By Josh Nuttall (sctasca@altavista.net)
Tackles: Strength versus Stamina or Dexterity in a contested roll. The tackler must make at least two successes more than his opponent.
Passes: Roll Dexterity + Pass and the receiver must roll Dexterity + Receive.
Blocking: Strength versus Strength in a contested roll.
Interceptions: Roll Dexterity + Receive in a contested roll versus the receiver.
Damage and Regeneration: To take advantage of the full ability of supernaturals they have decided to allow combat and have completely rid the rules of unnecessary roughness As the great Shockingheimer once said, "Kill that asshole!"
Determining Yardage: For a pass, roll the passer's Dexterity. Each success equals two yards. For a run, roll the runner's Dexterity for yardage that turn minus whoever tackled him's successes on a Dexterity roll. If untackled that turn, roll again until tackled or killed or something.
Weapons and Dos and Don'ts: Knives are perfectly acceptable, but swords are not Pistols are acceptable, but rifles are not Hand grenades are acceptable if not a little overboard. Snipers are acceptable as long as they're not on the field. Snipers may use any weapon conceivable. Land mines are acceptable but stupid as they could just as easily kill either team.