Rift Strike
Rift Strike is an action sport played in Ithirion by using the remnant energy left behind by rifts. The balls used in the sport conducts energy from the floor when bounced to absorb a charge. This must then be scored through a hoop of the matching element for a team to score. The first team to score in all their hoops wins the game. While simple in basic play, official play adds a Strike Ball which is used as an offensive concern for players to lookout for and react to, adding additional layers of gameplay and tactics.
Different arenas for the game exist, with most casual matches being unable to have changing elements in play so only play with static fields. Intermediate matches and arenas use all four elements along with changing zones. Professional arenas split the field up into smaller areas of elemental attunement which change far more often to keep play dynamic.
History
The sport was invented shortly after the world war was ended and elemental technology was sough to put to new uses.
The game grew in popularity as more people looked for things to unite them as the wartime comradely and enmity was fading.
Originally games had to be held in areas that had been subject to recent rift activity but as the sport grew more popular, artificers found ways to harness even lingering elemental energy to build permanent arenas and even add additional ways of playing the game.
Championships and fierce competition was common near the start of the Departed Era, but with the growing emergence of more rifts the game started becoming more of a distraction from daily worry than ongoing competition, although tournaments still do occur from time to time.
Execution
The game is played with a number of goals depending on the tier of area being played in. Casual matches feature four goals, two of each element, for each team. Intermediate matches feature four goals again but this time one of each element. Professional matches feature six goals, one of each element plus an additional two goals per team which randomly cycle through the elements.
The ground of the arena is split into sections dependant on the tier of play. For casual games, the field is divided into thirds length ways. The middle strip will have no element attunement which each side will have their section halved again, with one element for each side matching the goals that team must score in the opponent's goal.
For intermediate matches each the middle third is also divided with two elemental charges that change randomly, but always be split with each team's elements so that they always pick one element from each team side.
For Proffesional matches, the grid is instead a 4 wide and 6 long divisions with the elemental charge changing in intervals with one area with no charge.
Bouncing the Element or Strike ball on a grid attunes it and charges it with the corrisponding element.
Components and tools
Play is run over a course of turns and rounds until one team scores a goal in each elemental goal on an opponent's side
Same Element - 0 Counters
Opposite Element - 2 Counters
Other Elements - 1 Counter
6. Move - The player moves 3 squares plus rolls a dexterity check. If they score a 7-10 they can move 1 extra square. 11 - 13 can move two extra squares, 14+ gain three extra squares of movement.
Movement Phase
After all actions are resolved, any players who did not use the move action and are not adjacent to another player can move up to 3 spaces, as long as this doesnt make them go next to then away from an opponent player.
Play then returns to the recuperation phase.
Terms to Know:
Player Dice and Distraction: Each player starts with a d12 as their main dice for the game. Any checks will always use the player dice. This dice can decrease by gaining levels of "Distraction". this is gained either by being hit by the strike ball, or by other players getting in your head. At the start of each round, any players with distraction roll to see if they can recover. The dice cannot recover above 12. Attuning:Ball's and players can be attuned to one element at a time. In terms of use for the Element-ball, this is required for scoring goal as you can only score in a goal if the ball and goal's elementals match. For players and the Strike ball, this is a defensive and offensive measure to determine how big a penalty players can take by being struck by the strike ball. Turns run in the following phases. Recuperation Phase During this phase, any players who have distraction counters can roll their dice. If the result is the maximum value on that dice, they can remove 1 distraction counter. (Eg, rolling a 6 on the d6 removes an exhaustion counter, allowing the player dice to go back to to a d8) Picking Phase Each player picks an action to take secretly from the opposite team. Teams can discuss their strategies for play. These could be played as face down cards next to each player model until all players have an action ready to play. During this turn, players may also attune themselves or a ball's element. This has to be declared to the whole table and players can change any placed actions if this occurs. When you do this, you attune yourself or the balls to whichever element you are standing on. Action Phase All actions are revealed then executed in order base on cards played. If both teams play the same actions, the team without possession of the ball go first. 1. Patience - The player does nothing but rolls an extra 1d4 on top of any rolls they make this turn. 2. Psych Out - The player picks another player within 5 spaces and makes a Charisma check against the other players choice of Intellect, Wisdom or Charisma. If they win, the targeted player gains a distraction counter. 3. Block - The player attempts to stop movement or a shot. If they are next to a player attempting the move action, they make a strength check against the other players dexterity check. If the block is successful, the targeted player cannot move. If they are in the line of a player's chosen shoot action, they roll a dexterity contest and on a success catch the ball and gain possession. 4. Snatch - If adjacent to a player with a ball, the player attempts a strength check against the other players strength or dexterity. On a success they gain possession of the ball. 5. Shoot - As long as the player still possesses a ball, they can act depending on the ball they hold. The distance a player can shoot either ball is 3 spaces plus their strength modifier. If there are no targets in range, or they lose the ball they take no action. With the Element-Ball, they may either shoot to a goal or pass to another player. Passing to another player requires no checks if they want a straight pass, but may be blocked as above. To try and score a goal, the player must make a dexterity check of 7+ to score, and can be blocked as above. With the strike ball, they can make an attack roll using their highest stat (except constitution) against another players highest stat. If the attack hits the player gains distraction counters based on the element of the strike ball vs their attuned element. If they attack misses, that player catches the strike ball. if they have the Element Ball, they must pass the Strike ball to the closest player on their team instead. On a hit, the closest player other than the one hit gets the ball. On a tie, roll a player dice (rerolling ties) until one player rolls highest and claims the ball.Participants
Each player may pick one of the following bonus features. These are usually based on a player's highest stat for simplicity.
Push Through - Strength
When moving, you can move through other players spaces
Nimble - Dexterity
Gain 1 space of movement. This applies to Move action and Phase, and you can move in the move phase even if you moved in the action phase (other restrictions apply)
Quick Recovery - Constitution
When rolling during the recovery phase, you require 1 lower on the dice to recover. Eg on a d6 a result of 5 or 6 will remove 1 stack
Team player - Intelligence
If you take the Patience action on your turn, you may grant the additional d4 to any other player on your team instead of yourself. During the Movement Phase you may give up any number squares of movement you have to other players (this can be shared or split, but total squares remain the same. Eg, you give up two moves to two players, each gets 1 additional square)
Sharp Eyed - Wisdom
When actions are revealed at the start of the Action phase, you can change your action to any other action.
Motivator - Charisma
When you psych out another player, you may also attempt to rally a friendly player. Roll your dice plus charisma. On a result of 12+ they lose 1 stack of distraction
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