Siegeball originally started in a small village in the far west called Pittston. The exact inventors of the sport are unknown. In the beginning, the ball was merely the inflated bladder of some domestic animal, and the tower was a log held upright by a couple of stones piled around its base. Slowly, the sport became popular with surrounding towns and villages, and even caught on in a nearby city. Eventually, someone decided to capitalize on the sport’s growing fame. This person was Thurdren Dimrock, a dwarven general goods store owner. He began to create and sell ‘official’ Siegeball bats, murderballs, and gear. As the sport rose in popularity, Thurdren became one of the richest people in the west. Soon the first Siegeball arena was created in Pittston, and soon after that the Siegeball League was founded. The first official Siegeball Tourney soon happened in the Dimrock Arena in Pittswater, and the local team, the Pittswater Perytons, walked away with the Mithral Murderball(the trophy given to the victor). The sport grew and grew, and became more and more brutal and lucrative. But then, in the height of ‘Siegeball Fever,’ something which had dire consequences for the sport occurred. The emperor of the land died while attending a game of Siegeball, which he was quite a fan of. He was coming out into the field to congratulate the winning team, when a section of the other team’s broken tower, which had been teetering precariously, fell upon him and crushed him. His son, who had been a long time hater of Siegeball’s brutality, took the throne, and made many changes to how the game was played, and created harsh penalties for those who did not follow his guidelines, which utterly ruined it for many. The pure volume of protection that players were required to wear was utterly disgusting. Spiked balls were outlawed entirely. Bats couldn't be longer than one’s arm, and were no longer allowed to have lead centers, for better skull crushing. Spells were outlawed, and cracking your opponent across the skull with a bat got you expelled from the game. If you murdered another player, it not only lost you the game, like normal, but landed you in jail! The game's popularity dwindled fast, and soon the game was only played by weaklings who fainted at the sight of their own blood. This went on for many years, but when it seemed that the sport would finally dwindle away to nothing, a miracle happened. The new emperor was not a good one, and tensions had been rising steadily, until one day a full on revolution broke out. It was a brutal and bloody coup, but eventually the people were victorious, and the emperor was killed, his head smashed in by a spiked murderball. The first thing the new people’s government did was reinstate the good old ways of Siegeball. No more rules, no more regulations. You play your game how you wanna play it, and don't let anybody tell you otherwise. So now, new leagues are popping up everywhere, full of fresh players ready to prove themselves in the arena. You are one of these many eager souls. Will you rise to the top? Will you be one of the few to claim the coveted Mithral Murderball? Only time will tell. So step into the arena, get ready... get set... aaand Siege!
Alright, now that I'm done with the intro, many of you are probably wondering, “What the hell is he talking about? Siegeball? Tower? Murderball? Is he crazy or something?” Fear not, my friend! It may be true that I'm slightly touched in the head, but don't let that scare you away! Allow me to explain what I'm talking about. Siegeball is a game played between two teams of five players each. Each team has a tower to defend from the other team. Players can't attack the towers directly, however. Instead, there is a single ball which can be used to knock down the towers. A team loses when their tower falls. The game is played in a walled rectangular arena, with towers made of loose wood or stone at each end. You move the ball by attacking it with specialized bats of three different sizes. According to the rules, you’re only allowed to attack the ball, but the penalties for attacking another player are light, and as long as the referee didn't see it happen, it might as well have never happened, despite the tale one players bleeding head and another’s bloody bat might tell. Magic is also permitted in this league, unlike many others, though no spells which damage or otherwise incapacitate enemy players is not permitted. Of course, as with attacking others, penalties are light if you’re caught, and you can easily get away with it if the referee is distracted. Shoving opponents ands using dirty moves such as kicking dirt in opponents’ eyes is allowed, even encouraged.
If you’ve got an open character slot and you're interested, please PM me. Don't make characters yet, as there are a few things that you'll need to know beforehand that will most likely influence how you make your character. The ruleset I'm using is the Siegeball Handbook by Mage Hand Press. If you have any questions about anything I wrote here, or anything that I may have missed because I'm dumb, feel free to PM me.
Here are the rules!
THE GAME
Siegeball is a game played between two teams of five players each. Each team has a tower to defend from the other team. Players can't attack the towers directly, however. Instead, there is a single ball which can be used to knock down the towers. A team loses when their tower falls.
THE ARENA
The game is played in a walled rectangular arena. Normally, this arena is 140 feet long by 45 feet wide (28 squares by 9 squares), though arenas of all sizes and shapes exist. Each team's tower, a 5-foot diameter pillar made of wood or loose stone, is set up 10 feet from each end of the arena lengthwise. Towers have 25 hit points and can only be damaged by the impact of the ball.
THE BALL
Central to the game of siegeball is the ball, an especially dense sphere of solid rubber or wrapped leather that is pursued by the players. The ball is astoundingly heavy, and players move it by attacking it. Though in some places, players strike the ball with their hands or fists, usually players are given bats (which use the statistics of a club), or even more powerful melee weapons, like warhammers and mauls. The ball has an AC of 8 and a pool of Momentum Points, which determine how fast it's moving.
Attacking the Ball. When you attack the ball, you can choose to hit it in one of the eight cardinal directions. On a hit, the ball gains a number of momentum points equal to half the damage dealt to it, rounded down. The ball moves five feet in the chosen direction for each momentum point it has. As it moves, the ball subtracts one momentum point for each five feet it moves until it stops. The ball can collide with wall, objects, or towers. Colliding with a Wall. If the ball collides with a wall, it bounces off at an angle corresponding to its direction and continues to move until it stops. Colliding with a Player. You can use your reaction to hit the ball if it collides with you. To do so, make an attack roll targeting the ball. While moving, the ball has a bonus to its AC equal to its current momentum points. On a hit, roll damage as normal, remove the ball's current momentum points, and send it in a new direction. If you miss, the ball hits you, and you take damage equal to twice the ball's current momentum points and are knocked prone. If you do not use your reaction to stop the ball, it rolls past you. Colliding with a Tower. If the ball collides with a tower, it deals damage to the tower equal to the twice the ball's current momentum points and then stops.
PLAYING THE GAME
The game begins with a tip-off in the center of the arena. A player from each team makes an attack roll against the ball. The player with the higher attack roll successfully attacks the ball. Players begin within 10 feet and 30 feet of the ball, but need not begin on their own side. Players act in initiative order. If preferable, the DM can choose for the teams to take turns acting, instead of keeping track of the players individually. The game ends when a tower is reduced to 0 hp Siegeball is a widely-played sport and the exact rules and standards change wherever the game is played. The only concrete rule of Siegeball is not to attack your opponent's tower directly. In most arenas, using magic and attacking players directly are also considered cheating (though this doesn't stop some witches and wizards from influencing the games anyway). However, other behaviors, like shoving opposing players or kicking dirt into their eyes, is tolerated and sometimes even encouraged. In seedier games, Siegeball is a violent, high-stakes competition. with spellcasters on both sides attempting to secretly fix the game for their side, while the players try to disguise outright attacks on their opponents as legitimate maneuvers. Bets on Siegeball range from a few silver pieces to bags of gold, and games are particularly cut-throat when fortunes are on the line.
OTHER SIEGEBALL ACTIONS
In addition to attacking, dodging, shoving, and dashing, (and occasionally using an item forbidden by the referees), there are a few special actions that players of a siegeball game might take. Attack a Player (Illegally). In the most disreputable games, direct assaults on other players is not only allowed, it's encouraged. In most games, however, an attack can only be made when the referee isn't looking. When you make an attack on a creature in an arena that doesn't allow direct attacks, make a Dexterity (Stealth) check or a Charisma (Deception) check, contested by the referee's passive Perception score. On a success, you attack the player without consequence. On a failure, you are removed from the game for the following round, and reenter the game on a side of the arena near your tower. Shove actions do not incur a penalty. Block. You dig in your heels and hold your ground. You have advantage on any ability check or saving throw you make to resist being moved against your will, and you can use your reaction to attack any ball that moves within 5 feet of you. Additionally, if the ball is within 5 feet of you, other creatures have disadvantage on attack rolls against it. Follow. When you take this action, choose a creature you can see within 10 feet of you. When that creature moves, you attempt to follow behind it, moving up to your base speed, while remaining the same distance between yourself and the lead creature for the entire duration of the movement. Retire. When you take this action, you remove yourself from the field and sit out the rest of the game. This may be useful to free yourself from danger, but you can no longer help your team. Tackle. Performing a tackle is a special variant of shoving a creature. You have advantage on a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a success, you and the target are knocked prone in the target's space.
ARENA RULES
Different siegeball arenas impose different restrictions on the games they hold, ranging from so-called underground arenas, where blood is more important than sport, to the mainstream arenas, which are funded by kings or other nobility, and thus impose fairly civilized rules. Limited Magic. (The one we're using) Some spells, specifically those which do not directly deal damage to members of the other team, are allowed and allowed. At least one player on each team is encouraged to know the spells dispel magic and counterspell. Attacks against other players and illegal magic are penalized by removing the offending players from the field. The entire team is disqualified if its players are removed from the field three times for breaking the rules, or if one of its players outright kills a member of the other team. Teleporting another player mid-game across the continent, however, is allowed.
EQUIPMENT(ARMOR)
Because siegeball is a full-contact sport, most athletes rely on sturdy, dependable gear to achieve a long career. The specifics of siegeball gear may vary, but all are designed from the same framework as conventional armor, fitting hardened leather and metal plates strategically to mitigate impact. Chiefly, however, siegeball gear places in importance on mobility, and so tends to be lighter and more flexible van contemporary armor, if not less protective.
Siegeball Gear. This set of leather equipment, which includes a padded helmet, sturdy gloves, elbow and kneepads, and a few protective guards, is standard attire for most siegeball players. It balances light weight and flexibility with some impact resistance, but does little to protect an athlete from twisted or overextended joints.
Spiked Gear. Festooned with iron spikes on its shoulder pads, helmets, and kneepads, this siegeball gear is lethal in its own right, and is used only in underground arenas. When you tackle or are tackled by another creature while wearing this armor, you deal piercing damage equal to your Strength modifier to that creature.
Padded Siegeball Gear. With greater padding and armored plates protecting the most vital areas, this version of siegeball armor trades portability for protection. Heftier players, who are more effective using their bodies as battering rams, are likely to appreciate the extra protection.
EQUIPMENT(WEAPONS)
One of siegeball's biggest attractions is the bewildering variety of weapons used across the game. Some variants of the game allow all manner of lethal weapons, which increases this variety (as well as the danger posed to players) tenfold. But even in regulated games, where the types of weapons are more strictly controlled, siegeball allows for multiple weapon types, selected from the following options.
Name Cost Damage Weight Properties
Simple Weapons
Siege Baton 1 gp 1d4 bludgeoning 2 lb. Finesse, Light
Siege Bat 2 gp 1d8 bludgeoning 3 lb. --
Martial Weapons
Siege Club 6 gp 1d12 bludgeoning 6 lb. Heavy, Two Handed
Other
Spiked Murderball Banned in this league!
Siege Baton. A three-foot long cylindrical bat with a short, padded handle, the siege baton is the lightest weapon allowed in most siegeball games. It is normally favored by those dexterous enough to effectively brandish one in each hand, allowing them to use both batons to strike the ball at once, or to strike the ball twice as often, allowing for greater maneuverability across the arena
Siege Bat. A cylindrical club exceeding four feet in length, with an impressive heft, the siege bat is the standard weapon used in siegeball games. Most tournaments have adopted standard rules as to a bat's composition, weight, and length, with the mass and balance of a bat. Usually, in compliance with these rules, a siege bat's weight and balance is augmented by a lead mass installed near its far end, where the bat is also thicker and reinforced by an iron band.
Siege Club. A weapon only for the stoutest of athletes, the siege club is a two-handed club of immense size and weight. Designed with a wedge-shape for both a wide blocking and striking surface, almost all siege clubs are designed with a lead core running their length to increase their heft. Even with a series of iron bands reinforcing it, siege clubs are known to smash mid-game under the force of intense strikes and powerful blocks.
Spiked Murderball. Though it is less a weapon, and more a piece of game equipment, the spiked murderball can be lethal all the same. Its surface is covered in broad half-inch long metal studs that tear up the turf and break bones on impact.
Character creation!
Race
Anything from official sources
Class/Subclass
Anything from official sources
Ability Scores
Standard Array
Background
Anything from official sources
Starting Equipment
(a) 2 siege batons, (b) a siege bat, or (c) a siege club
(a) siegeball gear or (b) padded siegeball gear
normal starting equipment/gold, minus any weapons or armor
Some tips and stuff
Have a goalie - at least one person that is able to tank a lot of damage should play goalie. Taking the damage yourself is always better than letting your tower be damaged. If you want to officially declare your character a goalie build, you will be rolled for separately when deciding teams, to ensure that each team has one.
Have a healer - you should also have at least one person who is a dedicated healer, and can wake up players when the going gets tough. A healer's place is often at the goalie's side, as the goalie will be taking the most punishment. If you want to officially declare your character a healer build, you will be rolled for separately when deciding teams, to ensure that each team has one.
Be able to take a hit - you should favor constitution over dexterity. The most damaging thing in a siegeball game is the murderball, and it doesn't roll to hit. If it's coming at you, you either hit it, or it hits you(unless you let it pass). Thus, you should focus on HP over AC, since players attacking players is a tricky thing to pull off, and won't always happen.
Once I get enough players for at least a small match(teams of three or four) I'll explain the rules some more, and guide y'all through making your characters.
Actually I could run this two ways.
Option one: I could make games solely PCs vs PCs. Teams would change often, and it would be run more similar to the other PvP threads here, what with most matches being mostly the same with some variation.
Option two: I could run this more like a campaign, with PCs staying on the same team. Games would be mostly PCs vs NPCs, with a small amount of PCs vs PCs near the end in the bigger tourneys, as well as the final tourney for the Mithral Murderball. I would have a lot less players, maybe only 2-4 teams, because I would have to focus more on the individual events happening in each campaign. With this option, it would not actually be always recruiting.
It could also probably be run a different way from those two, but I've no idea what that would be. If you have an idea for a different way I could run it, let me know.
So, I'd like to see your opinions on how I should run this. Option 1, Option 2, or some other idea you have.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Probably, just run it by me first. I don't have AI, so I don't know what it contains, but it should be balanced enough since its official content.
So, now that we have 5 people who are interested(unless some of them no longer are) I can start the first game! You'll be playing against NPCs for now, until I have enough players for a full game of PCs. I'll post rules and stuff soon, I have to get a few things done first.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Ok, y'all have probably been waiting for this for a while, and I kinda forgot to post it, so... here are the rules! Finally!
THE GAME
Siegeball is a game played between two teams of five players each. Each team has a tower to defend from the other team. Players can't attack the towers directly, however. Instead, there is a single ball which can be used to knock down the towers. A team loses when their tower falls.
THE ARENA
The game is played in a walled rectangular arena. Normally, this arena is 140 feet long by 45 feet wide (28 squares by 9 squares), though arenas of all sizes and shapes exist. Each team's tower, a 5-foot diameter pillar made of wood or loose stone, is set up 10 feet from each end of the arena lengthwise. Towers have 25 hit points and can only be damaged by the impact of the ball.
THE BALL
Central to the game of siegeball is the ball, an especially dense sphere of solid rubber or wrapped leather that is pursued by the players. The ball is astoundingly heavy, and players move it by attacking it. Though in some places, players strike the ball with their hands or fists, usually players are given bats (which use the statistics of a club), or even more powerful melee weapons, like warhammers and mauls. The ball has an AC of 8 and a pool of Momentum Points, which determine how fast it's moving.
Attacking the Ball. When you attack the ball, you can choose to hit it in one of the eight cardinal directions. On a hit, the ball gains a number of momentum points equal to half the damage dealt to it, rounded down. The ball moves five feet in the chosen direction for each momentum point it has. As it moves, the ball subtracts one momentum point for each five feet it moves until it stops. The ball can collide with wall, objects, or towers. Colliding with a Wall. If the ball collides with a wall, it bounces off at an angle corresponding to its direction and continues to move until it stops. Colliding with a Player. You can use your reaction to hit the ball if it collides with you. To do so, make an attack roll targeting the ball. While moving, the ball has a bonus to its AC equal to its current momentum points. On a hit, roll damage as normal, remove the ball's current momentum points, and send it in a new direction. If you miss, the ball hits you, and you take damage equal to twice the ball's current momentum points and are knocked prone. If you do not use your reaction to stop the ball, it rolls past you. Colliding with a Tower. If the ball collides with a tower, it deals damage to the tower equal to the twice the ball's current momentum points and then stops.
PLAYING THE GAME
The game begins with a tip-off in the center of the arena. A player from each team makes an attack roll against the ball. The player with the higher attack roll successfully attacks the ball. Players begin within 10 feet and 30 feet of the ball, but need not begin on their own side. Players act in initiative order. If preferable, the DM can choose for the teams to take turns acting, instead of keeping track of the players individually. The game ends when a tower is reduced to 0 hp Siegeball is a widely-played sport and the exact rules and standards change wherever the game is played. The only concrete rule of Siegeball is not to attack your opponent's tower directly. In most arenas, using magic and attacking players directly are also considered cheating (though this doesn't stop some witches and wizards from influencing the games anyway). However, other behaviors, like shoving opposing players or kicking dirt into their eyes, is tolerated and sometimes even encouraged. In seedier games, Siegeball is a violent, high-stakes competition. with spellcasters on both sides attempting to secretly fix the game for their side, while the players try to disguise outright attacks on their opponents as legitimate maneuvers. Bets on Siegeball range from a few silver pieces to bags of gold, and games are particularly cut-throat when fortunes are on the line.
OTHER SIEGEBALL ACTIONS
In addition to attacking, dodging, shoving, and dashing, (and occasionally using an item forbidden by the referees), there are a few special actions that players of a siegeball game might take. Attack a Player (Illegally). In the most disreputable games, direct assaults on other players is not only allowed, it's encouraged. In most games, however, an attack can only be made when the referee isn't looking. When you make an attack on a creature in an arena that doesn't allow direct attacks, make a Dexterity (Stealth) check or a Charisma (Deception) check, contested by the referee's passive Perception score. On a success, you attack the player without consequence. On a failure, you are removed from the game for the following round, and reenter the game on a side of the arena near your tower. Shove actions do not incur a penalty. Block. You dig in your heels and hold your ground. You have advantage on any ability check or saving throw you make to resist being moved against your will, and you can use your reaction to attack any ball that moves within 5 feet of you. Additionally, if the ball is within 5 feet of you, other creatures have disadvantage on attack rolls against it. Follow. When you take this action, choose a creature you can see within 10 feet of you. When that creature moves, you attempt to follow behind it, moving up to your base speed, while remaining the same distance between yourself and the lead creature for the entire duration of the movement. Retire. When you take this action, you remove yourself from the field and sit out the rest of the game. This may be useful to free yourself from danger, but you can no longer help your team. Tackle. Performing a tackle is a special variant of shoving a creature. You have advantage on a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a success, you and the target are knocked prone in the target's space.
ARENA RULES
Different siegeball arenas impose different restrictions on the games they hold, ranging from so-called underground arenas, where blood is more important than sport, to the mainstream arenas, which are funded by kings or other nobility, and thus impose fairly civilized rules. Limited Magic. (The one we're using) Some spells, specifically those which do not directly deal damage to members of the other team, are allowed and allowed. At least one player on each team is encouraged to know the spells dispel magic and counterspell. Attacks against other players and illegal magic are penalized by removing the offending players from the field. The entire team is disqualified if its players are removed from the field three times for breaking the rules, or if one of its players outright kills a member of the other team. Teleporting another player mid-game across the continent, however, is allowed.
EQUIPMENT(ARMOR)
Because siegeball is a full-contact sport, most athletes rely on sturdy, dependable gear to achieve a long career. The specifics of siegeball gear may vary, but all are designed from the same framework as conventional armor, fitting hardened leather and metal plates strategically to mitigate impact. Chiefly, however, siegeball gear places in importance on mobility, and so tends to be lighter and more flexible van contemporary armor, if not less protective.
Siegeball Gear. This set of leather equipment, which includes a padded helmet, sturdy gloves, elbow and kneepads, and a few protective guards, is standard attire for most siegeball players. It balances light weight and flexibility with some impact resistance, but does little to protect an athlete from twisted or overextended joints.
Spiked Gear. Festooned with iron spikes on its shoulder pads, helmets, and kneepads, this siegeball gear is lethal in its own right, and is used only in underground arenas. When you tackle or are tackled by another creature while wearing this armor, you deal piercing damage equal to your Strength modifier to that creature.
Padded Siegeball Gear. With greater padding and armored plates protecting the most vital areas, this version of siegeball armor trades portability for protection. Heftier players, who are more effective using their bodies as battering rams, are likely to appreciate the extra protection.
EQUIPMENT(WEAPONS)
One of siegeball's biggest attractions is the bewildering variety of weapons used across the game. Some variants of the game allow all manner of lethal weapons, which increases this variety (as well as the danger posed to players) tenfold. But even in regulated games, where the types of weapons are more strictly controlled, siegeball allows for multiple weapon types, selected from the following options.
Name Cost Damage Weight Properties
Simple Weapons
Siege Baton 1 gp 1d4 bludgeoning 2 lb. Finesse, Light
Siege Bat 2 gp 1d8 bludgeoning 3 lb. --
Martial Weapons
Siege Club 6 gp 1d12 bludgeoning 6 lb. Heavy, Two Handed
Other
Spiked Murderball Banned in this league!
Siege Baton. A three-foot long cylindrical bat with a short, padded handle, the siege baton is the lightest weapon allowed in most siegeball games. It is normally favored by those dexterous enough to effectively brandish one in each hand, allowing them to use both batons to strike the ball at once, or to strike the ball twice as often, allowing for greater maneuverability across the arena
Siege Bat. A cylindrical club exceeding four feet in length, with an impressive heft, the siege bat is the standard weapon used in siegeball games. Most tournaments have adopted standard rules as to a bat's composition, weight, and length, with the mass and balance of a bat. Usually, in compliance with these rules, a siege bat's weight and balance is augmented by a lead mass installed near its far end, where the bat is also thicker and reinforced by an iron band.
Siege Club. A weapon only for the stoutest of athletes, the siege club is a two-handed club of immense size and weight. Designed with a wedge-shape for both a wide blocking and striking surface, almost all siege clubs are designed with a lead core running their length to increase their heft. Even with a series of iron bands reinforcing it, siege clubs are known to smash mid-game under the force of intense strikes and powerful blocks.
Spiked Murderball. Though it is less a weapon, and more a piece of game equipment, the spiked murderball can be lethal all the same. Its surface is covered in broad half-inch long metal studs that tear up the turf and break bones on impact.
(a) 2 siege batons, (b) a siege bat, or (c) a siege club
(a) siegeball gear or (b) padded siegeball gear
normal starting equipment/gold, minus any weapons or armor
Some tips and stuff
Have a goalie - at least one person that is able to tank a lot of damage should play goalie. Taking the damage yourself is always better than letting your tower be damaged. If you want to officially declare your character a goalie build, you will be rolled for separately when deciding teams, to ensure that each team has one.
Have a healer - you should also have at least one person who is a dedicated healer, and can wake up players when the going gets tough. A healer's place is often at the goalie's side, as the goalie will be taking the most punishment. If you want to officially declare your character a healer build, you will be rolled for separately when deciding teams, to ensure that each team has one.
Be able to take a hit - you should favor constitution over dexterity. The most damaging thing in a siegeball game is the murderball, and it doesn't roll to hit. If it's coming at you, you either hit it, or it hits you(unless you let it pass). Thus, you should focus on HP over AC, since players attacking players is a tricky thing to pull off, and won't always happen.
(Screw it, let's see where this goes)
Siegeball originally started in a small village in the far west called Pittston. The exact inventors of the sport are unknown. In the beginning, the ball was merely the inflated bladder of some domestic animal, and the tower was a log held upright by a couple of stones piled around its base. Slowly, the sport became popular with surrounding towns and villages, and even caught on in a nearby city.
Eventually, someone decided to capitalize on the sport’s growing fame. This person was Thurdren Dimrock, a dwarven general goods store owner. He began to create and sell ‘official’ Siegeball bats, murderballs, and gear. As the sport rose in popularity, Thurdren became one of the richest people in the west. Soon the first Siegeball arena was created in Pittston, and soon after that the Siegeball League was founded. The first official Siegeball Tourney soon happened in the Dimrock Arena in Pittswater, and the local team, the Pittswater Perytons, walked away with the Mithral Murderball(the trophy given to the victor).
The sport grew and grew, and became more and more brutal and lucrative. But then, in the height of ‘Siegeball Fever,’ something which had dire consequences for the sport occurred. The emperor of the land died while attending a game of Siegeball, which he was quite a fan of. He was coming out into the field to congratulate the winning team, when a section of the other team’s broken tower, which had been teetering precariously, fell upon him and crushed him. His son, who had been a long time hater of Siegeball’s brutality, took the throne, and made many changes to how the game was played, and created harsh penalties for those who did not follow his guidelines, which utterly ruined it for many.
The pure volume of protection that players were required to wear was utterly disgusting. Spiked balls were outlawed entirely. Bats couldn't be longer than one’s arm, and were no longer allowed to have lead centers, for better skull crushing. Spells were outlawed, and cracking your opponent across the skull with a bat got you expelled from the game. If you murdered another player, it not only lost you the game, like normal, but landed you in jail! The game's popularity dwindled fast, and soon the game was only played by weaklings who fainted at the sight of their own blood.
This went on for many years, but when it seemed that the sport would finally dwindle away to nothing, a miracle happened. The new emperor was not a good one, and tensions had been rising steadily, until one day a full on revolution broke out. It was a brutal and bloody coup, but eventually the people were victorious, and the emperor was killed, his head smashed in by a spiked murderball. The first thing the new people’s government did was reinstate the good old ways of Siegeball. No more rules, no more regulations. You play your game how you wanna play it, and don't let anybody tell you otherwise.
So now, new leagues are popping up everywhere, full of fresh players ready to prove themselves in the arena. You are one of these many eager souls. Will you rise to the top? Will you be one of the few to claim the coveted Mithral Murderball? Only time will tell. So step into the arena, get ready... get set... aaand Siege!
Alright, now that I'm done with the intro, many of you are probably wondering, “What the hell is he talking about? Siegeball? Tower? Murderball? Is he crazy or something?” Fear not, my friend! It may be true that I'm slightly touched in the head, but don't let that scare you away! Allow me to explain what I'm talking about.
Siegeball is a game played between two teams of five players each. Each team has a tower to defend from the other team. Players can't attack the towers directly, however. Instead, there is a single ball which can be used to knock down the towers. A team loses when their tower falls. The game is played in a walled rectangular arena, with towers made of loose wood or stone at each end. You move the ball by attacking it with specialized bats of three different sizes. According to the rules, you’re only allowed to attack the ball, but the penalties for attacking another player are light, and as long as the referee didn't see it happen, it might as well have never happened, despite the tale one players bleeding head and another’s bloody bat might tell. Magic is also permitted in this league, unlike many others, though no spells which damage or otherwise incapacitate enemy players is not permitted. Of course, as with attacking others, penalties are light if you’re caught, and you can easily get away with it if the referee is distracted. Shoving opponents ands using dirty moves such as kicking dirt in opponents’ eyes is allowed, even encouraged.
If you’ve got an open character slot and you're interested, please PM me. Don't make characters yet, as there are a few things that you'll need to know beforehand that will most likely influence how you make your character.
The ruleset I'm using is the Siegeball Handbook by Mage Hand Press.
If you have any questions about anything I wrote here, or anything that I may have missed because I'm dumb, feel free to PM me.
Here are the rules!
THE GAME
Siegeball is a game played between two teams of five players each. Each team has a tower to defend from the other team. Players can't attack the towers directly, however. Instead, there is a single ball which can be used to knock down the towers. A team loses when their tower falls.
THE ARENA
The game is played in a walled rectangular arena. Normally, this arena is 140 feet long by 45 feet wide (28 squares by 9 squares), though arenas of all sizes and shapes exist. Each team's tower, a 5-foot diameter pillar made of wood or loose stone, is set up 10 feet from each end of the arena lengthwise. Towers have 25 hit points and can only be damaged by the impact of the ball.
THE BALL
Central to the game of siegeball is the ball, an especially dense sphere of solid rubber or wrapped leather that is pursued by the players. The ball is astoundingly heavy, and players move it by attacking it. Though in some places, players strike the ball with their hands or fists, usually players are given bats (which use the statistics of a club), or even more powerful melee weapons, like warhammers and mauls. The ball has an AC of 8 and a pool of Momentum Points, which determine how fast it's moving.
Attacking the Ball. When you attack the ball, you can choose to hit it in one of the eight cardinal directions. On a hit, the ball gains a number of momentum points equal to half the damage dealt to it, rounded down. The ball moves five feet in the chosen direction for each momentum point it has. As it moves, the ball subtracts one momentum point for each five feet it moves until it stops. The ball can collide with wall, objects, or towers.
Colliding with a Wall. If the ball collides with a wall, it bounces off at an angle corresponding to its direction and continues to move until it stops.
Colliding with a Player. You can use your reaction to hit the ball if it collides with you. To do so, make an attack roll targeting the ball. While moving, the ball has a bonus to its AC equal to its current momentum points. On a hit, roll damage as normal, remove the ball's current momentum points, and send it in a new direction. If you miss, the ball hits you, and you take damage equal to twice the ball's current momentum points and are knocked prone. If you do not use your reaction to stop the ball, it rolls past you.
Colliding with a Tower. If the ball collides with a tower, it deals damage to the tower equal to the twice the ball's current momentum points and then stops.
PLAYING THE GAME
The game begins with a tip-off in the center of the arena. A player from each team makes an attack roll against the ball. The player with the higher attack roll successfully attacks the ball. Players begin within 10 feet and 30 feet of the ball, but need not begin on their own side. Players act in initiative order. If preferable, the DM can choose for the teams to take turns acting, instead of keeping track of the players individually. The game ends when a tower is reduced to 0 hp
Siegeball is a widely-played sport and the exact rules and standards change wherever the game is played. The only concrete rule of Siegeball is not to attack your opponent's tower directly. In most arenas, using magic and attacking players directly are also considered cheating (though this doesn't stop some witches and wizards from influencing the games anyway). However, other behaviors, like shoving opposing players or kicking dirt into their eyes, is tolerated and sometimes even encouraged.
In seedier games, Siegeball is a violent, high-stakes competition. with spellcasters on both sides attempting to secretly fix the game for their side, while the players try to disguise outright attacks on their opponents as legitimate maneuvers. Bets on Siegeball range from a few silver pieces to bags of gold, and games are particularly cut-throat when fortunes are on the line.
OTHER SIEGEBALL ACTIONS
In addition to attacking, dodging, shoving, and dashing, (and occasionally using an item forbidden by the referees), there are a few special actions that players of a siegeball game might take.
Attack a Player (Illegally). In the most disreputable games, direct assaults on other players is not only allowed, it's encouraged. In most games, however, an attack can only be made when the referee isn't looking. When you make an attack on a creature in an arena that doesn't allow direct attacks, make a Dexterity (Stealth) check or a Charisma (Deception) check, contested by the referee's passive Perception score. On a success, you attack the player without consequence. On a failure, you are removed from the game for the following round, and reenter the game on a side of the arena near your tower. Shove actions do not incur a penalty. Block. You dig in your heels and hold your ground. You have advantage on any ability check or saving throw you make to resist being moved against your will, and you can use your reaction to attack any ball that moves within 5 feet of you. Additionally, if the ball is within 5 feet of you, other creatures have disadvantage on attack rolls against it.
Follow. When you take this action, choose a creature you can see within 10 feet of you. When that creature moves, you attempt to follow behind it, moving up to your base speed, while remaining the same distance between yourself and the lead creature for the entire duration of the movement.
Retire. When you take this action, you remove yourself from the field and sit out the rest of the game. This may be useful to free yourself from danger, but you can no longer help your team.
Tackle. Performing a tackle is a special variant of shoving a creature. You have advantage on a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a success, you and the target are knocked prone in the target's space.
ARENA RULES
Different siegeball arenas impose different restrictions on the games they hold, ranging from so-called underground arenas, where blood is more important than sport, to the mainstream arenas, which are funded by kings or other nobility, and thus impose fairly civilized rules.
Limited Magic. (The one we're using) Some spells, specifically those which do not directly deal damage to members of the other team, are allowed and allowed. At least one player on each team is encouraged to know the spells dispel magic and counterspell. Attacks against other players and illegal magic are penalized by removing the offending players from the field. The entire team is disqualified if its players are removed from the field three times for breaking the rules, or if one of its players outright kills a member of the other team. Teleporting another player mid-game across the continent, however, is allowed.
EQUIPMENT(ARMOR)
Because siegeball is a full-contact sport, most athletes rely on sturdy, dependable gear to achieve a long career. The specifics of siegeball gear may vary, but all are designed from the same framework as conventional armor, fitting hardened leather and metal plates strategically to mitigate impact. Chiefly, however, siegeball gear places in importance on mobility, and so tends to be lighter and more flexible van contemporary armor, if not less protective.
(IDK how to make a table)
Armor
Name Cost AC Strength Stealth Weight
Light Armor
Siegeball Gear 25 GP 12+dex mod -- -- 12 lb.
Medium Armor
Padded Siegeball Gear 50 gp 14+dex mod(max 2) -- -- 18 lb.
Heavy Armor
Spiked GearBanned in this league!Siegeball Gear. This set of leather equipment, which includes a padded helmet, sturdy gloves, elbow and kneepads, and a few protective guards, is standard attire for most siegeball players. It balances light weight and flexibility with some impact resistance, but does little to protect an athlete from twisted or overextended joints.
Spiked Gear. Festooned with iron spikes on its shoulder pads, helmets, and kneepads, this siegeball gear is lethal in its own right, and is used only in underground arenas. When you tackle or are tackled by another creature while wearing this armor, you deal piercing damage equal to your Strength modifier to that creature.
Padded Siegeball Gear. With greater padding and armored plates protecting the most vital areas, this version of siegeball armor trades portability for protection. Heftier players, who are more effective using their bodies as battering rams, are likely to appreciate the extra protection.
EQUIPMENT(WEAPONS)
One of siegeball's biggest attractions is the bewildering variety of weapons used across the game. Some variants of the game allow all manner of lethal weapons, which increases this variety (as well as the danger posed to players) tenfold. But even in regulated games, where the types of weapons are more strictly controlled, siegeball allows for multiple weapon types, selected from the following options.
Name Cost Damage Weight Properties
Simple Weapons
Siege Baton 1 gp 1d4 bludgeoning 2 lb. Finesse, Light
Siege Bat 2 gp 1d8 bludgeoning 3 lb. --
Martial Weapons
Siege Club 6 gp 1d12 bludgeoning 6 lb. Heavy, Two Handed
Other
Spiked MurderballBanned in this league!Siege Baton. A three-foot long cylindrical bat with a short, padded handle, the siege baton is the lightest weapon allowed in most siegeball games. It is normally favored by those dexterous enough to effectively brandish one in each hand, allowing them to use both batons to strike the ball at once, or to strike the ball twice as often, allowing for greater maneuverability across the arena
Siege Bat. A cylindrical club exceeding four feet in length, with an impressive heft, the siege bat is the standard weapon used in siegeball games. Most tournaments have adopted standard rules as to a bat's composition, weight, and length, with the mass and balance of a bat. Usually, in compliance with these rules, a siege bat's weight and balance is augmented by a lead mass installed near its far end, where the bat is also thicker and reinforced by an iron band.
Siege Club. A weapon only for the stoutest of athletes, the siege club is a two-handed club of immense size and weight. Designed with a wedge-shape for both a wide blocking and striking surface, almost all siege clubs are designed with a lead core running their length to increase their heft. Even with a series of iron bands reinforcing it, siege clubs are known to smash mid-game under the force of intense strikes and powerful blocks.
Spiked Murderball. Though it is less a weapon, and more a piece of game equipment, the spiked murderball can be lethal all the same. Its surface is covered in broad half-inch long metal studs that tear up the turf and break bones on impact.
Character creation!
Race
Anything from official sources
Class/Subclass
Anything from official sources
Ability Scores
Standard Array
Background
Anything from official sources
Starting Equipment
Some tips and stuff
Have a goalie - at least one person that is able to tank a lot of damage should play goalie. Taking the damage yourself is always better than letting your tower be damaged. If you want to officially declare your character a goalie build, you will be rolled for separately when deciding teams, to ensure that each team has one.
Have a healer - you should also have at least one person who is a dedicated healer, and can wake up players when the going gets tough. A healer's place is often at the goalie's side, as the goalie will be taking the most punishment. If you want to officially declare your character a healer build, you will be rolled for separately when deciding teams, to ensure that each team has one.
Be able to take a hit - you should favor constitution over dexterity. The most damaging thing in a siegeball game is the murderball, and it doesn't roll to hit. If it's coming at you, you either hit it, or it hits you(unless you let it pass). Thus, you should focus on HP over AC, since players attacking players is a tricky thing to pull off, and won't always happen.
"Ignorance is bliss, and you look absolutely miserable."
You had me at "murderball"
"No boom today. Boom tomorrow. There's always a boom tomorrow"
"No power in the 'verse can stop me"
Alright, that's three already!
Once I get enough players for at least a small match(teams of three or four) I'll explain the rules some more, and guide y'all through making your characters.
Actually I could run this two ways.
Option one: I could make games solely PCs vs PCs. Teams would change often, and it would be run more similar to the other PvP threads here, what with most matches being mostly the same with some variation.
Option two: I could run this more like a campaign, with PCs staying on the same team. Games would be mostly PCs vs NPCs, with a small amount of PCs vs PCs near the end in the bigger tourneys, as well as the final tourney for the Mithral Murderball. I would have a lot less players, maybe only 2-4 teams, because I would have to focus more on the individual events happening in each campaign. With this option, it would not actually be always recruiting.
It could also probably be run a different way from those two, but I've no idea what that would be. If you have an idea for a different way I could run it, let me know.
So, I'd like to see your opinions on how I should run this. Option 1, Option 2, or some other idea you have.
"Ignorance is bliss, and you look absolutely miserable."
I'm fine with either one, although I'm slightly leaning towards option one.
Same. Both sound interesting, but if I had to choose, I'd take door number 1.
No real preference on my end.
"No boom today. Boom tomorrow. There's always a boom tomorrow"
"No power in the 'verse can stop me"
Unfortunately, unless I get enough players for at least a small game(8 minimum) soon. 'm going to have to close this, due to the lack of interest.
"Ignorance is bliss, and you look absolutely miserable."
This might actually be cool.
Only question: When, and, if, we make characters, could we use Aqquisitions Incorporated content? Just asking.
Edit: That’s me saying, ‘Yes, please.’
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Probably, just run it by me first. I don't have AI, so I don't know what it contains, but it should be balanced enough since its official content.
So, now that we have 5 people who are interested(unless some of them no longer are) I can start the first game! You'll be playing against NPCs for now, until I have enough players for a full game of PCs. I'll post rules and stuff soon, I have to get a few things done first.
"Ignorance is bliss, and you look absolutely miserable."
So, is everyone still interested? Let me know if you are or aren't. I'll PM those who don't respond, as they might have missed this.
"Ignorance is bliss, and you look absolutely miserable."
Yup
"No boom today. Boom tomorrow. There's always a boom tomorrow"
"No power in the 'verse can stop me"
Yeah.
Still interested.
Ok, y'all have probably been waiting for this for a while, and I kinda forgot to post it, so... here are the rules! Finally!
THE GAME
Siegeball is a game played between two teams of five players each. Each team has a tower to defend from the other team. Players can't attack the towers directly, however. Instead, there is a single ball which can be used to knock down the towers. A team loses when their tower falls.
THE ARENA
The game is played in a walled rectangular arena. Normally, this arena is 140 feet long by 45 feet wide (28 squares by 9 squares), though arenas of all sizes and shapes exist. Each team's tower, a 5-foot diameter pillar made of wood or loose stone, is set up 10 feet from each end of the arena lengthwise. Towers have 25 hit points and can only be damaged by the impact of the ball.
THE BALL
Central to the game of siegeball is the ball, an especially dense sphere of solid rubber or wrapped leather that is pursued by the players. The ball is astoundingly heavy, and players move it by attacking it. Though in some places, players strike the ball with their hands or fists, usually players are given bats (which use the statistics of a club), or even more powerful melee weapons, like warhammers and mauls. The ball has an AC of 8 and a pool of Momentum Points, which determine how fast it's moving.
Attacking the Ball. When you attack the ball, you can choose to hit it in one of the eight cardinal directions. On a hit, the ball gains a number of momentum points equal to half the damage dealt to it, rounded down. The ball moves five feet in the chosen direction for each momentum point it has. As it moves, the ball subtracts one momentum point for each five feet it moves until it stops. The ball can collide with wall, objects, or towers.
Colliding with a Wall. If the ball collides with a wall, it bounces off at an angle corresponding to its direction and continues to move until it stops.
Colliding with a Player. You can use your reaction to hit the ball if it collides with you. To do so, make an attack roll targeting the ball. While moving, the ball has a bonus to its AC equal to its current momentum points. On a hit, roll damage as normal, remove the ball's current momentum points, and send it in a new direction. If you miss, the ball hits you, and you take damage equal to twice the ball's current momentum points and are knocked prone. If you do not use your reaction to stop the ball, it rolls past you.
Colliding with a Tower. If the ball collides with a tower, it deals damage to the tower equal to the twice the ball's current momentum points and then stops.
PLAYING THE GAME
The game begins with a tip-off in the center of the arena. A player from each team makes an attack roll against the ball. The player with the higher attack roll successfully attacks the ball. Players begin within 10 feet and 30 feet of the ball, but need not begin on their own side. Players act in initiative order. If preferable, the DM can choose for the teams to take turns acting, instead of keeping track of the players individually. The game ends when a tower is reduced to 0 hp
Siegeball is a widely-played sport and the exact rules and standards change wherever the game is played. The only concrete rule of Siegeball is not to attack your opponent's tower directly. In most arenas, using magic and attacking players directly are also considered cheating (though this doesn't stop some witches and wizards from influencing the games anyway). However, other behaviors, like shoving opposing players or kicking dirt into their eyes, is tolerated and sometimes even encouraged.
In seedier games, Siegeball is a violent, high-stakes competition. with spellcasters on both sides attempting to secretly fix the game for their side, while the players try to disguise outright attacks on their opponents as legitimate maneuvers. Bets on Siegeball range from a few silver pieces to bags of gold, and games are particularly cut-throat when fortunes are on the line.
OTHER SIEGEBALL ACTIONS
In addition to attacking, dodging, shoving, and dashing, (and occasionally using an item forbidden by the referees), there are a few special actions that players of a siegeball game might take.
Attack a Player (Illegally). In the most disreputable games, direct assaults on other players is not only allowed, it's encouraged. In most games, however, an attack can only be made when the referee isn't looking. When you make an attack on a creature in an arena that doesn't allow direct attacks, make a Dexterity (Stealth) check or a Charisma (Deception) check, contested by the referee's passive Perception score. On a success, you attack the player without consequence. On a failure, you are removed from the game for the following round, and reenter the game on a side of the arena near your tower. Shove actions do not incur a penalty. Block. You dig in your heels and hold your ground. You have advantage on any ability check or saving throw you make to resist being moved against your will, and you can use your reaction to attack any ball that moves within 5 feet of you. Additionally, if the ball is within 5 feet of you, other creatures have disadvantage on attack rolls against it.
Follow. When you take this action, choose a creature you can see within 10 feet of you. When that creature moves, you attempt to follow behind it, moving up to your base speed, while remaining the same distance between yourself and the lead creature for the entire duration of the movement.
Retire. When you take this action, you remove yourself from the field and sit out the rest of the game. This may be useful to free yourself from danger, but you can no longer help your team.
Tackle. Performing a tackle is a special variant of shoving a creature. You have advantage on a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a success, you and the target are knocked prone in the target's space.
ARENA RULES
Different siegeball arenas impose different restrictions on the games they hold, ranging from so-called underground arenas, where blood is more important than sport, to the mainstream arenas, which are funded by kings or other nobility, and thus impose fairly civilized rules.
Limited Magic. (The one we're using) Some spells, specifically those which do not directly deal damage to members of the other team, are allowed and allowed. At least one player on each team is encouraged to know the spells dispel magic and counterspell. Attacks against other players and illegal magic are penalized by removing the offending players from the field. The entire team is disqualified if its players are removed from the field three times for breaking the rules, or if one of its players outright kills a member of the other team. Teleporting another player mid-game across the continent, however, is allowed.
EQUIPMENT(ARMOR)
Because siegeball is a full-contact sport, most athletes rely on sturdy, dependable gear to achieve a long career. The specifics of siegeball gear may vary, but all are designed from the same framework as conventional armor, fitting hardened leather and metal plates strategically to mitigate impact. Chiefly, however, siegeball gear places in importance on mobility, and so tends to be lighter and more flexible van contemporary armor, if not less protective.
(IDK how to make a table)
Armor
Name Cost AC Strength Stealth Weight
Light Armor
Siegeball Gear 25 GP 12+dex mod -- -- 12 lb.
Medium Armor
Padded Siegeball Gear 50 gp 14+dex mod(max 2) -- -- 18 lb.
Heavy Armor
Spiked GearBanned in this league!Siegeball Gear. This set of leather equipment, which includes a padded helmet, sturdy gloves, elbow and kneepads, and a few protective guards, is standard attire for most siegeball players. It balances light weight and flexibility with some impact resistance, but does little to protect an athlete from twisted or overextended joints.
Spiked Gear. Festooned with iron spikes on its shoulder pads, helmets, and kneepads, this siegeball gear is lethal in its own right, and is used only in underground arenas. When you tackle or are tackled by another creature while wearing this armor, you deal piercing damage equal to your Strength modifier to that creature.
Padded Siegeball Gear. With greater padding and armored plates protecting the most vital areas, this version of siegeball armor trades portability for protection. Heftier players, who are more effective using their bodies as battering rams, are likely to appreciate the extra protection.
EQUIPMENT(WEAPONS)
One of siegeball's biggest attractions is the bewildering variety of weapons used across the game. Some variants of the game allow all manner of lethal weapons, which increases this variety (as well as the danger posed to players) tenfold. But even in regulated games, where the types of weapons are more strictly controlled, siegeball allows for multiple weapon types, selected from the following options.
Name Cost Damage Weight Properties
Simple Weapons
Siege Baton 1 gp 1d4 bludgeoning 2 lb. Finesse, Light
Siege Bat 2 gp 1d8 bludgeoning 3 lb. --
Martial Weapons
Siege Club 6 gp 1d12 bludgeoning 6 lb. Heavy, Two Handed
Other
Spiked MurderballBanned in this league!Siege Baton. A three-foot long cylindrical bat with a short, padded handle, the siege baton is the lightest weapon allowed in most siegeball games. It is normally favored by those dexterous enough to effectively brandish one in each hand, allowing them to use both batons to strike the ball at once, or to strike the ball twice as often, allowing for greater maneuverability across the arena
Siege Bat. A cylindrical club exceeding four feet in length, with an impressive heft, the siege bat is the standard weapon used in siegeball games. Most tournaments have adopted standard rules as to a bat's composition, weight, and length, with the mass and balance of a bat. Usually, in compliance with these rules, a siege bat's weight and balance is augmented by a lead mass installed near its far end, where the bat is also thicker and reinforced by an iron band.
Siege Club. A weapon only for the stoutest of athletes, the siege club is a two-handed club of immense size and weight. Designed with a wedge-shape for both a wide blocking and striking surface, almost all siege clubs are designed with a lead core running their length to increase their heft. Even with a series of iron bands reinforcing it, siege clubs are known to smash mid-game under the force of intense strikes and powerful blocks.
Spiked Murderball. Though it is less a weapon, and more a piece of game equipment, the spiked murderball can be lethal all the same. Its surface is covered in broad half-inch long metal studs that tear up the turf and break bones on impact.
And that's all there is to it!
"Ignorance is bliss, and you look absolutely miserable."
Ooh.. this.. seems... fun!
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
So, character creation rules? :D
"No boom today. Boom tomorrow. There's always a boom tomorrow"
"No power in the 'verse can stop me"
(Right! I'll get on with that soon, I'm a bit busy at the moment)
"Ignorance is bliss, and you look absolutely miserable."
Sound cool i'm in!
Great to have you!
"Ignorance is bliss, and you look absolutely miserable."
So, character creation!
Race
Anything from official sources
Class/Subclass
Anything from official sources
Ability Scores
Standard Array
Background
Anything from official sources
Starting Equipment
Some tips and stuff
Have a goalie - at least one person that is able to tank a lot of damage should play goalie. Taking the damage yourself is always better than letting your tower be damaged. If you want to officially declare your character a goalie build, you will be rolled for separately when deciding teams, to ensure that each team has one.
Have a healer - you should also have at least one person who is a dedicated healer, and can wake up players when the going gets tough. A healer's place is often at the goalie's side, as the goalie will be taking the most punishment. If you want to officially declare your character a healer build, you will be rolled for separately when deciding teams, to ensure that each team has one.
Be able to take a hit - you should favor constitution over dexterity. The most damaging thing in a siegeball game is the murderball, and it doesn't roll to hit. If it's coming at you, you either hit it, or it hits you(unless you let it pass). Thus, you should focus on HP over AC, since players attacking players is a tricky thing to pull off, and won't always happen.
That's all I can think of for now.
"Ignorance is bliss, and you look absolutely miserable."