Backyard Wanderball
The simplest version of the game, Backyard Wanderball is essentially dodgeball with a self-fetching ball. By deliniating boundaries, the ball will automatically stop after flying one yard out of bounds; otherwise, it stops five yards after missing someone, and returns to that person. Standard rules are:
- A player is considered out when struck by the ball, or when their throw is caught. The ball makes a buzz when it strikes a player (and circles over his head briefly before choosing a new player to be thrown by), and a chime when caught.
- By specifying a number of hits, the wanderball does not consider a player out until the target number is reached. In addition, the 'out' hit must be thrown, not caught. The wanderball circles and buzzes repeatedly when this occurs.
- 'Kid-friendly' or 'safety' versions inflict no damage on impact. They are also generally very durable, and often used in other sports. These versions NEVER go berserk, and in fact are incredibly patient.
Tournament Wanderball
Torunament wanderball only vaguely resembles its originator; the objective of Tournament Wanderball is to hurl the ball through a goal hoop that stands upright at the end of the field. This situation is complicated by several factors:
- Each team has eight players on the field, as well as one goal keeper. The goal keeper must remain in the goal zone (a 10 foot wide hemicircle at each end of the court) and cannot fire weapons outside of the goal zone, while the rest of the players must remain in the play zone (one hundred yards long, with the exception of the goal zones) and cannot fire weapons into the play zone. The goal keeper automatically receives the ball if it does not go into the ball; if the ball is sent out of the playing field by other means, it is received by the closest player of the team not last in contact with the ball.
- Players who are rendered unconscious or otherwise unfit to play are teleported off-field (to a trauma unit sponsored by the team). As soon as they are off-field, a bench player can immediately run out to take their place.
- Games last for four quarters of five minutes each. The clock stops after a goal is scored or if the wanderball enters berserk mode, or if the ball is incapacitated. If the score is tied after the fourth quarter, sudden death is declared: the first team to score wins.
- After a goal or when a new ball is brought into play, both teams back off five yards from the new ball's starting point (the 50-yard line, after a goal.) On the official's signal, the clock is started and both teams are allowed to rush the ball.
- Teams may use any sanctioned method to move the ball or eliminate blockers. Usually, any personal weapon with more than 20 shots, or 5 shots in the case of explosive launchers, is not allowed. Teammates are not allowed to reload until the end of the quarter. During sudden death, this restriction is lifted.
- All on-field casualties and physical damage is fully covered and insured by the team; as a result, players killed in the first quarter may return to play in the fourth.
- Tournament Wanderballs often have special features triggered when they are used as weapons, such as explosions or electrocution.
- Tournament Wanderballs can go berserk, wildly attacking until incapacitated, subdued, or successfully caught. During this period, the clock stops. Tournament Wanderballs frequently go berserk if struck by sharp objects...
- Stadiums often have unique hazards to keep things interesting, like observer turrets, trapped floors, or automated defenses.
Championship Games follow all of the above rules, but each quarter lasts fifteen minutes. Exhibition matches may have additional rules, and variable time limits and number of quarters played.
Wanderballs in General
Wanderballs are thrown using Thrown Weapon (Wanderball), and inflict thr cr damage upon impact; a skilled thrower can choose to lob more lightly to inflict less damage. When not involved in a game, they follow the direct orders of their owner, and use their innate attacks on command. Customized wanderballs may be purchased through certain channels, though most are only easily available to members of a sponsored wanderball team. Standard wanderballs cost 500s; tournament models cost 2,000s or so, and customized models generally cost 2,500s + 100s per extra CP of positive traits or 2 CP of negative traits. Modifying an existing ball costs 500s + 150s per CP of positive traits or 2 CP of negative traits. Championship Balls are worth around 5,000s. Kidsafe models cost around 250s, and never inflict actual damage.
Most wanderballs cannot speak, but they do make musical noises to communicate. They are very durable and hard to damage, and recover from most injuries. Wanderballs are most known for their tendency to go berserk, especially when injured -- driving themselves into a state of rage and slamming into opponents. During games, these rages can be quelled if the wanderball is caught, or the game comes to an end (either through normal methods, or if the owner of the ball calls an end to the game).
Bank Shots
A skilled player may use a Wanderball for a Ricochet attack; this inflicts less damage (and is less accurate) against successive targets, but is a useful trick for scoring attempts from the sides of the field. Certain Tournament balls are also capable of attacking this way...
Brand-Name vs Brand-X Balls
The only legitimate, tournament-grade producer of wanderballs is also the major producer and promoter of the sport, Wandering Designs Wanderballs, which also sells court-legal armaments for play, gives away promotional goods, and holds a monopoly on broadcasting of sports tournaments.
However, certain companies produce non-regulation balls; these 'black market specials' usually cost about 250s + 50s per extra CP of positive traits or 2 CP of intentional negative traits (double that if custom-made), but have (3d - 3) CP or more in unexpected quirks and flaws. Discount models have more problems; x2 per 25% discount. Buyer beware... Wandering Designs Wanderballs allows this, as long as they are not marked 'tournament-grade' or impressed with the WDW logo.
Wandering Designs Wanderballs will take in old wanderballs (as trade-ins, or for repairs.)
Nexus City Wanderballs cost 1/2 normal WDW price, but have 1d x 5 CP worth of flaws (usually personality...)
Intentionally creating a flaw costs as much as 1 CP worth of add-ons per 2 CP of the flaw (round up.)
Other Notes on Wanderballs
The Wanderball itself is a throwing weapon - versions range from one inch to three feet in diameter, but the 'regulation size' for Wanderball games is one foot. Due to their unique flying technique, throwing the Wanderball uses Thrown Weapon (Wanderball) or Throwing Art, even for the smallest versions.
Wanderballs can be thrown (using Throwing, Thrown Weapon (Wanderball), or Thrown Weapon (Large Wanderball) to inflict thr cr damage; when attacking on their own, they typically use Slam attacks. Standard Wanderball template:
ST 12, DX 12, IQ 7, HT 10, HP 20, FP 12, Will 12, Per 12, No Fine Manipulators, Injury Tolerance (Diffuse), Flight, Enhanced Move 2 (Flying), 360° Vision, Cannot Speak (makes noises), DR 5, Recovery, DR 10 vs Crushing, DR 5 Absorb vs Energy, Immune to Poison/Disease, Berserk (9 or less), Slow Regeneration, Hard to Kill 5, rolls or flies instead of walking
Skills: Games (Tournament Wanderball)-12, Games (Backyard Wanderball)-12, Body Sense-12, Slam Attack-12