Trollball is an
ancient and popular sport among trolls. This popular game is found in
the Troll Realms RQ supplement.
Object of Troll Ball
The object of the game is to move the live portion of a trollkin across
the goal line. This scores one point. The team with more points at the
end of an agreed-upon time is the winner. If time runs out and there
is a tie, a champion from each side is chosen and the team whose champion
throw the trollkin the furtherest is declared the winner.
Troll Ball Teams
A team has seven players, one of whom may be a great troll. The rest
must be dark trolls. Only five players are allowed on the field at a
time. One of the five, normally a great troll, is designated goalie,
and may not leave the red zone. Four are field players, and may go where
they want on the field. The two remaining are replacements, who must
stay off the field but may go where they want along the perimeter of
the field. Replacement of injured players is simple. The player who
is hurt must reach any sideline, with or without assistance. Once done,
the replacement may run on field. A team sponsor must be a male and
a cult leader. The sponsor often heals wonded members off-field.
Troll Ball Field
A trollball field measures 90 feet by 153 feet. The goals are 30 feet
wide, centered at opposite ends of the long axis of the field. Posts
driven into the ground generally mark the goal area. Corners are marked
the same way. Red zones are very important to play and are carefully
marked. Single posts, usually wood, are driven into the ground on the
fields midline, 30 feet from each goal. These posts are very important,
and teams treat them with reverence. Pre-game sacrifices are also made
to the posts. The red zone is marked on the ground with the blood of
the victim's sacrificed. This is done with great solemnity, and all
the players and spectators chant prayers for their team to win.
Other Participants
Two giants usually act as referees, and are paid very well in food after
the game. In a game, their job is to literally kick off the field any
trolls who break the rules. A beautiful priestess is always on hand.
She places herself in Mindlink with the trollkin and is given the best
seat in the house. If the trollkin dies in play, she passes out; the
game is stopped to replace the trollkin and revive the priestess. One
trollkin at a time is used for play; a number are usually needed for
a full game. Replacement trollkin are generally grabbed at random among
the spectators.
Other Troll Ball Rules
In addition to those mentioned above, only a few other rules exist for
this game. The giants enforce them:
* Blunt weapons only. No slashing or impaling weapons allowed at all.
Any type of armor is acceptable.
* No magic of any sort may be used on the playing field. A special Warding
spell causes any magic-wielder to glow; the malefactor is ejected from
the game in great disgrace.
* No missile, except the ball, may be used by any player in the game
* It is illegal to deliberately maim the trollkin while holding it.
It is legitimate to parry with the trollkin, or to release it and then
try to maim it, or other such ideas.
* The goalie may not leave his red zone.
* A replacement may not enter the field until the troll he replaces
has been moved off-field, whether carried, pushed, dragged, or under
his own power.
* A team may not enter the opposing red zone unless the trollkin is
in their possession. Players may enter their own red zone at any time.
* Spectators may throw anything they want at enemy non-goalie players
in any red zone, but players may not harm the spectators in any way.
Other Notes
GIANTS KICKING TROLLS: The giant must be within kicking distance of
the troll, who certainly may attempt to run away or dodge. A troll who
manages to evade pursuit until the giant gets bored and stops chasing
has also evaded his penalty. All giants Kick at 100% and do 2D6 damage,
knocking the troll 2d6 meters away. If a troll is kicked off-field,
a replacement may enter play. A giant may kick a given troll repeatedly,
in a fit of rage or just to get him off the field.
CROWD MISSILE ATTACKS: when a team enters its opponent's red zone, alert
spectators always throw old bones, rocks, and (especially) empty liquor
jugs at the enemy team. Roll 1D10 for the number of throws per round,
then roll 1d6 for each cast. Only a result of 1-2 indicates a hit. A
roll of 1 gives 1d4 damage, while a roll of 2 gives 2d4 damage.
STRUGGLING TROLLKIN: at the end of each round the gamemaster must roll
to see if the trollkin escapes. Match the trollkins STR again ½ of the
troll's STR if it is carried on-handed, or against the troll's entire
STR if it is carried two-handed.
LOOSE TROLLKIN: a free trollkin immediately runs 2d6 meters in a random
direction. Number the compass directions form 1-8, then roll 1d8 to
determine the direction it runs. If the trollkin is still uncaught after
running 2d6 meters, it changes direction and runs another 2d6 meters,
and keeps this up until it has finished movement for the round.
DEATH ON THE FIELD: a troll killed in play is automatically resurrected
by the god of game after being taken off-field. A dead troll still must
be removed from the field or his replacement cannot come on.
BLOCKING: whenever two trolls collide, have each match his SIZ against
his opponents SIZ on the resistance table. If a troll is victorious,
his opponent is knocked down. Since both trolls roll, both may be knocked
down.
RUNNING: as per normal RQ rules. A troll may move at up to double speed
by expending double fatigue.
Rules for Abilities
CATCH: use Throw skill. For snatching a trollkin out of the air who
has been kicked or thrown or otherwise is flying about. The trollkin
must land directly upon the catcher for this skill to be used at full
value. A team member has ½ his throw to catch a trollkin landing nearby.
If the trollkin lands some distance off, the troll may wish to use a
Jump skill to dive to the spot the trollkin falls, after which the troll
uses half his Throw to catch the trollkin.
DODGE: use Dodge skill. For both dodging normally and throwing oneself
out of the way, ending the turn upon the ground and unable next round
to do anything but getting up. When used in the latter mode, the character
gets double his Dodge skill to determine success.
GRAB: use Grapple skill. For successfully laying hands upon a trollkin
or troll who is rushing about, trying to dodge, etc.
JUMP: use Jump skill. As in RQ. For leaping atop rocks or over pits
on the field.
PUNT: use Kick skill. The ability to drop kick a trollkin a certain
distance and direction. The distance in meters is equal to the kicker's
STR. If the kick roll succeeds, the trollkin flies through the air and
lands 1d20 feet from the chosen target point (number the eight compass
directions and roll 1d8 to determine direction); the trollkin takes
damage equal to the kicker's damage bonus. If the roll fails, the trollkin
is dropped and begins running randomly.
THROW: use Throw skill. Makes a high, arching lob, for throwing a trollkin
to a desired place. Distance in meters equals the thrower's STR minus
the trollkins SIZ. A successful throw drops the trollkin exactly where
aimed. A failed roll lands the trollkin within 1d20 feet of the target
zone.
|