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[PP-F3] Racketeers (Aoda)


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The young man clenched his jaw. “Forget it, kid,” he growled. Around the leather-bound handles of his rackets, Coldsteel’s fingers further tightened their grips. Both of his arms trailed behind him as he bolted ahead, his eyes fast on the prize and his whole body leaning precariously forward.  

With the ball quickly closing in on the ground, Coldsteel sprang forward. Shifting himself mid-air, he landed with one foot ahead of the other and his shoulder facing the net. Evoking a surfer’s stance, he bent his knees and shifted his weight to his trailing leg. Coldsteel dipped down low as he slid brazenly across the surface of the court. With a sweep of his arm, he caught the rebounding ball cleanly against the face of his racket and sent it hurtling over the net.

LKZ couldn’t help but give an appreciative whistle as the ball came sailing over to her side of the court. From the brief glimpse of his face she’d gotten in the moments that followed his little stunt, the boy seemed to be rather content with himself.

With Coldsteel’s return looking to be a deep one, LKZ fell back and managed to meet the ball just a couple of steps ahead of the baseline. She shifted her feet and dropped her racket to a familiar angle, causing the strings and wooden frame to take on a verdant glow. With the system taking the wheel, a clean swing of her arm lifted the ball high into the sky. “C’mon, just one more!” said the girl as she rushed toward the net. "I know you're having fun over there!" she added, her hand cupped against her mouth.

Edited by LKZ
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Aoda watched in awe as two racketeers combatted each other in a game of tennis. His eyes followed Coldsteel as he swiftly lunged, almost like a hedgehog would have. The bright, yellow orb zoomed across the court, nearly leaving the boundaries. However, the short opponent was able to successfully counter his strong attack. Tennis had never been the raven-haired player’s favorite sport. In fact, there had never been a time where he was inclined to play it. Now, his body surged with energy, a flame roaring in his heart.

Snapping back to reality, Aoda realized where he was. Since when was there a tennis court in Aincrad? He shrugged it off and continued to watch the intense battle between heroes. The young girl taunted the NPC in a playful manner as the ball flew over the heads of the players, seemingly causing Coldsteel to grow in annoyance.

It took all of the swordsman's strength to not enter the game and steal the ball from the boy, although he probably wouldn't have had the skill to do so if he tried. His eyes traveled towards the unused rackets. There were many open tennis courts, but nobody around to challenge. "I'll just have to wait then."

 

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His ears twitched, catching the familiar pop of a clean return. Just the mere sound of it served to flatline the half-smirk on his lips. Coldsteel lifted his head, his narrowed eyes quickly catching sight of the airborne ball. A shift of his feet brought the boy’s momentum to a grinding halt, sending dust in every direction. With his aggressive positioning, there’d be no stopping a lob like that it it were to touch down. For a brief moment, the boy crouched down low. “No means no, kid,” said Coldsteel, before rocketing into the air.

With the help of the Acrobatics skill, he found himself face to face with the ball just as it’d reached its apex. Both rackets in hand, his arms splayed out wide, Coldsteel spun in the air like a top on its side. Feeling the ball collide against his strings, Coldsteel’s eyes lit up, and he flashed a cool grin.

A flash of orange light emitted from the girl’s racket as she drew back her arm. “You’re, like, two years older than me,” she answered, with a smile. Just moments after it'd cleared the net, LKZ's racket slammed into the ball resoundingly, catapulting it right past her opponent. She watched as it hit the ground and bounced out of play before shattering mid-air. As the orange light faded, a banner of congratulations appeared above her. She lifted a hand to catch the confetti as it fell- a few stray pieces settled about her palm as she looked back to Coldsteel.

"C’mon, tell me that wasn’t fun just now,” said LKZ, waving her racket at the boy. “Besides,” she continued, lowering the racket to hang at her side. “Emerson gave you the day off, didn’t he?”

Landing with a roll, Coldsteel lifted himself from the ground and dusted the shoulders of his coat. Frowning, he moved both rackets to a single hand before summoning the game’s interface using his free one. “Screw Emerson,” he said, tapping a finger against hovering panel before him. The two rackets glowed white before disappearing. He turned his back on the girl, offering a dismissive wave without looking back. “I’m outta here, kid.”

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Before LKZ could even get a word in, the boy darted off to a nearby fence. Making use of his Acrobatics skill once more, Coldsteel flipped high into the air, only to hit his back against the top of the chain mesh structure. He bit his tongue, holding back a few choice words as he scrambled to pull himself over to the other side. Eventually, the boy succeeded and peeked his head back over the top. Catching sight of a waving LKZ, he ducked and dropped to the ground before storming off into the distance.

“Same time next week, okay?” yelled the girl, waving her racket in the air yet again. Clasping a hand against the back of her neck, she looked around idly for another practice partner. Pretty much everyone had gone home for the day and a quick scan of the courts only confirmed her suspicion.

Just as she prepared to pack up for the day, she spied an unfamiliar face out of the corner of her eye. It was a dark-haired man, roughly Coldsteel’s age, albeit considerably loftier. From the wideness of his eyes, she gathered that he must’ve seen at least the final stretch of the match.

To the man, LKZ waved both hands vigorously, a broad grin gracing her lips. “Hey!” she called, bouncing lightly up and down on the balls of her feet. “Playing’s a lot more fun than watching, I promise.” She pointed excitedly to the assortment of rackets hanging on the wall across from her. “If you see one that catches your eye, help yourself. I mean, as long as you come right on over,” she added, motioning to the now unoccupied end of the court.

---

Sword Art Online Tennis

Spoiler

Sword Art Online Tennis

 

Table of Contents

I. Intro

II. Stats and Dice

  1. Attack

  2. Defense

  3. Energy

III. Flow of the Game

  1. Pre-game

  2. Serving

  3. Returning

  4. Post-game

IV. Deciding Ties

V. Racket Arts

VI. Choosing a Racket

VII. Standard Rules

  1. Singles

  2. Doubles

 

 

I. Intro

Tennis, as it’s played in the world of Sword Art Online, can be described as a comfortable adaptation of its real world counterpart. To describe both variations in a few words, tennis is a racket sport in which players positioned on opposite sides of a net will rally a ball until one side is unable to complete a return. When one side (either a single player or a team of two players) is unable to make a successful return, the opposing side will gain a point and the rally will come to an end. The game is decided once one side has reached a pre-specified number of points.

 

While some of the differences between the two are on the more superficial side, SAO Tennis equipment typically being closer to medieval aesthetic than to modern constructions, SAO Tennis ultimately differentiates itself primarily through its numerically-based gaming mechanics.

 

II. Stats and Dice

SAO Tennis features three stats within its framework: Attack, Defense and Energy. Each of these stats is represented primarily by one of three corresponding dice: BD, LD and CD, respectively. MD, the most sparingly used of the dice, is reserved for deciding ties.

 

  1. Attack is the total between a player’s BD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Attack of a shot is higher than the Defense of a return, then the rally will end and a point will be awarded to the attacking player. An unmodified BD of 10 will result in a Critical Hit, which will award an automatic point unless countered by a Critical Return. The Attack stat represents a combination of placement, spin and power.

  2. Defense is the total between a player’s LD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Defense of a return is higher the Attack of a shot, then the returning player will respond with a counter shot with their own Attack and the rally will continue. An unmodified LD of 20 will result in a Critical Return, which will allow the returning player to automatically return any shot, including Critical Hits. The Defense stat represents a combination of agility, reach and reflex.

  3. Energy is a resource gained on a turn-by-turn basis, with the amount of Energy gained being equal to sum of a player’s CD roll and all relevant bonuses. Energy is gained only at the beginning of a player’s turn. It is both expendable and conservable, meaning that all unused Energy will be carried into following turns. Energy is capped to a maximum of 20 and a minimum of -1. If a player’s Energy is maxed prior to the start of their turn, they will receive passive bonuses to both Attack and Defense for the duration of that turn. Max Energy Bonus: +1 Attack, +1 Defense

 

 

III. Flow of the Game

  1. All participants on both sides will first equip and declare their rackets of choice, with in-character declarations being unnecessary so as to allow surprise tactics. They may also choose to declare a specific number of points or games required for a win.

In a departure from real world tennis, SAO Tennis automatically determines the initial server using RNG once all racket-equipped players have taken their positions on the court. Prior to the start of the match, all participants will roll for BD. The player will the highest BD will serve first. If this should result in a tie, substitute BD for MD in this check instead. If this should result in another tie, compare the sum total of each player’s BD and MD rolls. A ball will automatically spawn into the serving player’s free hand.

  1. Serves in SAO Tennis begin with the serving player rolling for and declaring their CD, BD and MD. The serving player will calculate their total Energy for the turn. From there, the serving player may use Energy in order to perform a Racket Art. Alternatively, they may also opt for an unassisted serve instead. In both cases, the Attack of the serve will be calculated and declared.

  2. Returns in SAO Tennis begin with the returning player rolling for and declaring their CD, LD and potentially, BD and MD. The returning player will calculate their total Energy for the turn. From there, the returning player will compare their Defense to the Attack of the shot being returned. If the Defense of the return exceeds the Attack of the shot, then the returning player will make a successful counter shot of their own. Counter shots make use of the returning player’s BD roll and may also be enhanced by Racket Arts using Energy. They may also be unassisted. In both cases, the Attack of the counter shot will be calculated and declared.

  3. The end of a rally will result in the system teleporting the ball to the next player in the serving rotation. The end of a game will trigger the ball’s shattering animation along with a declaration of victory above the head(s) of the winning player(s), much like in the case of a system-approved duel.

 

 

IV. Deciding Ties

If the Defense of a returning player is exactly equal to the Attack of an attacking player, substitute the attacking player’s BD roll for their MD roll and determine the new Attack of the shot. If this should result in another tie, then add the Defense of the returning player to the Attack of the attacking player. If this resulting sum should be even, then the shot is successfully returned and the rally is continued. If the sum should be odd, then a point is awarded to the attacker and the rally is ended.

 

 

V. Racket Arts

Racket Arts (RA’s) are system-assisted movements that allow players to maneuver at speeds which would otherwise be impossible. RA’s require Energy and are activated by the use of pre-motions. When an RA is activated, the player’s racket will glow a certain color for as long as the RA remains in effect.

 

Tier 1 Racket Arts (4 Energy Cost)

  • Your Choice (Serve/Return)  | The attacking player receives a +2 Attack bonus for the duration of their turn.

 

Tier 2 Racket Arts (8 Energy Cost)

  • Your Choice (Serve/Return) | The attacking player receives a +5 Attack bonus for the duration of their turn.

 

Tier 3 Racket Arts (12 Energy Cost)

  • Slice (Serve) / Drop shot (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, the defending player’s Energy will be decreased by an amount equal to the attacking player’s CD roll.

 

  • Kick (Serve) / Lob (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, on their following turn, the attacking player’s CD roll will grant a doubled amount of Energy.

 

  • Flat (Serve) / Smash (Return) | The attacking player receives a +10 Attack bonus for the duration of their turn.

 

VI. Choosing a Racket

Corresponding to the three major stats in SAO Tennis, there are also three major types of rackets which players may equip. Each type complements a different playstyle, and consequently, grants its own unique stat bonus.

 

  • Power | A heavier frame lends this racket type a bit more impact. Grants a +1 Attack bonus to all shots.

 

  • Control | A lighter frame lends this racket type a bit more maneuverability. Grants a +2 Defense bonus to all returns.

 

  • Technique | Specialized strings lend this racket type a bit more spin. Grants a +1 Energy bonus each turn.

 

Rackets are the sole type of equipment capable of granting stat bonuses in SAO Tennis. Much like with weapons, note that it’s entirely possible to equip a second racket in one’s off-hand. However, unless the player possesses the Dual Blades Unique Skill, dual wielding players are unable to activate Racket Arts. In addition, due to enhancement limits, dual wielding players may not double up on a single racket type. Dual wielding grants no special advantages outside of allowing an extra stat bonus.

 

VII. Standard Rules

  1. Singles matches, by default, require four points for a win. If both players reach three points each, a deuce will be initiated. Once a deuce has begun, a lead of two points will be required in order to win. By default, singles matches consist of only a single game. Both the number of points and the number of games required for a win may be modified prior to the start of a match. If desired, players may also choose to play indefinitely.

  2. Doubles matches follow all the rules of singles matches, whenever possible.

Pre-game, all four players will roll BD (as well as MD, if necessary,) in order to determine the initial server. The initial server will then determine the posting order for the game’s duration by serving at one of his two opponents. Once the serve is completed, the defending player will be given the opportunity to return the shot at the serving team’s other player (i.e., the player who did not serve).

Essentially, a player may never make a return at the player that gave them the ball (or, in other words, no tag-backs). Once a game of doubles has begun, each player is locked into attacking the same opponent until the game’s conclusion. This ensures roughly even and consistent participation for all participants.

Once a point has been scored, the player whom that point was scored upon will roll a second time and proceed with their own serve (using the same post), with respect to the established posting order.

 

Edited by LKZ
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"I'd hope so." Aoda said with a chuckle, in response to the girl's first comment. He took a look at the three different kinds of rackets laid out for him to choose. "Power", "Control", and "Technique". The boy wasn't sure which to choose from, as they all seemed to be the same to a novice player like himself. A smirk grew across his face as he wrapped his right hand around a "Power" racket. "There aren't any rules against dual wielding rackets, right?" The boy asked as he picked up a second racket.

"Bear with me here, I'm new to this." Aoda told the girl, swinging a racket in attempt to get a feel for this new and seemingly simple sport. He stepped towards the court where his opponent waited and grinned as he entered. It wasn't the first time he had played tennis, however the boy had never done it in SAO and definitely not with two rackets.

"You take the first serve. If it's alright with you, I'd like to see how this is going to work before doing it myself."

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Catching the boy’s questions on dual wielding, LKZ’s twitched with a mixture of amusement and mild interest. Her lips eased into a knowing smile as she watched him fiddle with the selection of rackets lined up in front of him. The wind began to come alive, sending her long brown hair into a flittering frenzy. She closed her eyes momentarily to shield them from the walnut locks, helping herself to a generous lungful of cool air in the meantime.

Once it’d become apparent that the evening breeze intended to stick around, the girl’s eyes fluttered open and fell once more upon the dark-haired boy. “Guess it just wouldn’t feel right if that weren’t the first thing to pop into our heads around here,” said LKZ, her fingers weaved comfortably into the base of her wispy windswept strands.

As the boy grasped his hands around one racket, followed by another, LKZ tossed her own racket skyward. Free from the girl’s hold, it spun on end in the air, though the girl herself would never see it. “Dual wielding, I mean,” she continued, her bright eyes fastened ahead on her would-be opponent. Her racket descending, she reached behind her back and caught it by the grip using her other hand. “Lucky for us, it’s a hundred percent kosher.” She stole a sidelong glance at the fence over which her previous opponent had performed his dramatic escape. “Actually, I’m pretty sure it’s half the reason why my friend ever picked up a racket in the first place, you know?” she added, laughing.

Receiving the go-ahead, LKZ acknowledged the boy’s request with a gracious bow before zipping straight to the baseline. A ball flickered into existence between her fingertips, and she bounced it thrice against the ground before gripping it stilly in her palm. “Oh, almost forgot! Name’s LKZ,” said the girl cheerfully. Then, tossing the ball upward, she carved the air with an overhead swing of her emerald racket. Cleanly colliding with the head of her racket, she followed the ball with her eyes as it whooshed through the air with a respectable pace.

Preparing herself for the all-but-inevitable return, she restrained herself to straddling the baseline. LKZ grinned. “Not too much trouble if I asked for yours, I hope?”

---

ID: 78294 | CD: 4 | BD: 9 | MD: 9

[LKZ] | 5/20 EN (+4)(+1)

Technique Racket | +1 EN

[Aoda] | 0/20 EN

Power/Control Rackets | +1 ATK, +2 DEF

« Unassisted Serve » = 9 (BD) = 9 Attack

0 (LKZ) - 0 (Aoda)

---

Sword Art Online Tennis

Spoiler

Sword Art Online Tennis

 

Table of Contents

I. Intro

II. Stats and Dice

  1. Attack

  2. Defense

  3. Energy

III. Flow of the Game

  1. Pre-game

  2. Serving

  3. Returning

  4. Post-game

IV. Deciding Ties

V. Racket Arts

VI. Choosing a Racket

VII. Standard Rules

  1. Singles

  2. Doubles

 

 

I. Intro

Tennis, as it’s played in the world of Sword Art Online, can be described as a comfortable adaptation of its real world counterpart. To describe both variations in a few words, tennis is a racket sport in which players positioned on opposite sides of a net will rally a ball until one side is unable to complete a return. When one side (either a single player or a team of two players) is unable to make a successful return, the opposing side will gain a point and the rally will come to an end. The game is decided once one side has reached a pre-specified number of points.

 

While some of the differences between the two are on the more superficial side, SAO Tennis equipment typically being closer to medieval aesthetic than to modern constructions, SAO Tennis ultimately differentiates itself primarily through its numerically-based gaming mechanics.

 

II. Stats and Dice

SAO Tennis features three stats within its framework: Attack, Defense and Energy. Each of these stats is represented primarily by one of three corresponding dice: BD, LD and CD, respectively. MD, the most sparingly used of the dice, is reserved for deciding ties.

 

  1. Attack is the total between a player’s BD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Attack of a shot is higher than the Defense of a return, then the rally will end and a point will be awarded to the attacking player. An unmodified BD of 10 will result in a Critical Hit, which will award an automatic point unless countered by a Critical Return. The Attack stat represents a combination of placement, spin and power.

  2. Defense is the total between a player’s LD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Defense of a return is higher the Attack of a shot, then the returning player will respond with a counter shot with their own Attack and the rally will continue. An unmodified LD of 20 will result in a Critical Return, which will allow the returning player to automatically return any shot, including Critical Hits. The Defense stat represents a combination of agility, reach and reflex.

  3. Energy is a resource gained on a turn-by-turn basis, with the amount of Energy gained being equal to sum of a player’s CD roll and all relevant bonuses. Energy is gained only at the beginning of a player’s turn. It is both expendable and conservable, meaning that all unused Energy will be carried into following turns. Energy is capped to a maximum of 20 and a minimum of -1. If a player’s Energy is maxed prior to the start of their turn, they will receive passive bonuses to both Attack and Defense for the duration of that turn. Max Energy Bonus: +1 Attack, +1 Defense

 

 

III. Flow of the Game

  1. All participants on both sides will first equip and declare their rackets of choice, with in-character declarations being unnecessary so as to allow surprise tactics. They may also choose to declare a specific number of points or games required for a win.

In a departure from real world tennis, SAO Tennis automatically determines the initial server using RNG once all racket-equipped players have taken their positions on the court. Prior to the start of the match, all participants will roll for BD. The player will the highest BD will serve first. If this should result in a tie, substitute BD for MD in this check instead. If this should result in another tie, compare the sum total of each player’s BD and MD rolls. A ball will automatically spawn into the serving player’s free hand.

  1. Serves in SAO Tennis begin with the serving player rolling for and declaring their CD, BD and MD. The serving player will calculate their total Energy for the turn. From there, the serving player may use Energy in order to perform a Racket Art. Alternatively, they may also opt for an unassisted serve instead. In both cases, the Attack of the serve will be calculated and declared.

  2. Returns in SAO Tennis begin with the returning player rolling for and declaring their CD, LD and potentially, BD and MD. The returning player will calculate their total Energy for the turn. From there, the returning player will compare their Defense to the Attack of the shot being returned. If the Defense of the return exceeds the Attack of the shot, then the returning player will make a successful counter shot of their own. Counter shots make use of the returning player’s BD roll and may also be enhanced by Racket Arts using Energy. They may also be unassisted. In both cases, the Attack of the counter shot will be calculated and declared.

  3. The end of a rally will result in the system teleporting the ball to the next player in the serving rotation. The end of a game will trigger the ball’s shattering animation along with a declaration of victory above the head(s) of the winning player(s), much like in the case of a system-approved duel.

 

 

IV. Deciding Ties

If the Defense of a returning player is exactly equal to the Attack of an attacking player, substitute the attacking player’s BD roll for their MD roll and determine the new Attack of the shot. If this should result in another tie, then add the Defense of the returning player to the Attack of the attacking player. If this resulting sum should be even, then the shot is successfully returned and the rally is continued. If the sum should be odd, then a point is awarded to the attacker and the rally is ended.

 

 

V. Racket Arts

Racket Arts (RA’s) are system-assisted movements that allow players to maneuver at speeds which would otherwise be impossible. RA’s require Energy and are activated by the use of pre-motions. When an RA is activated, the player’s racket will glow a certain color for as long as the RA remains in effect.

 

Tier 1 Racket Arts (4 Energy Cost)

  • Your Choice (Serve/Return)  | The attacking player receives a +2 Attack bonus for the duration of their turn.

 

Tier 2 Racket Arts (8 Energy Cost)

  • Your Choice (Serve/Return) | The attacking player receives a +5 Attack bonus for the duration of their turn.

 

Tier 3 Racket Arts (12 Energy Cost)

  • Slice (Serve) / Drop shot (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, the defending player’s Energy will be decreased by an amount equal to the attacking player’s CD roll.

 

  • Kick (Serve) / Lob (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, on their following turn, the attacking player’s CD roll will grant a doubled amount of Energy.

 

  • Flat (Serve) / Smash (Return) | The attacking player receives a +10 Attack bonus for the duration of their turn.

 

VI. Choosing a Racket

Corresponding to the three major stats in SAO Tennis, there are also three major types of rackets which players may equip. Each type complements a different playstyle, and consequently, grants its own unique stat bonus.

 

  • Power | A heavier frame lends this racket type a bit more impact. Grants a +1 Attack bonus to all shots.

 

  • Control | A lighter frame lends this racket type a bit more maneuverability. Grants a +2 Defense bonus to all returns.

 

  • Technique | Specialized strings lend this racket type a bit more spin. Grants a +1 Energy bonus each turn.

 

Rackets are the sole type of equipment capable of granting stat bonuses in SAO Tennis. Much like with weapons, note that it’s entirely possible to equip a second racket in one’s off-hand. However, unless the player possesses the Dual Blades Unique Skill, dual wielding players are unable to activate Racket Arts. In addition, due to enhancement limits, dual wielding players may not double up on a single racket type. Dual wielding grants no special advantages outside of allowing an extra stat bonus.

 

VII. Standard Rules

  1. Singles matches, by default, require four points for a win. If both players reach three points each, a deuce will be initiated. Once a deuce has begun, a lead of two points will be required in order to win. By default, singles matches consist of only a single game. Both the number of points and the number of games required for a win may be modified prior to the start of a match. If desired, players may also choose to play indefinitely.

  2. Doubles matches follow all the rules of singles matches, whenever possible.

Pre-game, all four players will roll BD (as well as MD, if necessary,) in order to determine the initial server. The initial server will then determine the posting order for the game’s duration by serving at one of his two opponents. Once the serve is completed, the defending player will be given the opportunity to return the shot at the serving team’s other player (i.e., the player who did not serve).

Essentially, a player may never make a return at the player that gave them the ball (or, in other words, no tag-backs). Once a game of doubles has begun, each player is locked into attacking the same opponent until the game’s conclusion. This ensures roughly even and consistent participation for all participants.

Once a point has been scored, the player whom that point was scored upon will roll a second time and proceed with their own serve (using the same post), with respect to the established posting order.

Edited by LKZ
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Aoda chuckled before responding. "Sometimes you've gotta try new things. Dual wielding tennis rackets is one of those things." The boy ran his hand through his dark hair. It was nearly time for him to receive his first ball in virtual tennis. His eyes studied the girl's movement as she made the serve that would begin the game.

LKZ, eh? Interesting name. Making sure he didn't get distracted and give away a free point so soon, the noirette waited to respond. He felt the racket in his palm and swung it upwards, gracefully returning the light, yellow orb to the opposite side of the court. "My name's Aoda. It's nice to meet you." He replied, awaiting a retrieval of the ball from the girl. No doubt, she'd be able to make a successful return, possibly even securing a point for herself.

"Do you and your friend play here often? I didn't even know this place existed, to be honest." The lad inquired, noticing that the girl was about the same level as he was. It told him that she must spend a lot of time playing sports like this. It made him wonder what else the center had to offer.

ID: 78753 | CD: 2 | BD: 6 | LD: 17

[LKZ] | 5/20 EN (+4)(+1)

Technique Racket | +1 EN

[Aoda] | 2/20 EN

Power/Control Rackets | +1 ATK, +2 DEF

« Unassisted Serve » = 6 (BD) = 6+1= 7 Attack

0 (LKZ) - 0 (Aoda)

@LKZ

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"Aoda..." repeated the girl. She squinted her eyes for a moment, owing partially to the evening sun and partially in consideration of the syllables which had just left her lips. In wait of the boy’s answer to her serve, LKZ gave a satisfied nod of her head as she traced the arc of his swing with her eyes. "Short, sweet and to the point," she remarked, taking off as the ball struck resoundingly against the face of Aoda’s racket. Bounding across the court, her shoes struck the ground in a rapid staccato succession, embedding a trail of fresh imprints into the soft clay surface. "Honestly, I really like it,” she managed between long strides, her eyes fixed steadily on the incoming ball.

A few quick paces further served to close the distance nearly entirely, though the resulting swing and miss suggested that she’d fallen just a tiny bit short. She watched as the ball sped onward unimpeded, no more than an inch or two away from the end of her own racket. Touching down shortly after, it bounced out of play before disappearing in a pulse of white light.

LKZ came to a stop, her eyes drifting back to the raven-haired boy as she straightened herself up. With both of the boy’s hands already occupied, she laughed as the ball reappeared somewhat precariously in the crook of his shoulder. “Hey Aoda, you sure this is your first time, buddy?” she asked with a smile.

Off to the side, a virtual display serving as the scoreboard ticked upward to award Aoda the first point of the game. “Anyway, um,” started LKZ as she made her way back to the baseline. “I actually work here, believe it or not.” She gestured with an open hand to the mossy brick-and-stone building standing behind them; or rather, she pointed to the brick-and-stone building behind which they themselves happened to be standing. “So I’ve probably got a couple more hours logged on these courts than most.”

Arriving at the baseline, she turned to face Aoda once again, bending her knees slightly at she readied herself for the coming serve. “‘Course, playing a lot doesn’t necessarily translate to being particularly good.” She paused to clear her throat, the familiar curve of her lips returning soon after. Her eyes shifted between Aoda and the system HUD, paying special attention to the energy reserves she’d managed to build. “So, what brings you to the DCC? You didn't happen to stop by for some strudel, didja? 'Cause if you did, then I totally get it.”

--- 
@Aoda

ID: 78803 | CD: 10 | LD: 6

[LKZ] | 16/20 EN (+10)(+1)

Technique Racket | +1 EN

[Aoda] | 2/20 EN

Power/Control Rackets | +1 ATK, +2 DEF

6 (LD) = 6 Defense < 7 Attack = Miss

0 (LKZ) - 1 (Aoda)

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Sword Art Online Tennis

Spoiler

Sword Art Online Tennis

 

Table of Contents

I. Intro

II. Stats and Dice

  1. Attack

  2. Defense

  3. Energy

III. Flow of the Game

  1. Pre-game

  2. Serving

  3. Returning

  4. Post-game

IV. Deciding Ties

V. Racket Arts

VI. Choosing a Racket

VII. Standard Rules

  1. Singles

  2. Doubles

 

 

I. Intro

Tennis, as it’s played in the world of Sword Art Online, can be described as a comfortable adaptation of its real world counterpart. To describe both variations in a few words, tennis is a racket sport in which players positioned on opposite sides of a net will rally a ball until one side is unable to complete a return. When one side (either a single player or a team of two players) is unable to make a successful return, the opposing side will gain a point and the rally will come to an end. The game is decided once one side has reached a pre-specified number of points.

 

While some of the differences between the two are on the more superficial side, SAO Tennis equipment typically being closer to medieval aesthetic than to modern constructions, SAO Tennis ultimately differentiates itself primarily through its numerically-based gaming mechanics.

 

II. Stats and Dice

SAO Tennis features three stats within its framework: Attack, Defense and Energy. Each of these stats is represented primarily by one of three corresponding dice: BD, LD and CD, respectively. MD, the most sparingly used of the dice, is reserved for deciding ties.

 

  1. Attack is the total between a player’s BD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Attack of a shot is higher than the Defense of a return, then the rally will end and a point will be awarded to the attacking player. An unmodified BD of 10 will result in a Critical Hit, which will award an automatic point unless countered by a Critical Return. The Attack stat represents a combination of placement, spin and power.

  2. Defense is the total between a player’s LD roll on any given turn in addition to all relevant bonuses. It is re-rolled on a turn-by-turn basis and is one half of the process which determines when a point has been made. If the Defense of a return is higher the Attack of a shot, then the returning player will respond with a counter shot with their own Attack and the rally will continue. An unmodified LD of 20 will result in a Critical Return, which will allow the returning player to automatically return any shot, including Critical Hits. The Defense stat represents a combination of agility, reach and reflex.

  3. Energy is a resource gained on a turn-by-turn basis, with the amount of Energy gained being equal to sum of a player’s CD roll and all relevant bonuses. Energy is gained only at the beginning of a player’s turn. It is both expendable and conservable, meaning that all unused Energy will be carried into following turns. Energy is capped to a maximum of 20 and a minimum of -1. If a player’s Energy is maxed prior to the start of their turn, they will receive passive bonuses to both Attack and Defense for the duration of that turn. Max Energy Bonus: +1 Attack, +1 Defense

 

 

III. Flow of the Game

  1. All participants on both sides will first equip and declare their rackets of choice, with in-character declarations being unnecessary so as to allow surprise tactics. They may also choose to declare a specific number of points or games required for a win.

In a departure from real world tennis, SAO Tennis automatically determines the initial server using RNG once all racket-equipped players have taken their positions on the court. Prior to the start of the match, all participants will roll for BD. The player will the highest BD will serve first. If this should result in a tie, substitute BD for MD in this check instead. If this should result in another tie, compare the sum total of each player’s BD and MD rolls. A ball will automatically spawn into the serving player’s free hand.

  1. Serves in SAO Tennis begin with the serving player rolling for and declaring their CD, BD and MD. The serving player will calculate their total Energy for the turn. From there, the serving player may use Energy in order to perform a Racket Art. Alternatively, they may also opt for an unassisted serve instead. In both cases, the Attack of the serve will be calculated and declared.

  2. Returns in SAO Tennis begin with the returning player rolling for and declaring their CD, LD and potentially, BD and MD. The returning player will calculate their total Energy for the turn. From there, the returning player will compare their Defense to the Attack of the shot being returned. If the Defense of the return exceeds the Attack of the shot, then the returning player will make a successful counter shot of their own. Counter shots make use of the returning player’s BD roll and may also be enhanced by Racket Arts using Energy. They may also be unassisted. In both cases, the Attack of the counter shot will be calculated and declared.

  3. The end of a rally will result in the system teleporting the ball to the next player in the serving rotation. The end of a game will trigger the ball’s shattering animation along with a declaration of victory above the head(s) of the winning player(s), much like in the case of a system-approved duel.

 

 

IV. Deciding Ties

If the Defense of a returning player is exactly equal to the Attack of an attacking player, substitute the attacking player’s BD roll for their MD roll and determine the new Attack of the shot. If this should result in another tie, then add the Defense of the returning player to the Attack of the attacking player. If this resulting sum should be even, then the shot is successfully returned and the rally is continued. If the sum should be odd, then a point is awarded to the attacker and the rally is ended.

 

 

V. Racket Arts

Racket Arts (RA’s) are system-assisted movements that allow players to maneuver at speeds which would otherwise be impossible. RA’s require Energy and are activated by the use of pre-motions. When an RA is activated, the player’s racket will glow a certain color for as long as the RA remains in effect.

 

Tier 1 Racket Arts (4 Energy Cost)

  • Your Choice (Serve/Return)  | The attacking player receives a +2 Attack bonus for the duration of their turn.

 

Tier 2 Racket Arts (8 Energy Cost)

  • Your Choice (Serve/Return) | The attacking player receives a +5 Attack bonus for the duration of their turn.

 

Tier 3 Racket Arts (12 Energy Cost)

  • Slice (Serve) / Drop shot (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, the defending player’s Energy will be decreased by an amount equal to the attacking player’s CD roll.

 

  • Kick (Serve) / Lob (Return) | The attacking player receives a +5 Attack bonus for the duration of their turn. In addition, on their following turn, the attacking player’s CD roll will grant a doubled amount of Energy.

 

  • Flat (Serve) / Smash (Return) | The attacking player receives a +10 Attack bonus for the duration of their turn.

 

VI. Choosing a Racket

Corresponding to the three major stats in SAO Tennis, there are also three major types of rackets which players may equip. Each type complements a different playstyle, and consequently, grants its own unique stat bonus.

 

  • Power | A heavier frame lends this racket type a bit more impact. Grants a +1 Attack bonus to all shots.

 

  • Control | A lighter frame lends this racket type a bit more maneuverability. Grants a +2 Defense bonus to all returns.

 

  • Technique | Specialized strings lend this racket type a bit more spin. Grants a +1 Energy bonus each turn.

 

Rackets are the sole type of equipment capable of granting stat bonuses in SAO Tennis. Much like with weapons, note that it’s entirely possible to equip a second racket in one’s off-hand. However, unless the player possesses the Dual Blades Unique Skill, dual wielding players are unable to activate Racket Arts. In addition, due to enhancement limits, dual wielding players may not double up on a single racket type. Dual wielding grants no special advantages outside of allowing an extra stat bonus.

 

VII. Standard Rules

  1. Singles matches, by default, require four points for a win. If both players reach three points each, a deuce will be initiated. Once a deuce has begun, a lead of two points will be required in order to win. By default, singles matches consist of only a single game. Both the number of points and the number of games required for a win may be modified prior to the start of a match. If desired, players may also choose to play indefinitely.

  2. Doubles matches follow all the rules of singles matches, whenever possible.

Pre-game, all four players will roll BD (as well as MD, if necessary,) in order to determine the initial server. The initial server will then determine the posting order for the game’s duration by serving at one of his two opponents. Once the serve is completed, the defending player will be given the opportunity to return the shot at the serving team’s other player (i.e., the player who did not serve).

Essentially, a player may never make a return at the player that gave them the ball (or, in other words, no tag-backs). Once a game of doubles has begun, each player is locked into attacking the same opponent until the game’s conclusion. This ensures roughly even and consistent participation for all participants.

Once a point has been scored, the player whom that point was scored upon will roll a second time and proceed with their own serve (using the same post), with respect to the established posting order.

Edited by LKZ
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The lad let out a chuckle as the girl told him she liked his name. "Thank you. LKZ's a great name too. How'd you come up with it?" Aoda inquired, watching as the virtual orb flew through across the court. Thankfully, LKZ's height helped in his favor, causing her to be only a few inches short of whipping the tennis ball back to his side of the court. Surprisingly enough, the number on the scoreboard changed to "1" on his side. "Maybe I was a professional in another life." Aoda replied.

Holding his racket with a tight grip, the black-haired player readied his serve. It was a bit nerve wracking, being his first serve and all, but he thought he could at least get it to the other side of the arena. Unfortunately, his swing wasn't as strong as he hoped. It made it to the other side, but seemed to be an easy target for the girl, who was a clearly a veteran in racketeering.

"Trust me, you're probably a lot better than I am." He responded with a laugh. Aoda watched the girl's posture as she prepared for a counter to his weak serve. With his experience, the boy didn't know what to expect from his opponent. "I found this place while exploring the town. I didn't even realize there was strudel here. I think you'll need to introduce me later."

ID: 79121 | CD: 2 | BD: 2 | MD: 3

[LKZ] | 16/20 EN (+4)(+1)

Technique Racket | +1 EN

[Aoda] | 4/20 EN

Power/Control Rackets | +1 ATK, +2 DEF

« Unassisted Serve » = 3 (BD) = 3+1= 4 Attack

0 (LKZ) - 1 (Aoda)

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Sword Art Online Tennis

@LKZ

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