New skills you would add?
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Re: New skills you would add?
The demonic makes the chaos claw teams a bit more binary...
The distract skill - does that lessen the utility of disturbing presence? Also can shut down a lesser used part of the game more...
The distract skill - does that lessen the utility of disturbing presence? Also can shut down a lesser used part of the game more...
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- Darkson
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Re: New skills you would add?
Demonic - that's just a quick and dirty version - we had a longer-winded version than that, but it was in a more house-rule heavy league.
Distract - yes it does, and yes it does (but then I'd like to see passing radically over-hauled to make it a viable tactic [which would mean a radical overhaul of the whole game]). We came up with it after having 3 Elf teams, plus a Wood Elf team (that took NoS) in a league and just having passes all over the place.
Distract - yes it does, and yes it does (but then I'd like to see passing radically over-hauled to make it a viable tactic [which would mean a radical overhaul of the whole game]). We came up with it after having 3 Elf teams, plus a Wood Elf team (that took NoS) in a league and just having passes all over the place.
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- rolo
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Re: New skills you would add?
Amazons can't use this ...frogboy wrote:Teabag; The Teabag skill works in a similar fashion to a foul action but no assists can be used. Declare Your players action is to Teabag an opponents prone player and if needed move your player into an agacent appropriate square. Next your opponent will roll a D6 and try to beat their own players Ag, if the roll is equal to or less than the prone players Ag then it is too humiliated to continue for this drive and retires to the dug out and won't return to the pitch until the player can roll higher than its Agility on a D6 at the end of a drive.
If the Teabagged player manages to beat its Agilty whilst prone on the pitch it overcomes its humiliation and instead the player doing the Teabagging is booed off the pitch until the next drive.
Blatant Foul - A player with this skill may choose to turn a normal foul action into a blatant foul: jumping up and down on the target, biting, aiming for "the sack", whatever it takes. The foul is treated as if the armor roll was double sixes; automatically breaking armor but automatically getting caught. Roll the injury as usual.
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- lunchmoney
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Re: New skills you would add?
Stretch your imagination - yes they canrolo wrote:Amazons can't use this ...frogboy wrote:Teabag; The Teabag skill works in a similar fashion to a foul action but no assists can be used. Declare Your players action is to Teabag an opponents prone player and if needed move your player into an agacent appropriate square. Next your opponent will roll a D6 and try to beat their own players Ag, if the roll is equal to or less than the prone players Ag then it is too humiliated to continue for this drive and retires to the dug out and won't return to the pitch until the player can roll higher than its Agility on a D6 at the end of a drive.
If the Teabagged player manages to beat its Agilty whilst prone on the pitch it overcomes its humiliation and instead the player doing the Teabagging is booed off the pitch until the next drive.
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lunchmoneybb@gmail.com
TOs! You do not need multiple copies of rosters. It's a waste of paper.
Bribe level: good coffee.
#FlingNation find me on page 95
- frogboy
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Re: New skills you would add?
Here's another one, not so much a Skill but could be a new side line option perhaps.
Rules Lawyer 100K. Rules Lawyers are often annoying at the best of times when they stop play and argue with the ref, after all what's the point of going to a game if your not going to see some BloodBowl action right!? Well now your team can hire their very own Rules Lawyer.
When an opponent attempts to make any re-roll during their turn you may elect to send your Rules Lawyer to the side line to distract play with an extremely long winded subjective assumption which can possibly distract the other team. Roll a D6, on the roll of a 4+ the opponents Re-Roll is wasted and must apply the result of the first roll. Re-Rolls tokens are still removed in this way. Your Rules Lawyer may be used once per half.
Rules Lawyer 100K. Rules Lawyers are often annoying at the best of times when they stop play and argue with the ref, after all what's the point of going to a game if your not going to see some BloodBowl action right!? Well now your team can hire their very own Rules Lawyer.
When an opponent attempts to make any re-roll during their turn you may elect to send your Rules Lawyer to the side line to distract play with an extremely long winded subjective assumption which can possibly distract the other team. Roll a D6, on the roll of a 4+ the opponents Re-Roll is wasted and must apply the result of the first roll. Re-Rolls tokens are still removed in this way. Your Rules Lawyer may be used once per half.
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Re: New skills you would add?
I love this idea but probably not as a skill. It should be built into the fouling rules: The fouler may choose to perform a Blatant Foul at the time the Foul Action is declared (ie before any foul rolls): add +2 to the AV roll only; player is automatically ejected after the foul's effect is resolved. Bribes can be used.rolo wrote:Blatant Foul - A player with this skill may choose to turn a normal foul action into a blatant foul: jumping up and down on the target, biting, aiming for "the sack", whatever it takes. The foul is treated as if the armor roll was double sixes; automatically breaking armor but automatically getting caught. Roll the injury as usual.
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Re: New skills you would add?
lunchmoney wrote:Stretch your imagination - yes they canrolo wrote:Amazons can't use this ...frogboy wrote:Teabag; The Teabag skill works in a similar fashion to a foul action but no assists can be used. Declare Your players action is to Teabag an opponents prone player and if needed move your player into an agacent appropriate square. Next your opponent will roll a D6 and try to beat their own players Ag, if the roll is equal to or less than the prone players Ag then it is too humiliated to continue for this drive and retires to the dug out and won't return to the pitch until the player can roll higher than its Agility on a D6 at the end of a drive.
If the Teabagged player manages to beat its Agilty whilst prone on the pitch it overcomes its humiliation and instead the player doing the Teabagging is booed off the pitch until the next drive.
Actually they get +2 in the AG roll.
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- rolo
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Re: New skills you would add?
Afroman wrote:lunchmoney wrote:Stretch your imagination - yes they canrolo wrote: Amazons can't use this ...
Actually they get +2 in the AG roll.
Actually on a natural 6 the victim bites down ... ... ...
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"It's 2+ and I have a reroll. Chill out. I've got this!"
- birdman37
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Re: New skills you would add?
More Stunty lobbing!
Tumble (A)
This player has spent a bit of time mixing with the acrobats from the local circus, and it's paid off! The player may use this skill to re-roll the landing roll from a Throw Team Mate attempt. Alternatively, if the player sucessfully landed and did not use this skill to re-roll, the player may instead attempt to tumble in a direction of their choosing. The coach places the throw-in template under the player in their desired facing, and rolls a D6 to determine the direction of the tumble (as per usual), and a D3 for the distance. The player must move the entire distance dictated by the roll, but does not need to dodge in order to get there. If any of the squares in the tumble path are occupied, then the player stops in the square preceding the blocked space with no further effect. A player who tumbles off the field will cause a turnover, get beaten up by the crowd, and if they were carrying the ball, it will get lobbed back in per the normal rules.
Wings (A)
Those Goblin Doom Divers have a lot to answer for! Instead of using the D8 to determine the 3 scatters of a TTM attempt, the coach of this player may instead use the throw-in template, and choose the initial facing of the template for each scatter.
Tumble (A)
This player has spent a bit of time mixing with the acrobats from the local circus, and it's paid off! The player may use this skill to re-roll the landing roll from a Throw Team Mate attempt. Alternatively, if the player sucessfully landed and did not use this skill to re-roll, the player may instead attempt to tumble in a direction of their choosing. The coach places the throw-in template under the player in their desired facing, and rolls a D6 to determine the direction of the tumble (as per usual), and a D3 for the distance. The player must move the entire distance dictated by the roll, but does not need to dodge in order to get there. If any of the squares in the tumble path are occupied, then the player stops in the square preceding the blocked space with no further effect. A player who tumbles off the field will cause a turnover, get beaten up by the crowd, and if they were carrying the ball, it will get lobbed back in per the normal rules.
Wings (A)
Those Goblin Doom Divers have a lot to answer for! Instead of using the D8 to determine the 3 scatters of a TTM attempt, the coach of this player may instead use the throw-in template, and choose the initial facing of the template for each scatter.
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Re: New skills you would add?
instant casualty and loses the teabag skill permanently.(he/she may choose the skill again at the next upgrade of course.)rolo wrote:Afroman wrote:lunchmoney wrote:
Stretch your imagination - yes they can
Actually they get +2 in the AG roll.
Actually on a natural 6 the victim bites down ... ... ...
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Re: New skills you would add?
That's flair!birdman37 wrote:More Stunty lobbing!
Tumble (A)
This player has spent a bit of time mixing with the acrobats from the local circus, and it's paid off! The player may use this skill to re-roll the landing roll from a Throw Team Mate attempt. Alternatively, if the player sucessfully landed and did not use this skill to re-roll, the player may instead attempt to tumble in a direction of their choosing. The coach places the throw-in template under the player in their desired facing, and rolls a D6 to determine the direction of the tumble (as per usual), and a D3 for the distance. The player must move the entire distance dictated by the roll, but does not need to dodge in order to get there. If any of the squares in the tumble path are occupied, then the player stops in the square preceding the blocked space with no further effect. A player who tumbles off the field will cause a turnover, get beaten up by the crowd, and if they were carrying the ball, it will get lobbed back in per the normal rules.
Wings (A)
Those Goblin Doom Divers have a lot to answer for! Instead of using the D8 to determine the 3 scatters of a TTM attempt, the coach of this player may instead use the throw-in template, and choose the initial facing of the template for each scatter.
Love them. Althought I suspect they may be on the edge of overbuffing.
ON the other hand, a RS-player with these two skill probably wont have sprint, nor sure feet.
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- Shteve0
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I like tumble on its own - I don't think you need the AG test, or the Landing reroll. It could work as just one square in a direction determined by the throw in template and only on a successful landing.
Really creative skills though mate, kudos
Really creative skills though mate, kudos
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Re: New skills you would add?
Stunty Cannonball Only players with The Right Stuff can use this skill. Experts in the art of being thrown by bigger mostly stupid creatures these savvy Stuntys have survived long enough to know that curling up into a ball is often the best way to avoid being hurt in many of life's seemingly one sided affairs.
To that end Stunty Cannonballs are slightly easier to throw, do not subtract 1 from the dice during the pass action. When a Stunty Cannon ball lands on a player you may modify the armour or injury roll of your opponent in the same way as if you had Mighty Blow. Stunty Cannonball players choosing to use this skill when being thrown always finish in the prone position but do not roll for armour in addition they may continue to move if they have not made an action this turn in the same way as a player who was prone in the previous turn. They do not cause a turnover unless carrying the ball
Feed Only players with the Always Hungry skill may use Feed. The perpetual thrashing his coach has given him means this Big Guy has finally realised that eating the opponents players is good too.
When an opponents player with The Right Stuff skill is in the tackle zone of a Big Guy with the Feed skill the Big Guy may use his action to try and eat the Stunty little git. The Stunty may attempt an out of sequence dodge to any free adjacent square if he fails then the Big Guy eats him in the same way as in the Always Hungry skill. Feeding players may Blitz with this skill instead of blocking.
To that end Stunty Cannonballs are slightly easier to throw, do not subtract 1 from the dice during the pass action. When a Stunty Cannon ball lands on a player you may modify the armour or injury roll of your opponent in the same way as if you had Mighty Blow. Stunty Cannonball players choosing to use this skill when being thrown always finish in the prone position but do not roll for armour in addition they may continue to move if they have not made an action this turn in the same way as a player who was prone in the previous turn. They do not cause a turnover unless carrying the ball
Feed Only players with the Always Hungry skill may use Feed. The perpetual thrashing his coach has given him means this Big Guy has finally realised that eating the opponents players is good too.
When an opponents player with The Right Stuff skill is in the tackle zone of a Big Guy with the Feed skill the Big Guy may use his action to try and eat the Stunty little git. The Stunty may attempt an out of sequence dodge to any free adjacent square if he fails then the Big Guy eats him in the same way as in the Always Hungry skill. Feeding players may Blitz with this skill instead of blocking.
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Re: New skills you would add?
I love the doom diver.
I though would make it a trait and add it as a position to the goblin team (or as a star) - Orcs don't need the help!
I though would make it a trait and add it as a position to the goblin team (or as a star) - Orcs don't need the help!
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Re: New skills you would add?
I Like cannonbal! Specially if it can be combined with wings and tumble!frogboy wrote:Stunty Cannonball Only players with The Right Stuff can use this skill. Experts in the art of being thrown by bigger mostly stupid creatures these savvy Stuntys have survived long enough to know that curling up into a ball is often the best way to avoid being hurt in many of life's seemingly one sided affairs.
To that end Stunty Cannonballs are slightly easier to throw, do not subtract 1 from the dice during the pass action. When a Stunty Cannon ball lands on a player you may modify the armour or injury roll of your opponent in the same way as if you had Mighty Blow. Stunty Cannonball players choosing to use this skill when being thrown always finish in the prone position but do not roll for armour in addition they may continue to move if they have not made an action this turn in the same way as a player who was prone in the previous turn. They do not cause a turnover unless carrying the ball
Feed Only players with the Always Hungry skill may use Feed. The perpetual thrashing his coach has given him means this Big Guy has finally realised that eating the opponents players is good too.
When an opponents player with The Right Stuff skill is in the tackle zone of a Big Guy with the Feed skill the Big Guy may use his action to try and eat the Stunty little git. The Stunty may attempt an out of sequence dodge to any free adjacent square if he fails then the Big Guy eats him in the same way as in the Always Hungry skill. Feeding players may Blitz with this skill instead of blocking.
Feed is evil!
One Dodge away from dying seems a bit brutal!
How about restrain him to only block actions? That way there is the choice of not putting your most valuable RS-player next to him.
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