No, this isn't what you think, Crooklyn doesn't have much respect for a court of law. Instead these are the basketball courts of Crooklyn, a central part of where many Crooklyn citizens go to entertain themselves or go out with friends to shoot hoops.
Of course, it's not all fun and games. Dreams and lives rise and fall on these basketball courts, and pickup games are all around, where people play for money, drugs, and among other things, respect.
To enroll in the Streetball League, one must post on the Registration Thread, to register their character into the league.
Afterwards, find a court you like, and post on it. You will face an NPC challenge depending on your Baller Skills. Winning NPC games allows one to win money and rise in BS.
Later on there will be large tournaments for nice cash prizes.
Private Mod Note
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TFEian Empire
Owner of Senori's Soul
Friend of RBS, FFFB, 499, Mythos, House Dimir, Rakdos, and Hyrule.
Dictator of
How Games Work
It's all dice, my friends, all dice.
I will post an example game for your enjoyment and understanding.
All games last to ten points, first to reach twenty one wins.
This basketball is all turn-based, you see, like combat in fact. And there are particular moves you can use.
Basic Moves Dribble-
This is just movement, during this, a ball can be stolen.
You can dribble any number of times, realistically, as long as it isn't above four; and have any number of dribbling phases, although you have to start with at least one.
Crossover Dribble-
You cannot execute this dribble consecutively, so you can't use it to build up for a Slam Dunk or anything of that sort.
Basically like the normal dribble, except you can now dribble up to a maximum of eight times, making it harder for an opponent to roll a Steal.
Defensive Moves Steal-
May only be used when an opponent is dribbling.
You roll a four sided die, and if you get the number of times the offensive player dribbled, you steal the ball and are now the offensive player.
Block-
May only be used when an opponent shoots. Roll a six sided die with a +X modifier where X is your BS level, if you roll higher than your opponent's shooting roll, the shot is blocked and it is now your ball.
Trick Counter
May only be used when an opponent uses a trick move. Roll a six sided die, if you roll X, where X is your opponent's BS level, the trick is countered and it is your ball.
Offensive Moves
When one takes a shot, they roll a six sided die to see if they make it or not, with a +X modifier where X is their BS level. If they rolled higher than the defender's block roll, they make the shot
Keep in mind, this is street ball. All shots count as one pointers, there will not be any long range shots.
Jump Shot-
Your basic shot, no consecutive turns of dribbling needed.
Lay Up-
Can only be executed after two consecutive turns of dribbling.
Cannot be blocked.
Slam Dunk-
Can only be executed after three consecutive turns of dribbling.
Gives Shot Diceroll +1 Modifier
Sky Hook-
Can only be executed after three consecutive turns of dribbling.
Gives Shot Diceroll +3 Modifier
Can only be executed by those with 10 BS or more.
Trick Moves
These are simply for the flashy, but quite risky. Executing a lot during the game will, however, ensure plenty of bonus CD and Cred.
You can execute them after dribbling, like one would execute a shot, but they break up any consecutive dribbling phases you were building up for, say, a slam dunk. Off the Heezay-
Bounce the ball off your opponent's head, back to yourself
Between the D-
Bounce the ball through your opponents leg and recover it.
Dap Destructor-
Taunt the opponent by holding the ball close to his face, then jerk it back and pull his shirt over his face.
Skin Spin-
Bounce the ball into your shirt and spin it all the way in your shirt, around your back and back to your front.
Jump Shot Slam-
Jump up as if taking a jump shot, but instead slam the ball off the defender's foot and back to you.
Private Mod Note
():
Rollback Post to RevisionRollBack
TFEian Empire
Owner of Senori's Soul
Friend of RBS, FFFB, 499, Mythos, House Dimir, Rakdos, and Hyrule.
Dictator of
Strategy and a Quick Example
Now, there is some strategy involved here, other than luck.
Will go for a slam dunk or layup, with the risk of having your ball stolen everpresent?
Will you go for plenty of trick moves to build up Cred and CD, risking the danger of having your ball stolen or your trick countered?
Here's a quick example of moves and results, but if you want to see a real example of gameplay, check out the stickied thread in this subforum.
Of course, in that thread you'll see that the actions should be more RPed ("Mike groaned as the sweat dropped down his face and sprang forward, jumping up in the air and shooting a jump shot")
Mike- BS Level 1
Joe- BS Level 1
Turn 1-
Mike dribbles the ball forward 3 times
Joe tries to steal
[dice1]
If Joe's roll comes up with 3, Joe has stolen the ball.
Joe rolls a 4, the ball is still Mike's.
Turn 2-
Mike tries to pull off "Off the Heazay"
Joe attempts a Trick Counter
[dice2]
Joe rolls a 3, Mike has executed the trick.
Turn 3-
Mike shoots a jumpshot
[dice3]
Mike rolls a 4
Joe tries to block
[dice4]
Joe rolls a 2, the shot is in.
The score is now 1-0 in favor of Mike.
The ball is now in Joe's possession.
Private Mod Note
():
Rollback Post to RevisionRollBack
TFEian Empire
Owner of Senori's Soul
Friend of RBS, FFFB, 499, Mythos, House Dimir, Rakdos, and Hyrule.
Dictator of
Of course, it's not all fun and games. Dreams and lives rise and fall on these basketball courts, and pickup games are all around, where people play for money, drugs, and among other things, respect.
To enroll in the Streetball League, one must post on the Registration Thread, to register their character into the league.
Afterwards, find a court you like, and post on it. You will face an NPC challenge depending on your Baller Skills. Winning NPC games allows one to win money and rise in BS.
Later on there will be large tournaments for nice cash prizes.
Owner of Senori's Soul
Friend of RBS, FFFB, 499, Mythos, House Dimir, Rakdos, and Hyrule.
Dictator of
[thread=43661][/thread]
It's all dice, my friends, all dice.
I will post an example game for your enjoyment and understanding.
All games last to ten points, first to reach twenty one wins.
This basketball is all turn-based, you see, like combat in fact. And there are particular moves you can use.
Basic Moves
Dribble-
This is just movement, during this, a ball can be stolen.
You can dribble any number of times, realistically, as long as it isn't above four; and have any number of dribbling phases, although you have to start with at least one.
Crossover Dribble-
You cannot execute this dribble consecutively, so you can't use it to build up for a Slam Dunk or anything of that sort.
Basically like the normal dribble, except you can now dribble up to a maximum of eight times, making it harder for an opponent to roll a Steal.
Defensive Moves
Steal-
May only be used when an opponent is dribbling.
You roll a four sided die, and if you get the number of times the offensive player dribbled, you steal the ball and are now the offensive player.
Block-
May only be used when an opponent shoots. Roll a six sided die with a +X modifier where X is your BS level, if you roll higher than your opponent's shooting roll, the shot is blocked and it is now your ball.
Trick Counter
May only be used when an opponent uses a trick move. Roll a six sided die, if you roll X, where X is your opponent's BS level, the trick is countered and it is your ball.
Offensive Moves
When one takes a shot, they roll a six sided die to see if they make it or not, with a +X modifier where X is their BS level. If they rolled higher than the defender's block roll, they make the shot
Keep in mind, this is street ball. All shots count as one pointers, there will not be any long range shots.
Jump Shot-
Your basic shot, no consecutive turns of dribbling needed.
Lay Up-
Can only be executed after two consecutive turns of dribbling.
Cannot be blocked.
Slam Dunk-
Can only be executed after three consecutive turns of dribbling.
Gives Shot Diceroll +1 Modifier
Sky Hook-
Can only be executed after three consecutive turns of dribbling.
Gives Shot Diceroll +3 Modifier
Can only be executed by those with 10 BS or more.
Trick Moves
These are simply for the flashy, but quite risky. Executing a lot during the game will, however, ensure plenty of bonus CD and Cred.
You can execute them after dribbling, like one would execute a shot, but they break up any consecutive dribbling phases you were building up for, say, a slam dunk.
Off the Heezay-
Bounce the ball off your opponent's head, back to yourself
Between the D-
Bounce the ball through your opponents leg and recover it.
Dap Destructor-
Taunt the opponent by holding the ball close to his face, then jerk it back and pull his shirt over his face.
Skin Spin-
Bounce the ball into your shirt and spin it all the way in your shirt, around your back and back to your front.
Jump Shot Slam-
Jump up as if taking a jump shot, but instead slam the ball off the defender's foot and back to you.
Owner of Senori's Soul
Friend of RBS, FFFB, 499, Mythos, House Dimir, Rakdos, and Hyrule.
Dictator of
[thread=43661][/thread]
Now, there is some strategy involved here, other than luck.
Will go for a slam dunk or layup, with the risk of having your ball stolen everpresent?
Will you go for plenty of trick moves to build up Cred and CD, risking the danger of having your ball stolen or your trick countered?
Here's a quick example of moves and results, but if you want to see a real example of gameplay, check out the stickied thread in this subforum.
Of course, in that thread you'll see that the actions should be more RPed ("Mike groaned as the sweat dropped down his face and sprang forward, jumping up in the air and shooting a jump shot")
Mike- BS Level 1
Joe- BS Level 1
Turn 1-
Mike dribbles the ball forward 3 times
Joe tries to steal
[dice1]
If Joe's roll comes up with 3, Joe has stolen the ball.
Joe rolls a 4, the ball is still Mike's.
Turn 2-
Mike tries to pull off "Off the Heazay"
Joe attempts a Trick Counter
[dice2]
Joe rolls a 3, Mike has executed the trick.
Turn 3-
Mike shoots a jumpshot
[dice3]
Mike rolls a 4
Joe tries to block
[dice4]
Joe rolls a 2, the shot is in.
The score is now 1-0 in favor of Mike.
The ball is now in Joe's possession.
Owner of Senori's Soul
Friend of RBS, FFFB, 499, Mythos, House Dimir, Rakdos, and Hyrule.
Dictator of
[thread=43661][/thread]
Thanks in advance!
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