Zero-G Hockey
The rules for playing a match in-game.
Basic Rules
The game of zero-g hockey is played in a spherical arena (called a "pitch") with five players per side. Each team is divided into two offensive players, two defensive players and one goalie.
The game is played in four quarters. Each quarter, the players' team must make an offensive roll and a defensive roll.
For the offensive roll, both offensive players must roll Strength or Dexterity. Both rolls are added together and compared to the defensive rating of the other team. If successful, an opportunity to strike at goal has occurred. The offensive player who rolled the highest must roll vs. the goalie's defensive rating. If successful, then a goal is scored. Note that it is much easier to create an offensive opportunity through teamwork than it is to successfully strike at goal.
For the defensive roll, both defensive players must roll Dexterity. Both rolls are added together and compared to the offensive rating of the other team. If successful, the other team has failed to strike at goal. If this roll fails, then the goalie must make a defensive roll to deflect the strike. If successful then the strike misses. Otherwise a goal is scored for the other team. Again, it is easier working as a team than being the sole defender.
Difficulties are set by the GM as usual - but make sure they are consistent. You will need to set the opposing side's offensive and defensive ratings, as well as the rating of the referee.
Novice team: 15
Experienced team: 25
League team: 40
Champion team: 80
Affecting the rolls
Several factors can influence these rolls.
Critical/Tremendous
If a player rolls a Critical, then they have fouled the other team. The goalie must make an immediate defense against a penalty strike.
If a player rolls a Tremendous, then they have been fouled. They get an immediate penalty strike at goal.
Only the goalie can defend against a penalty - not the defensive players.
Psionics
Several psionic feats can affect the play. Using psionics is contrary to the rules of the game. Whenever a player attempts to use psionics to affect the result of a roll, then they must succeed in a Luck roll against the referee's rating in order to avoid a penalty.
Adjudication of psionic results is up to the GM. For example, Move Object can negate an opposing goal by deflecting the path of the ball. Trip can negate an opposing goal defence by interfering with the goalie's motor control. Each still requires the expenditure of Meta. Meta regain rolls are made at the end of each quarter.
Other feats
Example: The Siado: Perfect Parry feat will provide the goalie (only) with a +Buff5 to his defense roll.
The Zero Gravity Feat confers a dBuff4 on all rolls.
Other effects will need to be improvised by the GM.
New Feat
Zero-G Hockey
Rank: 2
R+C: 8+8
An individual with this feat is a trained and skilled zero-g hockey player. A player can substitute a zero-g hockey roll for Str or Def if higher, and has access to the following Masteries:
***MASTERY***
MER: Yes
MOD: Goalie - +Buff2/3/4/5/6 to defend the goal against an opposing strike @R/O/Y/G/B
MOD: Striker - +Buff2/3/4/5/6 to strike at goal @R/O/Y/G/B
MOD: Dirty Player - Can negate a foul (critical roll) @Y
Work in progress.
I'm not sure whether having an R+C of 8+8 really works for the new feat, but that's what most Open feats seem to have. It's possible (likely?) that some race/class combinations will have Str or Dex considerably higher than this rating. This may be offset by the Masteries for the feat - the ability to make MERs and the possible MODs. I'm still trying to think of more appropriate MODs.