Different Skills/Traits

Don't understand a particular rule or just need to clarify something? This is the forum for you. With 2 of the BBRC members and the main LRB5/6 writer present at TFF, you're bound to get as good an answer as possible.

Moderator: TFF Mods

Post Reply
User avatar
Princelucianus
Legend
Legend
Posts: 2042
Joined: Tue Jun 26, 2001 12:00 am
Location: Not in front of a BB table
Contact:

Post by Princelucianus »

I was just wondering of at a different topic and saw Galak used the skill "Juggernaut" which is a (own) League skill I guess.
On the OLBBL they also have sheets with strange skills which make no sense to me at all.

Ergo: Please post the miscelaneous (made up) skills here for everybodies pleasure. I would like to know what has been made up.

Myself
Double frenzy (strength skill):
"Can only be aquired if the player already has the frenzy trait. The player must still frenzy twice when he tries to block a player, but if he knocks his opponent down after his first block and (after following up of course) he is standing next to another opponent, he must now block this player. This second block is the last block he makes, so he may not frenzy this second player. Blocking two players this way is not considered a blitz action, unless the player blitzed, to reach the first person he blocked"

Lucy
:smoking:

Reason: ''
Image
RCN: Keeper of the sacred dice
Norse
Da Organiza
Posts: 8447
Joined: Fri Nov 23, 2001 12:34 pm
Location: between a rock and a hard place...
Contact:

Post by Norse »

Can anyone tell that Lucy has a Dark Elf team????? :razz:

Reason: ''
Impact! - Fantasy Football miniatures and supplies designed by gamers for gamers
User avatar
Princelucianus
Legend
Legend
Posts: 2042
Joined: Tue Jun 26, 2001 12:00 am
Location: Not in front of a BB table
Contact:

Post by Princelucianus »

Wait until I write down my other "marvel Superhero" skills

*Piling down: Add your ag & str to the opp Av check. If succesfull, he's buried until the end of the match
*Superblow: Add +d6 to the AV check. If succesfull, the opposing player is automatically thrown in the crowd.
*Flexible arm. No matter where you're standing, you may try to pick up the ball.
*Invisibility. You may not be blocked, and you never have to make a dodge roll. Otoh, you may not receive the ball either.

These skills have just been gathered by my ghouls and mummies :razz:

Lucy
:smoking:

_________________
Image
:smoking dragon smily.com.img/forgetaboutit.jpg

<font size=-1>[ This Message was edited by: Princelucianus on 2002-02-28 16:03 ]</font>

Reason: ''
User avatar
GalakStarscraper
Godfather of Blood Bowl
Posts: 15882
Joined: Tue Jun 26, 2001 12:00 am
Location: Indiana, USA
Contact:

Post by GalakStarscraper »

Here are the new skills allowed in the MBBL2, most of these have been tested for a year or more and I recommend several of them to liven up your league .... certain of these skills were submitted to Fanatic for a Citadel Journal article and Andy said he liked it and would probably use it ... not sure when or actually if that would occur (the skills in the CJ article were Trip Up, Jam, Stiff Arm, Perfect Spiral, Double Blitz, Juggernaut, and Wings):

<b><h2>Skills Description</h2></b><p>
<b><h3>General Skills</b></h3><p>
<b><a name="#doubledauntless"></a>Double Dauntless (TRAIT)</b> - This trait can only be taken if the player already has the Dauntless trait. The player loses Dauntless and gains Double Dauntless. This skill works exactly as Dauntless and has one extra. Any player attempting to block this player, must roll under or equal to his ST on a 2D6 first. On a successful roll, he may block this player as normal. A failure means that the Double Dauntless player's strength is counted as being equal to his opponent's for this block. Remember this roll is made before any bonuses for defensive or offensive assists or Horns are added. A player with Double Dauntless who is being hit with multiple blocks by a player with Frenzy or Wild Animal must have a new Double Dauntless roll made against them before EACH block is thrown at him.<p>
<b><a name="#kickoffreturn"></a>Kickoff Return (SKILL)</b> - A player on the receiving team may use this skill when the ball has been kicked. It allows him to move up to 3 squares to the ball after the ball has been scattered but before it hits the ground (and bounces). All normal movement rules apply (such as dodging) with the exception that no Go For Its are allowed during this special move. Players set up on the Line of Scrimmage may not use this skill. This 3 square movement occurs before resolution of kickoff table result. Only one player may use this skill each kickoff.</p>
<b><a name="#tripup"></a>Trip Up (SKILL)</b> - A player with this skill can be down but is never out (of action that is). The player with Trip Up still exerts a tackle zone even when prone (not stunned). This does not allow him to lend or prevent assists when prone.<p>
=================================================================
<b><h3>Agility Skills</b></h3><p>
<b><a name="#jam"></a>Jam (TRAIT)</b> - A player with this skill can try to stop an opponent in his tracks. If an opponent enters a player with Jam's tackle zone from outside the Jam player's tackle zone, the player with Jam may choose to have both players roll a D6. The Jamming player adds his Agility and the opposing player may add his Agility or Strength (opponent's choice). If the opponent gets a higher result or equal result, then his action continues as normal. If the Jamming player is higher, then the opponent stops in his tracks and his action ends. A player may only use Jam once per opposing team turn (and never on his own turn.) ST modifiers such as Horns or Dauntless are not considered for Jam. A Turnover is never caused from the use of Jam.<br>
<b><a name="#stiffarm"></a>Stiff Arm (SKILL)</b> - This player is skilled at pushing a would be blitzer off with a stiff shove. If an opponent has moved at least one square and then blitzes this player, the player with Stiff Arm may apply -1 ST to the blitzer(minimum ST 1). This skill may only be used once a turn and is applied before other strength modifiers (such as Dauntless and Horns).<p>
=================================================================
<b><h3>Passing Skills</b></h3><p>
<b><a name="#bulletthrow"></a>Bullet Throw (SKILL)</b> - If the player with this skill has the ball, he may throw it at extremely high speed at any player that is not in an adjacent square. Roll to see if the player is successful throwing the ball as normal (expect that this pass may not be intercepted or Pass Blocked). If the pass is successful, the player to whom the ball is thrown must roll less than or equal to his his Strength with a +1 modifier to the dice roll (+2 modifier if the thrower also has the Strong Arm skill). If the modified roll is successful, the targeted player may attempt to catch the ball as though it was thrown to them (+1 modifier for accurate pass, if opponent catches the ball it counts as an interception). If the modified roll is higher than the targeted players strength, the targeted player is nailed by the pass unaware. Make an injury roll straight away (no armour roll is required) with one of the following modifiers for the distance of the pass: +2 for Quick Pass Range, +1 for Short Pass Range, 0 for Long Pass Range, -1 for Long Bomb Range. If the player with the Bullet Throw skill also has the Strong Arm skill, add an additional +1 to the injury roll. After hitting the targeted player, the ball scatters one square from the target player. Using the Bullet Throw skill will result in a turnover unless the Bullet Throw is caught by a friendly player or successfully hits the targeted player who then fails the Strength roll. If the ball hits a targeted opponent who then fails his Strength roll, it will not count as a turnover even though the ball then scatters one square (the refs love this play when it works too much to blow the whistle). Use of this skill does count as the team's pass action for this turn.<p>
<b><a name="#perfectspiral"></a>Perfect Spiral (TRAIT)</b> - With enough time, this player can launch an almost perfect pass. If this player throws an accurate Pass, the catcher may add an additional +1 to the catch roll.<p>
=================================================================
<b><h3>Strength Skills</b></h3><p>
<b><a name="#bearhug"></a>Bear Hug (TRAIT)</b> - Instead of making a block, a player with Bear Hug can choose to crush his opponent within his powerful arms. Both coaches should roll a D6 and add their player's strength (counting assists). If the attacking player rolls higher than his opponent, make an armour and injury roll for the defending player as normal (no modifiers allowed to these rolls). If the Bear Hug player fails to break the armour of the opponent, nothing happens. If the armour roll is successful and a Stunned result is rolled for the injury, the opponent is placed stunned in the square they were in (ie no push back). If the defending player is removed from the field due to injury, the attacking player may not follow-up. Bear Hugs may not be used if the player has moved (ie not as part of blitz action).<br>
<b><a name="#doubleblitz"></a>Double Blitz (TRAIT)</b> - A player with this skill may throw one additional block against the same player after the first on a blitz move if neither of the players is knocked down. Unlike a Frenzy, this additional block is optional.<p>
<b><a name="#juggernaut"></a>Juggernaut (SKILL)</b>: A player with this skill in virtually unstoppable once he is in motion. Opposing players may not use their Block, Jam, or Stand Firm skills if this player throws a Blitz at them OR a player with Juggernaut may move prone or stunned players (from either team) into an unoccupied square using the same rules as a Push Back result from a Block. This skill can only be used once per a turn and may only be taken by a player with a minimum Strength of 5.<p>
<b><a name="#pitchplayer"></a>Pitch Player (SKILL)</b> - A player with this skill may attempt to throw any opponent in an adjacent square at the start of his action (instead of blocking them). Roll blocking dice as if you were trying to block the opponent (use offensive and defensive assist rules), this represents the attempt to pick the opponent up. If you roll two or more results that would have succeeded in knocking the opponent down, you have managed to pick up the opponent. If only one or no "opponent down" result is rolled, the opponent has eluded the pick up attempt and nothing happens. If successful, the opponent can be thrown as per Throw Teammate skill (see Throw Teammate skill) except that the throw is made with an additional -1 penalty for each point of the opponent's strength over 1 (-1 for ST 2, -2 for ST 3, -3 for ST 4, -4 for ST 5) representing the player's non-cooperation. If the thrown player has the Right Stuff skill they can attempt to land as normal, otherwise the player will have an additional -1 penalty to his landing. An opponent may be thrown into the crowd. This skill may only be taken and used by players with a Strength 5 or more. Pitch Player may not be taken or used by a player with the Wild Animal trait. If the throw is fumble, the opponent falls down in the square they started in and makes armour and injury rolls without modifiers.<p>
<b><a name="#push"></a>Push (SKILL)</b> - When the player rolls a push back result, he may chose to push the blocked player back two squares instead of one. The pusher can still only follow up one square. Push may not be used against a player with Stand Firm or Side Step. For a player to be pushed back two squares, both squares must be empty and in a direct line behind the player. Push can be used to push a player into the crowd if the second square in a straight line is the crowd.<p>
=================================================================
<b><h3>Physical Traits</b></h3><p>
<b><a name="#macetail"></a>Mace Tail</b> - A player with this skill has grown a long, powerful tail covered with lumps and spikes which he can use to attack opponents, if he takes the time to size him up. During his turn, a player with this skill who has not moved may attack an opponent instead of throwing a block at an adjacent opponent. Both coaches roll a D6 and add their player's agility. If the score for the player with Mace Tail is higher, the opponent has been knocked down in the square he was standing (armour roll is made with a -1 modifier and any injury roll is made at +1.)<br>
<b><a name="#nullfield"></a>Null Field</b> - (also known as Tattoos) - A player with this skill is surrounded by a thin yet incredible strong personal aura created by mutation or unshakable faith. This field/aura means his AV is fixed, and cannot be modified by anything. This means Mighty Blow, Dirty Player, Claw, Fouls assists, Chainsaws, etc. have no effect for the purposes of the player's Armour roll. Skills that effect the Injury roll will still work, if the armour is penetrated.<p>
<b><a name="#weatherimmunity"></a>Weather Immunity</b> - This player may pass to Long Bomb and Hail Mary distance during a Blizzard, GFIs for on 2+ during a Blizzard, does not suffer a -1 to pickup/catch during Pouring Rain or a -1 to passing during Very Sunny, and never makes heat exhaustion rolls for Sweltering Heat. Put another way ... this player ignore any effects from the current weather.<p>
<b><a name="#wings"></a>Wings</b> - A player with this skill may make Leap move (same as the Leap skill) with a +2 modifier to the Agility roll (a roll of 1 is still considered a failure). The player must move 2 squares before using the Wings skill. If the player also has the Leap skill, he may use his Wings to "Leap" 3 squares instead of 2 (this will use 3 MA and the player will still need to move 2 squares before using Wings).<p>
=================================================================


<font size=-1>[ This Message was edited by: GalakStarscraper on 2002-02-28 17:56 ]</font>

Reason: ''
User avatar
Thadrin
Moaning Git
Posts: 8080
Joined: Mon Jul 30, 2001 12:00 am
Location: Norsca
Contact:

Post by Thadrin »

Perfect Spiral should definitely be there. That would be the second or third skill on my passing Runner.

Reason: ''
longfang
Legendz Bedo Legend
Posts: 1822
Joined: Wed Jun 27, 2001 12:00 am
Location: T5
Contact:

Post by longfang »

So much for keeping it simple!

Reason: ''
User avatar
GalakStarscraper
Godfather of Blood Bowl
Posts: 15882
Joined: Tue Jun 26, 2001 12:00 am
Location: Indiana, USA
Contact:

Post by GalakStarscraper »

Actually longfang if you deleted the Pitch Player and Bullet Throw skills all of the skills I listed have descriptions that are not any longer than the ones in the Death Zone. The only reason they look worder is that I add in clarification in the skill description.

Double Dauntless could easily read as follows: Player may make a Dauntless roll both when blocking and being blocked.

There one nice sentence however it does lead to some clarification questions ... if you added all the clarification and FAQs about a given skill directly into the skills text you'd find that the ones I listed other than BThrow and PPlayer are just as simple as the official skills out there ... I'm a firm believer in KISS.

Galak

Reason: ''
User avatar
Thadrin
Moaning Git
Posts: 8080
Joined: Mon Jul 30, 2001 12:00 am
Location: Norsca
Contact:

Post by Thadrin »

IIIIIII wanna rock and roll all niiiight...

whaddaya mean not that KISS?

Reason: ''
User avatar
Longshot
Da Capt'ain
Posts: 3279
Joined: Thu Aug 09, 2001 12:00 am
Location: elsewhere
Contact:

Post by Longshot »

seems good, gonna try some in 'fair' game.

Reason: ''
Lightning' bugs for the win

http://teamfrancebb.positifforum.com/
Acerak
Rulz Guru
Posts: 801
Joined: Thu Jan 01, 1970 12:00 am
Location: Amherst, NY
Contact:

Post by Acerak »

Kickoff Return (SKILL) - A player on the receiving team may use this skill when the ball has been kicked. It allows him to move up to 3 squares to the ball after the ball has been scattered but before it hits the ground (and bounces). All normal movement rules apply (such as dodging) with the exception that no Go For Its are allowed during this special move. Players set up on the Line of Scrimmage may not use this skill. This 3 square movement occurs before resolution of kickoff table result. Only one player may use this skill each kickoff.

I'd add the following to prevent abuse:

1. Can't be used if the kick-off went OOB before landing.
2. Can't be used to cross the LOS.

Other notes:

* Jam - Ick! DT is dead :smile:

* Jam and Stiff Arm seem a little redundant. What happens when you combine them? Can a player Stiff Arm that blitzing Longbeard before trying to make a Jam roll on him?

* Push - "Mighty Shove" returns!

-Chet

Reason: ''
User avatar
Trambi
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1310
Joined: Thu Jan 01, 1970 12:00 am
Location: St Quentin en Yvelines near Paris, France
Contact:

Post by Trambi »

I think perfect spiral, should add a -1 modifier to the pass roll, to reflect the fact that this kind a pass is harder to complete.

<b>
Perfect Spiral (TRAIT)</b> - With enough time, this player can launch with a -1 to the pass roll an almost perfect pass. If this player throws an accurate Pass, the catcher may add an additional +1 to the catch roll.


<font size=-1>[ This Message was edited by: Trambi on 2002-03-01 20:10 ]</font>

Reason: ''
User avatar
GalakStarscraper
Godfather of Blood Bowl
Posts: 15882
Joined: Tue Jun 26, 2001 12:00 am
Location: Indiana, USA
Contact:

Post by GalakStarscraper »

Acerak:
On Kickoff Return ... both of those are great catches of loopholes ... I'll make sure to edit the skill.

Jam ... yeah its DT ... but its a trait, and some of the members of my league really missed old DT. This is old DT-lite. As for mixing Jam and Stiff Arm. The players would roll for Jam first and then Stiff Arm would be applied to the Block ... I'll make sure that the wording make this more clear.

Trambi - Perfect Spiral is a trait ... is the skill SO good that you would use doubles to get it or would you rather have Strong Arm and get the pass where its going first. If it was a skill I might agree with you, as a trait, I have no problems with Perfect Spiral.

Galak

Reason: ''
Post Reply