Bandersnatch

**Bandersnatch** is a sport unique to Ozuma, played with a spherically-studded ball about thirty centimeters in diameter. It is the main available form of entertainment to Ozumians. It can also be used as a weapon. Although bandersnatches are resilient against the powerful kicks of bandersnatch contenders, and the various hides of enemies fighters strike with them, they are light; the material comprising the bandersnatch lacks the density to sink on its own, and even flies in an upward curve after receiving a Sphere Shot.

The aquatic sport is played on spherical stadia filled with pyrelight-infused water. The sphere pool uses pyrelights to congeal the water into a sphere. Bandersnatch players can stay active underwater for extended periods because they are sustained by the pyrelights contained in the water.

The objective is for the player and their team to kick the bandersnatch into the opposing team's goal, while the opposing team simultaneously defends their goal and attempts to steal the bandersnatch to make an attempt at the player's goal.

The verb for playing bandersnatch is "bandering" or "to bander."

## Story

Bandersnatch is a sport over 1000 years old. After Kanarzand's destruction and after Penance's emergence, bandersnatch became Ozuma's main form of entertainment. The ancient gesture used by bandersnatch spectators to cheer on their team was adopted by Yevon and became known as a religious gesture.

Bandersnatch is embraced by the Yevon faith, and Bavel has recently added their own team to the league. Maesters attend important bandersnatch tournaments, and the stadium in Tica is one of the few examples of non-forbidden mahkina. Even the Bedore, who are usually ostracized for not following Yevon's teachings, are accepted. The annual bandersnatch tournament is a festival where all the peoples of Ozuma overcome racial barriers to banish thoughts of Penance from their minds.

The Micha Celebratory Bandersnatch Tournament, a regional tournament in honor of Maester Iyo Micha's fiftieth year as Grand Maester, is currently being played in Tica.

## Rules

### Timeline

Each bandersnatch match is made up of two halfs, each of which consists of 10 rounds. Prior to kickoff, each team arranges on the field in starting positions: left, midfield, and right offense 10 feet back from the midline (30 feet apart), left and right defense 20 feet back from offense (40 feet apart), and keeper in the goal box. At kickoff for each half, the midfielders for each team compete in Acrobatics checks to grab the ball first. The team that wins this check takes possession of the ball and becomes the offense. The offensive midfielder then starts 5 feet back from the midline.

Each round consists of a back-and-forth between the two teams. First, the offensive side chooses to take actions or movement. Next, the defensive side takes action and movement in either order. Lastly, the offensive side takes the remaining activity on their turn. As with reactions, bonus actions can be taken during the action or movement stages as appropriate.

For example, a round may consist of offense arranging their field positions to make a Pass, followed by defense moving to mark the Passing player and potential targets (as well as making a Tackle or attempting to Steal the ball), and lastly offense attempting the Pass or making Tackles.

If a goal is scored, the current round immediately ends. Both teams then return to their starting positions for the next round, and a new kickoff begins the next round. The exception to this rule is if the last round was the final round of the half, in which case the half ends. In either case, prior to the next kickoff, the teams swap between offense and defense (that is, the team that just scored becomes defense, and vice versa).

Between halves, each team can change their player arrangement on the field. At the start of the second half, the team that was offensive at the end of the first half stays on offense, and the defensive team stays on defense. For example, if the first half ended with a goal in round 10 from Team A, then the second half begins with Team B in possession of the ball.

### Stamina

The Stamina of a bandersnatch player is half of their standard HP, rounded down. For example, a Level 7 player with 73HP would have a stamina of 36. If a player's Stamina is exhausted during a match, they are unable to play the rest of the current half.

All players regain half of their lost Stamina at half-time, rounded up. For example, if a player has 17/36 Stamina at the end of the first half of a match (i.e. they lost 19 Stamina), they regain 10 Stamina (19/2 = 9.5 rounds up to 10) and begin the second half of the match with 27/36 Stamina.

## Gameplay

### Actions

The following actions can be taken during a single round of bandersnatch.

#### Pass

Pass the ball from one teammate to another. To attempt a Pass, the player makes an Acrobatics check.

 21-30 feet
 31-40 feet
 41-60 feet
 61-80 feet
 81-100 feet

If the Pass is a success, the target teammate catches the ball successfully. On a critical success, the target teammate is carried an additional 10 feet toward the goal by the momentum of the ball.

If the Pass is a failure, the ball travels 10 feet from the Passing player in a random direction as determined by a D4. On a critical failure, the Passing player is also unable to Pick Up the ball until the next round.

#### Shoot

Shoot the ball in a certain direction. To attempt a Shot, the player makes an Acrobatics or Athletics check.

 21-30 feet
 31-40 feet
 41-60 feet
 61-80 feet
 81-100 feet

If the Shot is a success, the ball reaches the goalie successfully, and the goalie attempts to Catch the ball by making an Acrobatics check in a contest against the Shooter's final skill roll.

* If the Catch roll exceeds the Shot roll by 5 or more, the ball is Caught and does not score.

* If the Catch roll matches the Shot roll or exceeds it by 1-4, the ball is deflected but not caught. The ball travels 10 feet away from the keeper in a random direction as determined by a D4 (but never into the goal).

* If the Shot roll exceeds the Catch roll, the Shot scores and the Shooting team scores 1 point.

If the Shot roll is a critical success, the Shot immediately scores. If the Catch roll is a critical success, the ball is immediately Caught. If both the Shot roll and the Catch roll are a critical success, the Shot rebounds; a contest between the Shooting player's skill and the defending keeper's Acrobatics ensues, each with advantage.

If the Shot is a failure, the ball travels 20 feet from the Shooting player in a random direction as determined by a D4. On a critical failure, the Shooting player is also unable to Pick Up the ball until the next round.

#### Tackle

Tackle another player. An offensive or defensive player can attempt to Tackle another player. A player can make an Athletics check against the target's Athletics or Acrobatics.

If the Tackle is a success, the Tackling player to pushes the target 10 feet away in their choice of direction, and now occupies the space the target previously did. The target also takes Bludgeoning damage equivalent to an Unarmed Strike (i.e. 1 + STR) from the Tackling player. Lastly, if the target of the Tackle has the ball, a player who makes a successful Tackle also takes possession of the ball.

If the Tackle is a failure, the target fends off the attack and takes no damage.

If a player already has the ball and successfully Tackles another player, they can instead deal damage by throwing the bandersnatch at their opponent, dealing 1d6 + DEX Bludgeoning damage.

If the Tackling player has a critical success on their Athletics check, the damage is doubled. That is, for a standard tackle, the target takes 2 + 2\*STR Bludgeoning damage, and on a ball tackle, the target takes 2d6 + 2\*DEX Bludgeoning damage.

The ball can only be tackled away from a player once per round.

#### Steal

Take the ball away from the grasp of a creature. A player may attempt to Steal the ball from a target with the ball in their possession. the player makes a Sleight Of Hand against the target's Insight or Acrobatics.

If the Steal is a success, the Stealing player takes possession of the ball.

If the Steal is a failure, the target fends off the attack.

The ball can only be stolen from a player once per round.

### Bonus Actions

The following bonus actions can be taken during a single round of bandersnatch.

#### Pick Up

Pick up the ball when it is within range of you. This action can only be executed by a player if the ball is not in the possession of another player.

#### Prepare Pass or Prepare Shot

Steady the aim of your next action. A player can prepare their next Pass or Shot while they are already in possession of the ball, giving advantage on their next Pass or Shot performed within the next round. After taking this bonus action the player can not use any motion for the rest of the round. This bonus action can not be taken twice in a row.

#### Breather

Take a quick break after getting tackled. You can forgo your movement and action for the round to regain 5 Stamina. You can only take this bonus action if you have not taken any movement this round.

### Reactions

The following reactions can be taken during a single round of bandersnatch.

#### Deflect

Deflect a Pass or Shot. Any defending players within 10 feet of a player attempting a Pass or Shot, or within 10 feet of a player attempt to catch a Pass, can attempt to deflect the ball. A player on "tight mark" (at range of 5 feet) subtracts DEX, while a player on "nearby mark" (at twice range of 10 feet) subtracts DEX/2 (rounded down), from the roll of the attempted Pass or Shot. Upon resolution, the Pass or Shot is compared to the difficulty level.

If the Pass or Shot roll that would have passed its DC now fails due to a mark, the ball is intercepted by the mark whose deflection score lowers the roll below the DC. If the Pass or Shot would have failed anyway, it is intercepted by the closest mark.

#### Intercept

Stop a nearby Pass or Shot. Any defending players within range of the path of a traveling Pass or Shot can attempt to Intercept the ball. The defending player attempting to Intercept makes an Athletics check against the Pass or Shot roll.

If the Interception is a success, the Pass or Shot immediately fails, and the defending player takes possession of the ball.

If the Interception is a failure, the Pass or Shot continues as normal.

#### Lunge

Lunge in a direction of your choosing. An offensive or defensive player can invoke this reaction at any time except during their turn to move up to 10 feet in any direction. They can use this reaction to set themselves up for a Pass.

### Examples

The following are two examples to demonstrate how a Pass and a Shot may be resolved across a single round of play.

#### Pass

*A Level 5 character with a DEX score of 16 and proficiency in Acrobatics is attempting to Pass the ball to their team member 35 feet away. An opposing players, a character with a DEX score of 16, is within 5 feet of the player attempting to Pass. A second opposing player, a character with a DEX score of 18, is within 10 feet of the target of the Pass. No other players are near the ball's potential path to the target.*

*The Pass difficulty is DC15. The Passing player rolls an Acrobatics check resulting in 13 + 3 + 3 = 19 (1D20 + DEX + PB).*

*Since they are within 5 feet of the Passing player, the first defender subtracts 3 (DEX) from the Athletics check resulting in 19 - 3 = 16. The defender only partially deflects the ball, which passes them and approaches the target player.*

*Since they are within 10 feet of the Pass target, the second defender subtracts 2 (DEX/2) from the Athletics check resulting in 16 - 2 = 14. Since this result is lower than the Pass DC of 15, the Pass fails and is intercepted by the second defender.*

#### Shot

*A Level 5 character with a STR score of 16 and proficiency in Athletics, and a DEX score of 15 and proficiency in Acrobatics, is attempting to Shoot the ball at the goal from 25 feet away. An opposing player with a DEX score of 16 is 5 feet away from the player attempting the Shot. Another opposing player, a Level 4 character with a DEX score of 16, is within 10 feet of the ball's potential path to the goal. The defending keeper is a Level 7 character with a DEX score of 20 and proficiency in Acrobatics.*

*The initial Shot difficulty is DC10. The Shooting player chooses to roll an Athletics check resulting in 11 + 3 + 3 = 17 (1D20 + STR + PB).*

*Since they are within 5 feet of the Shooting player, the first defender subtracts 3 (DEX) from the Athletics check resulting 17 - 3 = 14. The defender only partially deflects the ball, which passes them and continues toward the defending goal.*

*Since they are within 10 feet of the ball's path, the second defender subtracts 1 (DEX/2) from the Athletics check resulting in 14 - 1 = 13. The defender only partially deflects the ball, which passes them and reaches the defending goal.*

*The Catch difficulty is now DC13. The keeper rolls an Acrobatics check resulting in 10 + 5 + 3 = 18 (1D20 + DEX + PB). The Shot is unsuccessful and does not score, and the ball is also Caught.*

## The sport

### Set-up and format

Bandersnatch is held in open-air water sphere stadium, designed in a traditional amphitheater style. Once the sphere is filled, a pair of triangular goals are suspended at opposing points within the sphere's diameter (usually at the north and south horizontal points).

Each game lasts for two ten-minute periods. The team with the highest score at the end of the second period wins. If the two teams remain tied during regular league season or exhibition play, the game ends in a tie. If the two teams are tied at the conclusion of tournament play, the game proceeds to overtime. Overtime consists of continuous 5 minute rounds in golden goal format.

The aim of the game is to score as many points as possible within the set amount of time. Each period consists of ten minute-long rounds, akin to a round of combat. Teams score goals by shooting the ball into the opposing team's goal. No player may enter the 15-foot-radius one around the goal, known as the Keeper's Zone, except for the goal keeper. When a team scores, the current round immediately ends, and the defending goal keeper takes possession of the ball while both teams return to their starting positions.

### Locales and stadia

Bandersnatch stadia have a superstructure of varying design, supporting hemispherical seating around a circular masonry courtyard, above which an invisible spherical and semi-permeable force field is suspended. Water fills the force field to create the water sphere play-field.

#### Tica

The Tica Stadium is the sole surviving bandersnatch stadium in Ozuma. It sits at the center of Tica's docks and is protected by the Chocobo Knights, as well as Crusaders and Warrior Monks during visits from maesters. The stadium is a vital monument of hope for the world's populace constantly under the threat of the monster, Penance. Bobba and Jimma commentate the bandersnatch matches held at the stadium.

### Teams

There are eight active bandersnatch teams that compete in Ozuma. Teams comprise of six players per side; three fielders, two defenders, and one goalkeeper. Team captains tend to have bands on their left arms as a sign of their status.

#### Be-Sia Aurochs

The Aurochs hail from the seaside village of Be-Sia, and as of the beginning of the campaign are under the captaincy of Wakka. They are the only team in Ozuma to have not passed the first round of the Tica bander tournament in the last twelve years, since their previous team captain Jecht left to become a Guardian for Braska.

 Midfield Offense
 Right Offense
 Left Defense
 Right Defense
 Keeper

#### Tica Goers

As of the beginning of the campaign, the Tica Goers reign as the Ozuma champions. They are captained by the confident and brash forward, Bickson Dorque. As they represent the city with the only blitz stadium, they are regarded as the most beloved team in Ozuma.

 Midfield Offense
 Right Offense
 Left Defense
 Right Defense
 Keeper

#### Bedore Psyches

The Bedore Psyches represent the Bedore race. Their goalie, Ranch, is considered one of the best goalies currently playing the game.

 Midfield Offense
 Right Offense
 Left Defense
 Right Defense
 Keeper

#### Ronshasa Fangs

The Ronshasa Fangs represent the Ronshasa race. Due to their physicality, they rely on power and endurance while lacking in speed.

 Midfield Offense
 Right Offense
 Left Defense
 Right Defense
 Keeper

#### Ki Kila Beasts

The Ki Kila Beasts hail from the small seaside town of Ki Kila. High Summoner Hollon used to play for the team before he became a summoner.

 Midfield Offense
 Right Offense
 Left Defense
 Right Defense
 Keeper

#### Waddo Warriors

The Waddo Warriors represent the Waddo race, and hail from Waddosalam. Their players contrast the Ronshasa Fangs with high speed at the expense of offense and endurance.

 Midfield Offense
 Right Offense
 Left Defense
 Right Defense
 Keeper

#### Tiefling Triflers

The Tiefling Triflers represent the tiefling race, and hail from Pandemaia. Their players are known for being exceptionally evasive in spite of their average speed, and for committing many fouls during exhibition gameplay.

 Midfield Offense
 Right Offense
 Left Defense
 Right Defense
 Keeper

#### Bavel Believers

The Bavel Believers hail from Bavel. Their team is the newest in the league, following the forced departure of the Dwarven Delvers from Forge Mountain at the end of the previous league season (due to allegations of referee bribery).

 Midfield Offense
 Right Offense
 Left Defense
 Right Defense
 Keeper

### Notable players

Great players are treated as sport heroes, receiving extra attention and drawing in crowds. For recreation, while they're not training, players usually either occupy the hot springs or participate in some "downtime activity" of their choosing.

Jecht, a legendary guardian to Lord Braska, was a professional bandersnatch player of renown skill.

## Gameplay

### Minigame

Any of the party members can play bandersnatch during their time in Ozuma if they visit the city of Tica.

### As a weapon

Although bandersnatchs used in standard play default on a blue and white color-scheme embossed with golden Ozumian script, some people employ many differently-styled bandersnatchs as ranged weapons. The names of the balls one can equip are homages to terms used commonly in real-world soccer or football.

During normal attacks a fighter throws the bandersnatch at their opponent, dealing damage. The bandersnatch is an effective ranged weapon, meaning a user can hit faraway opponents. The special use of a bandersnatch allows combatants to easily hit flying and otherwise highly evasive opponents. Through the use of magic, one can charge their bandersnatch with elemental damage to target their enemies' weaknesses.

## Behind the scenes

A similar sport to bandersnatch also exists in real life, called underwater rugby. The Jecht Shot alludes to one of the most famous football tricks, the jumping volley.

## Etymology

The bandersnatch is a creature in the Lewis Carroll poem *Jabberwocky*. The use of the term refers to the quirky nature of the ball's path during play.