Contests and Games Rules

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This page is for rules regarding the various Contests and Games that we enjoy throwing our characters at. These rules are in no way set in stone and are here for reference if case someone is interested.


From the Reindeer Games by West

You can do a number of shots equal to your STA without penalty. Every shot after that levies a cumulative -1 penalty.


Stamina 2:

Stamina 3:

Roll until you fail, then count how many shots you were able to do successfully.


by West

The goal is to perform the course in the least number of rolls (i.e. rounds) possible. Contestants are ENCOURAGED to mix and match obstacles. For example, a a race could be three sets of Flows, or a Flow, Scale, Flow. YOU know what your strengths are, use those to influence the race's components. ALL competitors must agree on the race components.

Any race with 3 components or more WILL draw attention. Keep this in mind if conducting the race in an open area if you wish to "enhance" your character for the competition.



This is a 1-1/2 minute run, using small obstacles to do tricks on.

This portion uses DEX+ATH -or- STR+ATH and requires 10 successes to complete.

- Any level of Parkour or Running Merits confer a flat +1 bonus to each check.

You roll your check until you accumulate the successes.

Any FAILED CHECK will "break" your flow.


This will take you to a fire escape stair set on a 90* wall. This is a 30ft scale to the top of the building.

Any FAILED CHECK will "break" your flow.

Jump Across

This is a jump from one building to another.

A jump estimation MUST be performed.

This is a SINGLE STR+DEX+ATH check, requiring THREE successes.

0 success - take 30 foot fall damage - game over

1 success - catch ledge + climb up (add 3 rounds)

2 success - fall on landing (add 1 round to stand)

Any FAILED CHECK (less than the required 3 suxx) will "break" your flow.

Jump Down

This is a jump from a three story building back to street level

A jump estimation MUST be performed.

Option 1: Freefall, Use DEX+ATH to mitigate (max 2)

Option 2: Use obstacle to break fall.

Any FAILED CHECK (less than the required 3 suxx) will "break" your flow.

Please note, FAILED JUMP ESTIMATIONS are NOT retested. You fail, you take the penalty on your jump.

Jump Estimations are INT+COM.

Battle Royal

by Forn Clakes

Summer Festival


To eliminate all opponents by either throwing them over the top rope so both feet or the torso touch the ground, an opponent is rendered unconscious, submits either verbally or physically or suffers serious injury.


No weapons of any kind. Any lethal damage caused results in automatic disqualification. When a participant is about to take serious injury (i.e. Bashing converted to Lethal damage), they are eliminated.


A single move action can reach from one side of the ring to the other side with ease, and all standard combat actions are acceptable with the following additions:

Eliminated via top rope

For an opponent to be eliminated in this manner, they must be initially grappled. If they are still grappled in the following turn, they can be overpowered using Strength + Brawl – opponent's Strength. If successful, the opponent is thrown over the top rope. This means that if a person still needs to act however, they cannot immediately roll to overpower and throw the initiator over the rope first. A whole turn must pass while controlling the grapple. Think of it as gaining the necessary leverage at the rope to propel an opponent over the rope.

If thrown over top rope

However, a person can make a reflexive Dexterity + Athletics – opponent's successes to attempt to grab the ring rope and pull themselves onto the ring apron. From there, they must use a single action to re-enter the ring or attack from the outside.

Aerial Attacks

To attack in this manner is a risky affair but looks cool. First, a participant must use a single action to climb the turnbuckle (reflexive with Parkour 3). If they are attacked while getting in position, they must make a reflexive Dexterity + Athletics – opponent's successes as if they had been thrown over top rope. On the next turn, they may use their body as a flying weapon, rolling Dexterity + Brawl + 1 – Defence. Success means they have struck, causing damage and knocking the target prone, as well as landing prone themselves.

Attacking from apron

After landing on the ring apron, a participant can try to grapple while outside and pull someone over with them using the above grappling rules. However, if they succeed, they must make a reflexive Dexterity + Athletics roll to keep their balance also. They can also use the ropes to torpedo themselves back into the ring, making a Dexterity + Brawl roll, causing damage as normal but not knock down.

Foot Race

by User:Forn_Clakes

Spring Festival

The foot race will comprise of extended Stamina + Athletics rolls with the winner being the first to reach 20 successes with the least amount of rolls. A failure on a single roll means a cumulative -1 penalty on the next roll until a success is acheived. Dramatic Failure means the character has fallen over and is out of the race. For every 3 points a character has over 9 (rounded down) receives +1 bonus to their dice pool. Please post all your rolls in one go along with any thoughts going through the runner's head. The winner will be announced at the end of the race.


by User:Forn_Clakes

Spring Festival

Strength + Athletics roll

The winner is the person to throw the shot the furthest

The short range that a character can be throw the shot is equal to the character's Strength + Dexterity + Athletics – 1 yards

Medium range is double this and incurs a -2 penalty

Long range is double medium range and incurs a -4 penalty

A character must first succeed at a standard throw to move onto medium range and then onto long range, and each participant gets two attempts per distance thrown

Any ties will be determined by total successes for the throws in that range

Please place your character's three ranges in with the post.

Ring Toss

by User:Forn_Clakes

Spring Festival

Each participant gets 5 rings

Each throw requires a Dexterity + Athletics roll

5 bottles in points like a star and a smaller bottle in the middle

1 point per bottle at a standard roll

2 points for the centre bottle but at a -3 penalty

Any ties at the end will require a single toss-off until a winner is decided


Poker Rules:

Poker is an extended and contested roll. It's base roll is Intelligence + Composure -2. The characters can gain circumstantial bonuses for cheating, skilled bluffing or a good eye for reading an opponent.

These three are handled as follows:

Cheating is Wits + Larceny contested by Intelligence + Composure (to spot the cheat)

Bluffing is Manipulation + Subterfuge contested by Intelligence + Empathy

Reading an opponent is Intelligence + Empathy contested by Manipulation + Subterfuge.

Success on one of these stratagems grants an additional +2 circumstance bonus to the roll; failure, however, imposes a –1 penalty. Cheating, bluffing and reading are rolled before the group rolls Intelligence + Composure.


by User:West

The rolls are Intelligence + Resolve, extended for 10 versus same pool

Success will determine the winner of the match.

Billiards aka Pool

by User:Selena

The rolls are Intelligence + Dexterity, extended for 9 (balls) versus same pool

Success will determine the winner of the match.

Beer Pong

by User:CyledyrWyllt These rules are designed with fairness to all players & minimization of possible disputes between participants.

Cup Formation: 10 cups per 2-person team Starting formation is a “tight triangle” formation (rims touching), pointing towards the opposing side. Re-racks are used to maintain formations. The 10-cup triangle must be centered on the table and the back of the rack must be in line with the back edge of the table. Cups must not be tilted or leaned against the surrounding cups.

Content of Cups: Water will be distributed evenly in the 10 cups on each side of the table. These water cups are not for consumption–they are to be reused every round and beer is poured into clean glasses from a pitcher for consumption by participants.

Shooting and Table Sides: First possession will be determined by coin toss. Alternatively, table side may be chosen in lieu of first possession. Each team will get two (2) shots for each turn, one shot per team member.

Grabbing: The ball in play may not be grabbed. In the event of player interference prior to the ball making contact with a cup, (aka premature grabulation), a one-cup penalty will be imposed for the interference. The thrower who had his or her shot interfered with may choose the cup to be removed.

Bounce Shots: Players are required to let their shots bounce off of the table before making it to the cup.

Reformation: Cups must be reformed(re-racked) at 6, 3, and 1 cups remaining on the table. Racks must be aligned to the center of the table.

Rollbacks: If both players on a team sink his/her shot on the same turn, that team will get one (1) additional rollback shot. The only exception to this rule is during redemption(see below). Either teammate may take the rollback shot.

Leaning: A player may not place a hand/foot/leg/penis/whatever on the table in order to gain additional reach and/or leverage. A player’s hand may touch the table after a shot is released. Players may not edge themselves around the table when they throw. Under no circumstances may a player shoot with any part of his or her body on (against is permitted) the table. Players may not move cups out of position in order to gain a leaning advantage. If the cups move as a result of contact with the body while shooting, the cups must be returned to their original spot before the opposing team shoots. Any cup knocked over as the result of excessive leaning will count as a hit shot.

Distractions: Players may not cross the plane of play (the imaginary plane which runs vertically and separates you from your cups) with any part of their bodies, clothing, or other objects, while the other team is shooting. To avoid violating this rule, just stand back a few feet from your cups. Players may not fan, blow, or otherwise intentionally create an air current surrounding the cups in play. Players may not approach the opposing team members in an unsportsmanlike manner. This includes running alongside the table to talk trash in an opposing players face. In general, players should never be on the side of the table (picking up a ball is an exception). Players and spectators may not visually block cups from opposing players. This includes the use of lighting mechanisms to interfere with vision. As an example, no player may shine a laser pointer in his opponents eyes. Spectators are permitted to aid in distractions, but may not be inside the playing area at any time. In addition, in the event that players are positioned close to the outer edges of a playing area, spectators are prohibited from unreasonably interfering with a players ability to shoot. Specifically, no spectator is allowed to scream directly into the ears of players at close range, or attempt to block a player’s view of the cups.

Cup Interference: In the event that a player knocks over his or her own cups, those cups are to be counted as though sunk and removed from the table. They are not to be refilled or replaced unless the dipshits are not paying attention.

Ending the Game: Redemption (A.K.A. Rebuttal) & Overtime As soon as the last cup is hit, the opposing team has the opportunity to try and bring the game into Overtime. Either player may take the first shot, and the ball is rolled back until a player misses. As soon as a miss occurs, the game is over. At this time, players MUST alternate throwers in the event of multiple hits-one player may NOT take all the redemption shots. Successful redemption results in initiation of a 3-cup overtime, with the dominant team (the team which would have won had their opponents not redeemed), selecting possession. The same redemption and rollback rules apply during overtime as apply pre-overtime.

Disputes A dispute is not considered to be valid unless witnessed by two or more individuals. In the event of a valid dispute, that game is considered paused and an official must be notified. Any witnesses to the event in question must remain at the table until the dispute has been resolved. All calls made by the referee are final. Intentional abuse of game rules and/or disputation without adequate cause is grounds for ejection from the tournament.

Time Limit On Shooting In general, players are expected to take their shots within a reasonable amount of time, and in accordance with proper sportsmanship. Generally, no specific time limit is placed on shots. However, times may arise when it is necessary to limit the amount of time each player has to take a shot. In these cases, a referee, at his sole discretion, may institute a ‘shot clock’. When a shot clock has been imposed, the referee will give each player 30 seconds to shoot. This 30 second period will start when the referee deems that the player is ready to shoot (i.e. the player has recovered the ball, and there is nothing preventing him from shooting). In the event that the 30 second period expires, the shooter will forfeit his shot.

Absentee Players In the event that a player is temporarily absent, no substitution may be made. The game continues without the missing player; i.e. that team receives only one shot per side until the missing player returns.

Conduct All players are to conduct themselves in a matter respectful to other players, referees, and the venue. Unacceptable conduct will result in severe punitive action, to be applied at the discretion of the referees. Unacceptable conduct includes, but is not limited to, fighting, abuse of referees, unreasonably throwing balls at opponents, abuse of other players, abuse of beer (excessive spilling), etc.

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