Strife:Brenda's

Brenda's is an Imperial inn north of Balmora and south of Caldera. This is a diverse and popular place run by an Imperial lady named Brenda, where players can play games, gamble, and change player character.

Brenda
Brenda is a sweet lady that sells food and drinks, more specifically: her Baked good of the day and alcohol (it is an inn after all). Bakes can vary in prices, while alcohol is just the standard price, but there are also Cyrod alcohols for a 1.5X price increase compared to Oblivion due to import fees.

Changing Player Character
This is simple, you can go there and change to a different player character if you would like. They do not share equipment, though you can transfer equipment between player characters. They are levelled up to the same as the other player character you are temporarily retiring, as to not fall behind in encounters and be underpowered.

Games
Note that in all games you can play with or against NPCs. Their stats can either be randomly rolled with d100s, or chosen to be similar to the parties stats.

Luck applies appropriately to rolls in this game (except in The Saint's Cards). Armour and items that apply bonuses are assumed to be taken off, and spells are not allowed. The only level benefits that are allowed are birth-sign CE Fortify effects (The Steed, for example).

Brenda's Bingo
Brenda LOVES her game she 'made up' called bingo and will run bingo nights every even day of the month at a 19:00 (7pm) start on the dot. Each card is 10GP and may win you that day's grand prizes of a varying stature, depending on funding for that day and bingo got.

This is the same as real life bingo; so I won't put the rules here. The only thing I'd have to say is that NPCs CAN win if players do not quick enough...

Background Information
A simple but unorthodox betting person's card game played with a pack of cards numbered 1 to 100 in Daedric lettering. There is no house.

Rules
Every player individually puts down an agreed upon amount of gold; the default is 50 gold each. Any amount of people can play and each person goes one-by-one, withdrawing in any order until everyone has had exactly one go. After this time the game can restart (with the same or different mode) or people can leave.

This game has three modes: Casual, Competitive, or Saint's Competitive.

Casual
The on a player's turn they roll a d100 to draw a card. The cards number determines further action: After the card is drawn it is put back into the pack at a random place.
 * On a 1, they lose all their money to a random participant in the game.
 * Below a 50, they lose their starting bet to a random participant in the game if they can.
 * On a 50, nothing happens.
 * Above a 50, double your starting bet from a random participant in the game that still has money to double it.
 * On a 100, they get everyone's money.

Competitive
This is the same as Casual except the card is put out of play. The cards left starts full at 100. Each card drawn subtracts 1 from cards left.

The on a player's turn they roll a d(cards left) to draw a card. The cards number determines further action: After this, the cards can either be shuffled back into the deck, or left out of the deck until you run out of cards.
 * On a 1, they lose all their money to a random participant in the game.
 * Below a [(cards left)/2]-1 rounded down, they lose all their starting bet to a random participant in the game.
 * On a [(cards left)/2] or if (cards left) is odd either side values of [(cards left)/2], nothing happens.
 * Above a [(cards left)/2]+1 rounded up, double your starting bet from a random participant in the game that still has money to double it.
 * On a (Cards Left), they get everyone's money.

Saint's Competitive
This is the same as Competitive except when the card is put out of play, the (cards left) value is weighted. Cards are put down on the table face up if they have been drawn and put out of play. In the below bullet points, the "- (Number)" means means minus how many of those options have been drawn already, meaning you know the chances but do not have to keep track of specific numbers. The cards left starts full at 100. Each card drawn adds 1 to cards drawn.

The on a player's turn they roll a d(cards left) to draw a card. The cards number determines further action: After this, the cards can either be shuffled back into the deck, or left out of the deck until you run out of cards.
 * 1) On a 1, they lose all their money to a random participant in the game. If a 1 has already been drawn it cannot be drawn again.
 * 2) Below a [50-(1)-(2)], they lose all their put down gold to a random participant in the game.
 * 3) On a [50-(1)-(2)], nothing happens. If this has already been drawn it cannot be drawn again.
 * 4) Above a [50-(1)-(2)] rounded up, double your starting bet from a random participant in the game that still has money to double it.
 * 5) On an 100, they get everyone's money. If an 100 has already been drawn it cannot be drawn again.

Note that here [50-(1)-(2)]=[(cards left)-(1)-(2)+(3)+(4)+(5)]/2, which means by replacing the equations and replacing 100 with (cards used) for the number of cards used, you can use any card amount, so long as it's an even number. If (cards used) is not an even number then the equation changes to either side of [(cards left)-(1)-(2)+(3)+(4)+(5)]/2 for the midpoint "nothing happens" roll, ([(cards left)-(1)-(2)+(3)+(4)+(5)]/2)-1 rounded down for the below the midpoint roll, and ([(cards left)-(1)-(2)+(3)+(4)+(5)]/2)+1 rounded up for the above the midpoint roll.

Background Information
This Saxhleel game is called "Hip and Tail ball"; you may only use hip, elbows, and tails to hit a heavy ball made from gum. Don't worry, Brenda can supply you with an artificial Argonian's tail if you are not an Argonian.

The game is played on a broad field of dry mud and hay. On either end of the field there are walls with canes on them. There are also two hoops suspended over the field, one lower than the other. It is played in 2 teams of equal size, most of the time in two teams of 5.

Betting
Both teams can bet. You can either do bets individually among players, or officially. When done officially every single player puts down a GP bet. On a loss you lose your money and on a win your money is doubled (as you get the enemies GP). Mid-game at any time, bets can be increased for no time with the approval of all players involved.

Gameplay Rules
Saxhleel gain Fortify Agility 15 points for the duration of this game. If it is raining, everyone gets Damage Agility, Speed, and Strength 10 points.

This game can be played with three modes:
 * Competitive: Played with the heavier ball. Each player starts with 20HP. Each time a player just hits the ball they lose 1HP. Upon losing all your HP you cannot go for the ball and must sit in the backline. Each time your team gets the ball you all gain 1HP.
 * Competitive with Hip Pads: Played with the heavier ball. There is no HP system.
 * Non-competitive: Played with a lighter spongy ball used for tricks, instead of the aforementioned heavier gum-made competitive ball. Rolls involving strength gain one advantage and there is no HP system.

In the middle of the field the ball is tossed high in the air to start the game, and as it comes down every player rolls d(Agility Level) to race to hit the ball (highest result wins).

The player who gains control of the ball rolls d(200 - Strength Level). After this strength roll, the enemy team have possession now and is passed back to them. The enemy team roll the d(Agility Level) now and the highest result is who gets possession. If the team want a specific player to go for the ball, instead of all rolling an Agility level dice, the one player they want to go for the ball can roll Speed. On a success they get the ball, and on a failure they still get the ball but take 5HP of damage in the process. You may also pass to a team-mate for no rolls (doesn't count as a possession change), or hit the ball at an enemy costing you 2HP and them 4HP (counts as a possession change); for both of these the target gains possession.
 * If this roll is above 40 it will not hit the wall.
 * If this roll is 40 or below the ball is heading towards the wall. A player on the enemy team can attempt to interrupt this with 5HP and a Speed roll at half level. On a failure they do not get the ball and on a pass they do.

Either way, the ball is hit back and forth with each time trying to hit the enemies wall. If the ball hits the enemies wall your team gets 1 point, but if it's raining at all then your team gets 2 points instead. If three points are scored in a row the ball is covered in mud. If the ball is covered in mud for 3 possession changes the d(200 - Strength Level) will be at disadvantage, and for 5 possession changes the ball will be harder and all HP decreases will be at 2X.

On a d(200 - Strength Level) success, a player can instead choose to try get the ball through the lower hoop. To do this they roll a d(300 - (Strength Level + Agility Level)); the threshold is 50 or below success. On a success it goes through and that players team gets 3 points. On a failure both teams roll a d(Agility Level) like at the start of the game and it goes from there.

On an on or below 20 d(200 - Strength Level) success, a player can choose to hit the ball through the higher hoop. To do this they roll a d(300 - 0.75x(Strength Level + Agility Level)); the threshold is 50 or below success. On a success it goes through. On a failure both teams roll a d(Agility Level) like at the start of the game and it goes from there.

The game ends when either when one team gets 10 points, with the first to reach 10 points declared the winner (though you can go to any points). No matter the points if someone gets the ball through the higher hoop the game will immediately end also, and the team with the higher points is the winner.

Background Information
Played in an outside wooden ring, this martial tradition is made as much for spectator amazement than it is for fighting. Wrestling is a combination of Athletics, Acrobatics, Strength, Agility, and most importantly: Flair.

Betting
Betting on people to win is the same as Arena betting in the Rules PDF.

NPCs in wrestling (if unspecified level) have the same level as players if similar stats, but if they have randomly rolled stats their level may be lower or higher.

Rules
If one person has had 5 successful moves done against them, they are tired and rolls against them are at advantage.

You can play a variety of game-modes with the two most popular in Vvardenfell being a free-for-all in a larger ring of everyone at one time, or a free-for-all in a smaller ring with gradual and randomly ordered trickling in of people; with both, players are out of they are thrown out of the ring. This is a guide though, and players can form teams and do any game-mode they would like.

Moves
If you have a different wrestling move in mind: going to do to the GM, they can make up the rules and think of an appropriate roll on the spot.
 * If it is a known move that isn’t on here describe the move to the GM, they can make up the rules and think of an appropriate roll on the spot.
 * If it is a non-known custom move describe what your character is

Unless otherwise specified, successes in rolls of the said stat land hits on the target, failures do not.

Aerial Techniques
These can be done from upon some elevated object, such as a table, cage, or just the ropes. To balance on the object, it is an Agility roll. On a success you are on the ropes and can do an aerial move, on a failure you must make a willpower roll. On a success you are now back on the ring floor, on a failure you fall out of the ring. Here is the list of Aerial Techniques and their rolls: For Diving Hurricanrana and Opponent Throw, you can throw someone out of the ring, but the roll to succeed is at disadvantage.
 * Elbow Drop: Athletics
 * Diving Headbutt: Intelligence, except fails succeed and successes fail
 * Diving Splash: Agility
 * Flying Kick: Strength
 * Diving Hurricanrana: Speed
 * Moonsault: Willpower
 * Opponent Throw: Hand-to-Hand

Strikes
Just ways to hit another person and not be arrested because it looks awesome. If a strike can get someone out of the ring, then this is a disadvantage roll. Here is the list of Strikes and their rolls: an Aerial Technique of your choosing: Acrobatics You can Clothesline two targets (double clothesline) but it is at further disadvantage.
 * Clothesline: Endurance
 * Pimp Slap: Mercantile or Speechcraft
 * Stink Face: Personality
 * Headbutt, Kick, or Punch: Hand-to-Hand
 * Roundhouse Kick: Agility
 * Jumping Kick, Punch, or Headbutt off the bottom rung of the ring: Acrobatics
 * Aerial Technique off the the bottom rung of the ring; this transitions into the air by springing off the bottom rope, then you can roll for

Throws
Throw a person. You can throw said person out of the ring, or onto the ring floor. Rolls are at disadvantage if you want to throw them out of the ring. Here is the list of Throws and their rolls:
 * Chokeslam: Security or Sneak
 * Fireman Carry Throw: Strength
 * Powerbomb: Willpower
 * Scoop Slam: Intelligence
 * Suplex: Athletics
 * Catapult: Luck
 * Double Foot Kick: Speed

Double-Team Manoeuvres
Perform a move with another person. Although this is called a double-team manoeuvre, you may try it with as many people as you want. For every person you have helping you, you get 1-30 points deducted from your roll. If someone helps you they can only do a Strike on their next turn. Rolls are at disadvantage if you want to get them out of the ring with the move. Here is the list of Double-Team Manoeuvres and their rolls:
 * Double-Team Clothesline: Endurance
 * Double-Team Chokeslam: Security or Sneak
 * Double-Team Powerbomb: Willpower
 * Double-Team Suplex: Athletics
 * Double-Team Catapult: Luck
 * Double-Team Opponent Throw: Hand-to-Hand
 * Double-Team Fireman Carry Throw: Strength