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Special Moves:
Dive: If a player doesn't get enough successes on her Dexterity + Athletics roll for a save, she can dive for the ball. This adds 2 extra successes to the roll, but results in her lying prone for the next turn. A player must get up before being able to do anything, which counts as a split action; this means that a player's action on the round in which she is getting up will be at a [5 minus Strength score, minimum of 1] dice penalty
Spike: If a player's teammate successfully sets up the ball without resorting to a dive, she can attempt a spike. She rolls Strength + Athletics to return the ball (instead of Dexterity+Athletics), and adds 2 extra success to the result.
Block: Instead of trying to set the ball up for her teammate, a defending player can attempt to block the ball. She rolls Appearance + Athletics; this counts as both a save and return. If the block is successful, it counts as a return with full successes counted(Instead of subtracting anything from the other teams roll).
Bounce: A character may roll Wits + Athletics to Bounce the ball up and over to their partner, instead of their Offense roll. The successes are added as dice to the partner's next action. The ball may be bounced between characters up to three times, if the player wants to fish for a better roll, but each bounce requires a Wits + Athletics roll to receive. If the bounce or receive roll are botched, the opposing team scores a point.
Distraction: A player may try to distract their foe with some conveniently shown flesh or a wink at just the right moment. The player who does the distraction can not be the one that returned or blocked or spiked the ball. Nor can that player have gotten to their feet that turn. The distractor rolls Appearance + Socialize against one of the other team's players Wits + Socialize. If the move beats their roll, the player loses the distracting character's Appearance in dice from their next action. If the ball does make its way back though the one who did the distracting is at -1 die. A distraction roll must be made before the defending side makes their rolls but can be done after the one who is chosen to defend.