Runes

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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GalakStarscraper
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Post by GalakStarscraper »

Been reading the Runelords series and it gave me an idea for a house rule for BB.

Runes:
A player may use a Rune to gain abilities permanently from another player. A player may only donate one ability to any other player (it cannot cause a stat to do below 1). The player gaining the stolen ability is permantently linked to the donating player. If the donating player ever dies or leaves the team for any reason, the player receiving the Rune from that player must leave the team as well.

There is no limit to the number of Runes a player may have. Runes available are:
Brawn: +1 ST
Deftness: +1 AG
Speed: +1 MA
Stamina: +1 AV
Wit: one non-Physical skill from the donator

Just a thought ... what do you think?

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Thadrin
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Post by Thadrin »

Don't like it as a sharing rule, but as a potential new Dwarf Wizard rule you may be onto something. I was considering something similar, having found a really SWEET Runesmith model to complete my Dwarf team (I thought. I just bought a bunch of Humans to allow me to use my Dwarfs in Dungeonbowl team rules.)

My idea for runesmith rules were along the lines of:
Upon hiring a runesmith, he will cast a rune that may be placed on any player's armour. Roll a D6:
1 - The rune cast is useless on the Blood Bowl field.
2 - Rune of Might: +1 ST
3 - Rune of Speed: +1 MA
4 - Rune of Resiliance: +1 AV
5 - Rune of Deftness: +1 AG
6 - Rune of luck: Gain the Pro skill.

roll a D6 for the life of the rune:
1 - one use only.
2-3 - useful for 1 drive
4-5 - Useful for one half
6 - useable all game

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GalakStarscraper
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Post by GalakStarscraper »

You'd have to read the Runelords novels ... in the books you can take attributes from another person to enhance your own but the price you pay is that your are forever linked that person's welfare.

The runes in the novels are special metal branding iron ... when a type of rune ... say Brawn is pressed against the 1st person it absorb their strength leaving them a weakling ... the next person is then branded (just like a branding iron) with a permanent rune into their skin which endows them with that person's strength in addition to their own. So these are runes like you think of with Dwarf in WFB.

Galak

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Post by Acerak »

For what it's worth, Runelords have been tossed around as an eventual idea for Dwarf "wizards." If they ever become reality, expect them to be rather Warhammer-ish and probably along the lines suggested by Thadrin.

Oh - personally, I'd let the rune last the entire game.

-Chet

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Thadrin
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Post by Thadrin »

Who writes those books Galak?
Sound interesting and the missus' birthday is coming up.....

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Post by GalakStarscraper »

1st book: The Runelords
2nd book: Brotherhood of the Wolf
Author: David Farland
Publishor: TOR Fantasy

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Post by voyagers_uk »

IMHO I would like to see this available from the stadium shop with other items like Magic Helmet, lucky rabbits feet etc before kick off.

Vanilla Dwarf teams can be said to be hard enough already without magical interference, but misguided dwarves selling their runes on the black market has a certain appeal.

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Thadrin
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Post by Thadrin »

Its no worse than any of the other wizard rules.
Selling the rune on would be pointless: why spend money to freeboot a Runesmith when you just plan on selling the rune on?

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Post by voyagers_uk »

Sorry Thadrin, not what I meant at all. I merely meant that a purveyor of beardy artifacts turns up as your team wagon rolls up and slyly advises you of the cost of a bit of extra luck. thus not limiting this advance to Dwarves.

Maybe you roll a D12 to see which wizard meets you at the gates and then (animosity willing) he may for the right lubrication sell you a little knick knack to aid your game.

EG

D6
1 - Dwarven Runesmith
2 - Dark Elf Mage (Weather spell)
3 - Halfling Cook (re rolls)
4 - Necromancer (1 Raise the dead spell)
5 - Chaos Mage (One Dirty Trick)
6 - Max Clifford (Human PR Coach to gain extra cash at end of game for selling sleazy expose)

just an idea.

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Trambi
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Post by Trambi »

There is a little pb ! Your recordsheet must indicate this so it could fill your recordsheet. I think it's perhaps too complex !

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Post by voyagers_uk »

It is more to add back a little fluff, whilst keeping some new tactical options open

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Post by Trambi »

Yes you add background to your team but you make it harder to follow with recordsheet. :pissed:

<font size=-1>[ This Message was edited by: Trambi on 2002-02-25 15:43 ]</font>

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Post by Longshot »

not a bad idea but it must be easier, we dont have to read a book for each team like armys in WB

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Post by Trambi »

I agree with you Longshot :wink: :wink:

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