordination among teammates, improving their timing and teamwork for more accurate passes, catches, and strategic plays.
[] Empowering Presence: Boosts offensive attributes of all teammates within a certain radius, enhancing their throwing power, and agility for a limited time.
[] Mystical Ward: Provides a weak and temporary magical resistance to teammates within a certain range, minimally shielding them from the adverse effects of opponent's spells.
[] Motivational Boost: Boosts the energy and motivation of teammates, revitalizing their spirit and enhancing their overall performance.
[] Protective Shield: Boosts defensive attributes of all teammates within a certain radius, fortifying their defenses and making it harder for opponents to score.
[] Precision Passer: Improves accuracy and control when passing the ball to teammates, ensuring precise and reliable deliveries.
Miscellaneous Badges (Bronze)
[] Intimidating Presence: Exudes a subtle aura of confidence, making opponents slightly more hesitant in their throws.
[] Composure: Maintains a calm and collected demeanor, able to perform under pressure and make sound decisions during crucial moments.
[] Fierce Determination: Displays a relentless drive and unwavering determination, refusing to be discouraged or deterred by obstacles or setbacks.
[] Sturdy Protector: Physically tough, minimizing the impact of opponents' throws and reducing the risk of injuries through resilient gameplay.
[] Insightful Observer: Exhibits keen perception and awareness of the game, able to spot opportunities and vulnerabilities in opponents' strategies.
[] Energizer Bunny: Displays admirable stamina, able to maintain solid performance and endurance throughout extended matches.
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3. Choose your attributes distribution. You have 105 points to distribute between 10 attributes. Durability is not among the attributes you can distribute points into. Also the attributes are counted by 0.5 so you can distribute 15.5 into a stat instead of 16 if you want to. Current cap on attributes is 20.
Attributes
Arm Strength: How hard and fast you can throw the ball Precision: Accuracy at throwing Reaction: Reflex speed Hand-eye coordination: Ability to catch the ball Stamina: Endurance Court Awareness: Ability to analyze and recognize tactics and formations in-game Magic: Skill at creating and casting spells Mana: Energy pool for magic Tenacity: Ability to play through pain/injury Composure: Clutchness/Ability to remain calm under pressure/stress
Durability: Tendency to get injured.
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4. Choose your magic type.
[] Gravity Manipulation: In terms of offensive capabilities, you can alter the trajectory and speed of the mageball, providing a tactical advantage. You can increase or decrease the ball's weight, affecting its flight path and making it harder for opponents to predict and intercept. By controlling the gravitational pull, you can launch the ball with incredible force or slow it down, creating opportunities for strategic passing or precise shots.
Defensively, you can use your powers to enhance your agility and maneuverability. You can reduce your own weight, allowing you to swiftly evade tackles and navigate the court with exceptional speed. You can also increase your weight temporarily, granting you stability and making it difficult for opponents to knock them off balance.
The extent of control over gravity is not absolute, you must exert absolute focus and precision while you use this power. It is very easy to over-exert yourself using this magic and it can lead to physical and mental strains long after the game.
[] Teleportation: Offensively, teleportation allows you to swiftly maneuver across the mageball court, catching opponents off guard and creating scoring opportunities. You can teleport towards the ball, allowing you to recover the ball quickly. This speed and agility can make you elusive and difficult to defend against, as you can quickly change your position, leaving opponents scrambling to keep up.
Defensively, teleportation helps to evade tackles and perform defensive maneuvers. You can teleport away from incoming opponents, avoiding contact and maintaining possession of the ball. This ability to instantly reposition yourself can disrupt opponents' strategies and frustrate their attempts to gain an advantage.
Your range of teleportation is very limited, requiring you to be within short range of your desired distance. At your level you cannot teleport in rapid succession and need a short break after teleporting before you can teleport again. Moreover, teleporting requires precise coordination and timing, as mistiming or teleporting into unfavorable positions can put you at a disadvantage.
[] Invisibility: Offensively, invisibility allows you to move stealthily across the mageball court, making it challenging for opponents to anticipate your actions. You can use your unseen presence to position yourself strategically, slipping past defenders and creating scoring opportunities. By remaining invisible, you can confuse and disrupt the opposing team's defensive strategies, making it difficult for them to track and mark your movements.
Defensively, invisibility provides you with the advantage of surprise and evasion. By turning invisible, you can effectively evade throws and offensive maneuvers from opponents. This allows you to maintain possession of the mageball or disrupt the flow of the opposing team's offense. Invisibility can also be utilized to closely shadow and counter specific opponents, rendering them unaware of your presence and limiting their effectiveness on the court.
The duration of invisibility is very finite, requiring you to manage the timing and duration of their power's activation. Prolonged use or excessive movement may decrease the effectiveness of invisibility, potentially revealing your presence through subtle disturbances.
[] Size Manipulation: Offensively, size manipulation allows you to modify the size of the mageball according to your strategy and the current game situation. Enlarging the ball can make it more difficult for defenders to intercept or block, increasing the chances of scoring. Conversely, reducing the size of the ball can enhance precision and agility, enabling you to maneuver it through tight spaces or swiftly pass it to a teammate. By dynamically adjusting the size of the ball during gameplay, you can keep opponents on their toes, adapting your offensive approach to exploit weaknesses in the defense.
Defensively, size manipulation can be employed to disrupt the opposing team's offensive plays. Enlarging incoming balls can hinder their accuracy and control, making it easier to intercept or block their attempts. Conversely, shrinking the ball can create challenges for the opposing team in terms of coordination and ball handling. By utilizing size manipulation strategically, you can impede the flow of the opposing team's offense and gain an advantage.
The range and extent to which you can alter the size of the ball is limited at the moment. Additionally, continuous size manipulation requires considerable concentration and energy. Overuse or misuse of size manipulation can result in unintended consequences, such as losing control of the mageball or creating openings for opponents to exploit.
[] Sound Manipulation: Offensively, sound manipulation allows you to harness the power of sound waves to your advantage. You can generate intense sound blasts or sonic booms to disorient and distract opponents, disrupting their focus and coordination. By creating sonic barriers or sound-based illusions, you can deceive opponents and create openings for strategic maneuvers or surprise attacks. Sound manipulation can also be used to amplify the intensity of communication between teammates, enabling precise coordination and seamless teamwork on the field.
Defensively, sound manipulation can be utilized to impede opponents' offensive plays. You can generate sound-based shields or barriers to block incoming projectiles or disrupt the trajectory of the ball. You can also create sonic disturbances or vibrations to disrupt opponents' concentration, causing them to fumble or miss their shots. By manipulating sound waves strategically, you can create a defensive advantage and thwart the opposing team's scoring attempts.
The current range and extent of sound manipulation is limited. Additionally you have to be very careful when using this type of magic, excessive or reckless use of sound-based attacks or abilities may have detrimental effects on your own hearing and/or your teammates hearing.
[] Write In: Any write-in is subject to being vetoed or nerfed by me.
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A/N: Plan Voting and vote will be open for 24-48 hours. 1-2 more Character Creation updates after this. Again let me know if you have any questions. And also if you see any typos please let me know. Thanks!
Playmaker for 3 Support.
-Harmonious Timing for coordinated offense and the slightest bit of defensive coverage
-Empowering Presence for pure offensivr support
-Precision Passer for the synergy with Empowering Presence, Insightful Observer and the Size Manipulation
-Insightful Observer for miscellaneous synergistic effects with Precision Passer, Size Manipulation, and Harmonious Timing.
I picked Size Manipulation for power because it would synergize with Precision Passer, Insightful Observer, and also be thematic in how we control our personal presence in the field in the timings of our defense/offense switch as the supporting playmaker.
Are these two different things? If they are, then my plan would likely want max or very high Mageball IQ and basically balanced in other stats to start with.
Edit: added stats for the plan
I chose stamina to be the 9.0 because I feel like it'd fit more for a person who studies the game with the monofocus our player has, and I don't plan on increasing that stat as a sort of flavor flaw (since another stat would get boosted in it's place) if things go 'too good' for us.
Are these two different things? If they are, then my plan would likely want max or very high Mageball IQ and basically balanced in other stats to start with.
Yeah they are two different things I should have worded them differently. Think of the first as more historical and practical knowledge of the game. Knowing plays, formations, strategies, and etc off the top of your head.
Mageball IQ is like more of in-game awareness. Recognizing certain things that your opponents are doing and coming up with plans on the fly to counter that.
[X] plan like a shark -[X] Scorer: The Scorer focuses on offensive prowess and the ability to score points consistently. A Scorer excels in throwing accuracy, speed, and precision. They have excellent aim and can strategically target opponents, aiming for their bodies or knocking balls out of their hands. Scorer players are quick thinkers, always analyzing the court and finding the best opportunities to make successful throws. They are often the top scorers in the game, contributing significantly to their teams total knockouts. ( 3 OFFENSIVE BADGES) -[X] Precision Thrower: Increases accuracy and precision of throws. -[X] Power Arm: Enhances the throwing strength, allowing for more forceful throws. -[X] Trickster's Touch: Adds subtle spins and curves to throws, making them slightly more challenging to dodge and predict. -[X] Intimidating Presence: Exudes a subtle aura of confidence, making opponents slightly more hesitant in their throws. -[X] Invisibility
-[X] Arm Strength: 20 -[X] Precision: 20 -[X] Reaction: 5 -[X] Hand-eye coordination: 0 -[X] Stamina: 10 -[X] Court Awareness: 10 -[X] Magic: 10 -[X] Mana: 10 -[X] Tenacity: 10 -[X] Composure: 10
My plan focus on an overwhelming offense designed to take out any key players so that they don't have a chance, sniping them while hiding.
Dogeball ball typically has more than one ball, and we can train it up since our background has mandatory training as it's flaw, and finally I think you miss read what hand-eye actually does since it's described as only responsible for catching balls that are thrown our way, a nice, if low priority for a pure offense build.
That's my point. A Zero is something I expect to fumble getting tossed a friendly ball their way. How else are you gonna be getting your balls? Can't really expect to be able to pick all the usable balls just off the ground.
edit: actually apparently we're gonna be rolling averages of d20s so maybe it'll work out depending on what it's paired with, so I guess it'll be up to qm interpretation.
Surprised there's only three people who've voted, I thought that this would be where there'd be a bunch of different proposed builds and heavy discussions about the best way forward.