B L I T ZB A L L Intro -
Original PasteyBlitzball is a team sport played in a spherical underwater arena. Six players on each side aim to control the blitzball and kick it into the opposing goal. Players on the opposing side can tackle the ballholder to wrest control onto their side. Players can alsopass the ball amongst one another to move the ball downfield or avoid tackles. The Goalkeeper defends the goal from shooters. Games take place over two 10 minute periods surrounding a halftime interval where players have time to rest and recover from injuries.
The aim of this system is to recreate the game of Blitzball as seen in Final Fantasy X/X-2 in the fashion of a tabletop game. Players can manage whole teams or take control of individual players competing for cash prizes and world renown.
StatsHP
Health Points (HP) are what blitzballers use every time they move with the ball and whenever they perform an action or technique. They regain HP whenever they don't have the ball. If a blitzer's HP hits zero, (s)he is injured and forced to sit out until the next intermission.
All blitzers need HP to stay in the game.
SP
Speed (SP) represents how quickly a blitzballer moves during the game. SP is extremely important for any blitzer, except perhaps the goalkeeper.
EN
Endurance (EN) is the amount of damage a blitzballer can endure when (s)he is in possession of the ball. When breaking through opposition blitzballers use up EN, if the baller's EN hits 0 following an encounter, the defender will gain possession of the ball. The more EN a baller has, the better his or her chance is of defeating tackles.
Midfield and Forward blitzers need lots of EN to beat defenders and score goals.
AT
Attack (AT)
AT is fairly important for all positions aside from the Goalkeeper.
PA
Passing (PA)
PA is vital for all players.
BL
Blocking (BL) indicates the Blitzer's chance of blocking sho
ts or passes
BL is the most important for defenders.
SH
Shooting (SH) represents the power and speed of a scoring shot. Blitzers with high SH are more likely to defeat the defenders and score a goal. A shot's power is lowered by the combined BL of the defenders between the shooter and the goal. When the shot connects with the goal, a Goalkeeper's CA is used to determine if the shot is successful or if it's saved. Distance between the shooter and the goal reduces the blitzer's SH rating.
SH is a Forward's most important attribute.
CA
Catching (CA) is only used by the Goalkeeper and determines if the Keeper will save the shot. Goalies with high CA are more likely to save an incoming shot.
The CA attribute is only important to goalkeepers.
Levels and XPWhen you reach a predetermined amount of XP your level will increase, every level you are given points to assign towards your stats. Assignment of points can only be done during intermissions (halftime and at the end of a match).
Stat Points = 10+current_level
XP Chart
Shots
1XP Normal Shot
2XP Nap/Wither/Venom Shot and Sphere Shot
3XP Nap/Wither/Venom Shot 2, Invisible Shot and Jecht Shot
4XP Nap/Wither/Venom Shot 3
6XP Jecht Shot 2 and Auroch's Spirit
Passes
1XP Normal Pass
2XP Nap/Wither/Venom Shot
3XP Nap/Wither/Venom Shot 2
4XP Nap/Wither/Venom Shot 3
Tackles
0XP Normal Tackle
1XP Nap/Wither/Venom/Drain Tackle
2XP Nap/Wither/Venom/Drain Tackle 2
3XP Nap/Wither/Venom/Drain Tackle 3
Saves
2XP Normal Block and Super Goalie Catch
4XP Catching the ball
Other
1XP Anti-Nap/Wither/Venom/Drain and Tackle Slips
2XP (per half) Goalie Bonus (for being the goalie)
3XP Volley Shots
4XP Good Morning! and Gamble
Bonuses for Successful Techniques
2XP Shot and Pass
3XP Tackles and Blocks when you steal or intercept the ball
Active Time BlitzThere are 1200 ticks per period, every tick each blitzer's SP stat is added to their ATB gauge and when it fills up to 100, they can act.
Blitz BasicsBlitzoff
Blitzoff happens at the beginning of each half and after goals are scored. Everyone assumes their fixed positions on the field and then the ball is Blitzed off.
Attacking, Blocking and Catching stats, when applied, all use a variance of between 50%-150% of the original stat. To calculate this, use the below formula:
(STAT/2)+STAT*(1d100/100)
Whenever the ball carrier's turn comes around he or she has the option to, instead of moving, either pass or shoot the ball. If no defenders are in range this is an uncontested pass/shot.
Encounters
When a defender swims onto the hex next to the ball carrier he can initiate an encounter. Every defender within 3 hexes of the ball carrier
Shooting
In order to win a game of Blitzball, you need to outscore your opponents by shooting goals. It's the same as passing until the ball reaches the Goalkeeper.
Shooting is based off of the SH stat, the SH of a shot will begin to diminish as soon as the shot is made. Water resistance reduces the SH of the ball as it moves through the water towards the goal.
If you shoot when active defenders remain during an encounter, those defenders have an 80% chance to reduce your SH with their BL stat, this is a contested shot. Blocking reduces the shot's SH and makes it less likely to make it past the Goalkeeper. Just like with passing, players who are in the path of the shot ball or step on the space the ball occupies will reduce it's PA by 2/3rds of their BL.
When a shot reaches the goal, the Keeper has a chance to block the shot. The Keeper applies his modified CA stat against the SH of the ball and if the SH of the shot remains above 0, the shot is successful and the ball carrier has scored a goal! If the Keeper reduces the SH of the shot to 0 he has a 40% chance to catch the ball, upon whence they may pass to one of their teammates, otherwise the ball is simply blocked and bounces to a random player(?).
Passing
Passing allows you to move the ball quickly downfield and send the ball to players who specialise in shooting, or to get it somewhere else if defenders are closing in. Passing is based off of the PA stat, the PA of the pass diminishes as soon as it leaves the ball carrier's hands. The friction of the water as the ball travels through it diminishes the PA until the ball reaches its recipient. If the PA value is above zero when this happens, the ball is caught, otherwise this results in a fumble.
If you pass when active defenders remain during an encounter, those defenders have an 80% chance to reduce your PA with their BL stat, this is called a contested pass. Blocking reduces the pass' PA and makes it less likely to reach it's intended recipient. Additionally, players who are in the path of a passed ball or step on the space the ball occupies will reduce it's PA by 2/3rds of their BL.
Any defender who reduces a pass' PA to 0 catches it and is now in possession of the ball.
Breakthrough
The ball carrier has been encountered by one or more enemy defenders and he decides to break through. If there are multiple defenders, he can choose how many he wants to try and break through.
When the ball carrier (offender) attempts to break through an enemy (defender) he applies the enemy's AT to his EN. The AT value is subtracted from the offender's EN. If the offender's EN holds up If the offender's EN is reduced to 0 following an encounter the defender gains possession of the ball.
If your EN is 20 and your opponent's AT is 10 you will break through, as the most he can take away is 15. You decide to break through and the enemy's AT comes out to 9,
your EN is reduced to 11.
Remember: Half of the stat will always be applied, so a goalie with 50 CA will always save a shot with an SH of 25 or below and
never save a shot with an SH of 76+.
InjuriesIf a blitzer is reduced to 0 HP they Faint and are forced to sit out until the next intermission. If a blitzer is at the edge of the arena and gets tackled and reduced to 0 EN, there is a
15% chance that he is ejected from the arena. If he is e
jected, he remains out of play for
60 ticks or until the next break or a goal is scored.
Creating a BlitzerChoose a Race
Spirans are naturals with the ball, it's widely held that they're the inventors of the game.
+PA, +SH, -EN
Al Bhed are violent and eagle-eyed, nothing ever gets past them. +AT, +CA, -PA
Guado are quick and agile. +SPD, +BL, -HP
Ronso are tough and indefatigable. +HP, +EN, -SPD
Assign Points
Starting Blitzers have 40 points to assign.
HP
SPD
AT
EN
PA
BL
SH
CA
Assign Key Techs
At level 1 you can only Choose one T1 tech, one T2, and one T3. When you acquire one of the techniques you've selected, the next level of techniques is unlocked to be techcopied.
TechniquesTechniques are specialised actions or preparations blitzers use to improve their odds inthe arena. There are two major types of blitz techs that you can equip: passive andactive techs. Passive techs are always in effect and deduct from the blitzer's max HP before the half starts. The second and more common type are Active techs, these have a cost which you deduct every time you use them.
All techs are assigned a tier which dictates the difficulty of learning and using the tech. As a rule, the higher the tier, the fewer people who will know it and the more prohibitive its cost. Learning high tier techs can be difficult, blitzers must learn Key Techsin order to unlock further tiers for learning.
Techs are learned in one of two ways: as a prize, along with trophies, awarded to top performers and for placing in Blitzball tourneys or having the most wins in a season, though only one member will be able to learn the technique.
The more common method is Techcopying, whereby blitzers learn techs by watching other players use them. At the beginning of a half all blitzers choose the techniques they will be using for the half from their pool and fill up all their slots. Either team will know the techs the other is using, so when this is done each player chooses an opponent to mark. Whenever the player's marked opponent uses a tech he doesn't know that's within an available tier, they have a chance to immediately copy the technique and add it to their pool.
A blitzer can have a total of 5 techniques equipped. Blitzers open their first tech slot at level 3, and the other four at levels 8, 13, 21 and 31 respectively.
Status Effects
Poison: Prevents HP recovery OR -1 HP per tick when carrying the ball.
Wither: Passes halve EN, AT and BL, Shots halve BL and CA, Tackles halve EN, PA and SH; stats return to normal after being used.
Sleep: Cannot move or intercept, if the ball is passed to you it automatically fumbles and you wake up.
All status effects are removed at halftime.
SkillsDrain Tackle: Tackling Tech, Cost: None, Effect: If Tackler's HP is above 30, 40% chance to drain 30 HP from target.
Grip Gloves: Goalie Tech, Cost: 30 HP, Effect: Increases Goalkeeper ability to retain the ball to 80%.
Nap Pass: Passing Tech, Cost: 40 HP, Effect: Increases PA by 3 and 30% chance to put defenders to Sleep if they make a block attempt and do not reduce PA to 0.
Nap Shot: Shooting Tech, Cost: 45 HP, Effect: Increases SH by 3 and if SH is reduced to 0, 40% chance to put the goalie to Sleep and bounce away.
Nap Tackle: Tackling Tech, Cost: 40 HP, Effect: Increase AT by 3 and puts target to Sleep if EN is reduced to 0
Pile Venom: General Tech, Cost: 30 HP to Equip, Effect: Can stack Poison effects.
Pile Wither: General Tech, Cost: 70 HP to Equip, Effect: Can stack Wither effects.
Spin Ball: Shooting Tech, Cost: 30 HP, Effect: Halves chance of Goalie retaining control of the ball.
Venom Pass: Passing Tech, Cost: 40 HP, Effect: Increases PA by 3 and has a 30% chance to poison defenders if they make a block attempt and do not reduce PA to 0.
Venom Shot: Shooting Tech, Cost: 20 HP, Effect: Increases SH by 3 and and if SH is reduced to 0, 40% chance to poison the goalie and bounce away.
Venom Tackle: Tackling Tech, Cost: 30 HP, Effect: Increases AT by 3 and has a 40% chance to poison the ball carrier.
Wither Pass: Passing Tech, Cost: 40 HP, Effect: Increases PA by 3 and has a 30% chance to lower defenders EN, AT, or BL if they make a block attempt and do not reduce PA to 0.
Wither Shot: Shooting Tech, Cost: 30 HP, Effect: Increases SH by 3 and and if SH is reduced to 0, 40% chance to Halve the goalie's BL or CA.
Wither Tackle: Tackling Tech, Cost: 8 HP, Effect: Increases AT by 3 and has a 40% chance to halve the ball carrier's EN, PA, or SH.
Time Shot: Shooting Tech, Cost: 40 HP, Effect: Increases SH by 3 and prevents all players from moving until after the shot is resolved. The clock does not count down during this shot. This shot may be blocked or intercepted as normal.
Anti-Drain: General Tech, Cost: 10 HP, Effect: 50% chance to prevent HP Drain
Anti-Nap: General Tech, Cost: 40 HP, Effect: 50% chance to prevent Sleep
Anti-Venom: General Tech, Cost: 5 HP, Effect: 50% chance to prevent Poison
Anti-Wither: General Tech, Cost: 30 HP, Effect: 50% chance to prevent Wither
Brawler: Tackling Tech, Cost: 10 HP, Effect: 60% percent chance to increase Encounter Range by x tiles when determining participation
Drain Tackle 2: Tackling Tech, Cost: None, Effect: If Tackler's HP is above 150, 70% chance to drain 150 HP from target.
Nap Pass 2: Passing Tech, Cost: 200 HP, Effect: Increases PA by 5 and 60% chance to put defenders to sleep if they make a block attempt and do not reduce PA to 0.
Nap Shot 2: Shooting Tech, Cost: 80 HP, Effect: Increases SH by 5 and if SH is reduced to 0, 70% chance to put the goalie to sleep and
bounce away.
Nap Tackle 2: Tackling Tech, Cost: 90 HP, Effect: Increase AT by 5 and puts target to sleep if EN is reduced to 0
Regen: General Tech, Cost: 50 HP to Equip, Effect: Doubles rate of HP recovery while not the ball carrier.
Sphere Shot: Shooting Tech, Cost: 90 HP, Effect: Increase SH by 3+1d10.
Super Goalie: Goalie Tech, Cost: 30 HP, Effect: 60% chance to add 1d10 to CA
Tackle Slip: General Tech, Cost: 40 HP, Effect: 40% chance to evade tackles entirely. On a successful evade, 10% chance that the next tackle cannot be evaded in this fashion.
Venom Pass 2: Passing Tech, Cost: 120 HP, Effect: Increases PA by 5 and has a 60% chance to poison defenders if they make a block attempt and do not reduce PA to 0.
Venom Shot 2: Shooting Tech, Cost: 35 HP, Effect: Increases SH by 5 and and if SH is reduced to 0, 70% chance to poison the goalie and bounce away.
Venom Tackle 2: Tackling Tech, Cost: 70 HP, Effect: Increases AT by 5 and has a 70% chance to poison the ball carrier.
Volley Shot: Shooting Tech, Cost: 10 HP, Effect: 50% of the time, the player can take an immediate shot if a shot bounces away from a goalie and the player is nearby.
Wither Pass 2: Passing Tech, Cost: 180 HP, Effect: Increases PA by 5 and has a 60% chance to lower defenders EN, AT, or BL if they make a block attempt and do not reduce PA to 0.
Wither Shot 2: Shooting Tech, Cost: 180 HP, Effect: Increases SH by 5 and and if SH is reduced to 0, 70% chance to Halve the goalie's BL or CA.
Wither Tackle 2: Tackling Tech, Cost: 80 HP, Effect: Increases AT by 5 and has a 70% chance to halve the ball carrier's EN, PA, or SH.
Doom Tackle: Tackling Tech, Cost: 100 HP, Effect: 25% chance to inflict Poison, Wither and Sleep
Leech Pass: Passing Tech, Cost: 200 HP, Effect: Removes an additional 200 HP from the ball carrier and adds 200 HP to the receiver (including opponents). If the ball is fumbled the HP is lost.
Time Shot: Shooting Tech, Cost: 180 HP, Effect: Increases SH by 5 and prevents all players from moving until after the shot is resolved. The clock does not count down during this shot. This shot may be blocked or intercepted as normal.
Drain Tackle 3: Tackling Tech, Cost: None, Effect: If Tackler's HP is above 500, always drains 500 HP from target.
Elite Defense: Tackling Tech, Cost: 5HP to equip, Effect: Intercept the ball carrier from an additional hex away.
Golden Arm: Passing Tech, Cost: 30 HP to Equip, Effect: Reduces Water Resistance for Passing
Golden Foot: Shooting Tech, Cost: 30 HP to Equip, Effect: Reduces Water Resistance for Shooting
Hi-Risk: General Tech, Cost: 300 HP to equip, Effect: Lowers all stats but SP and HP to half, but doubles experience points gained
Nap Pass 3: Passing Tech, Cost: 510 HP, Effect: Increases PA by 7 and 100% chance to put defenders to sleep if they make a block attempt and do not reduce PA to 0.
Nap Shot 3: Shooting Tech, Cost: 350 HP, Effect: Increases SH by 7 and if SH is reduced to 0, 100% chance to put the goalie to sleep and bounce away.
Nap Tackle 3: Tackling Tech, Cost: 180 HP, Effect: Increase AT by 7 and puts target to sleep if EN is reduced to 0
Venom Pass 3: Passing Tech, Cost: 250 HP, Effect: Increases PA by 7 and has a 100% chance to poison defenders if they make a block attempt and do not reduce PA to 0.
Venom Shot 3: Shooting Tech, Cost: 100 HP, Effect: Increases SH by 7 and and if SH is reduced to 0, 100% chance to poison the goalie and bounce away.
Venom Tackle 3: Tackling Tech, Cost: 160 HP, Effect: Increases AT by 7 and has a 100% chance to poison the ball carrier.
Volley Shot 2: Shooting Tech, Cost: 40 HP, Effect: 75% of the time, the player can take an immediate shot if a shot bounces away from a goalie and the player is nearby.
Wither Pass 3: Passing Tech, Cost: 440 HP, Effect: Increases PA by 7 and has a 100% chance to lower defenders EN, AT, or BL if they make a block attempt and do not reduce PA to 0.
Wither Shot 3: Shooting Tech, Cost: 390 HP, Effect: Increases SH by 7 and and if SH is reduced to 0, 100% chance to Halve the goalie's BL or CA.
Wither Tackle 3: Tackling Tech, Cost: 250 HP, Effect: Increases AT by 7 and has a 100% chance to halve the ball carrier's EN, PA, or SH.
Doom Tackle 2: Tackling Tech, Cost: 250 HP, Effect: 50% chance to inflict Poison, Wither and Sleep
Evasion: General Tech, Cost: 120 HP, Effect: 20% chance to remove one random defender from an encounter.
Time Shot: Shooting Tech, Cost: 450 HP, Effect: Increases SH by 7 and prevents all players from moving until after the shot is resolved. The clock does not count down during this shot. This shot may be blocked or intercepted as normal.
Anti-Drain 2: General Tech, Cost: 50 HP, Effect: Always prevents HP Drain
Anti-Nap 2: General Tech, Cost: 210 HP, Effect: Always prevents Sleep
Anti-Venom 2: General Tech, Cost: 50 HP, Effect: Always prevents Poison
Anti-Wither 2: General Tech, Cost: 200 HP, Effect: Always prevents Wither
Gamble: General Tech: Cost, 300 HP, Effects: Upon waking from sleep, 50% chance that all stats except HP and SP are randomized to within 50-150% of their original value.
Golden Boy: General Tech: Cost: 80 HP to equip, Effects: Reduces Water Resistance for Passing and Shooting.
Good Morning!: General Tech, Cost: 80 HP to equip, Success Rate: 50%, Effect: +50% to either AT, BL, EN, SH, or PA after waking from sleep.
Invisible Shot: Shooting Tech, Cost: 450 HP, Effect: Automatic SH+3, 60% chance to automatically score.
Tackle Slip 2: General Tech, Cost: 170 HP, Effect: 80% chance to evade tackles entirely. On a successful evade, 40% chance that the next tackle cannot be evaded in this fashion.
Volley Shot 3: Shooting Tech, Cost: 250 HP, Effect: The player can always take an immediate shot if a shot bounces away from a goalie and the player is nearby.
Doom Tackle 3: Tackling Tech, Cost: 550 HP, Effect: 75% chance to inflict Poison, Wither and Sleep
CreditsCreators:
GUNINANRUNIN and
Blade Master Model 42Thanks to
Adwarf for his help with facts
Sourceshttp://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/19103http://www.rpgplace.net/ff10/misc/blitzplayers.phphttp://www.rpgplace.net/ff10/misc/blitztech.phphttp://xxendlessxx.webs.com/http://www.freewebs.com/xxendlessxx/FFX/FF10BlitzballGuide.txt