PBeM for Idiots
Posted: Tue Feb 26, 2002 11:06 pm
Okay, in this area we can list things that we have learned or questions about how do I do that ... I'm going to start with a list of all the skills that the PBeM software automatically handles certain features of as this is often a questions (certain means that it handles some or all)
Because the PBeM tool is designed to work with lots of different house rules ... you'll be surprised at the number of different rules that the game supports.
PLEASE NOTE: In order for a skill to work properly it MUST be spelled the way it is show below .. the only two exceptions to this currently are Regeneration which will work with any spelling starting with Regen and Razor Sharp Claws as RSC and RSF will also work for this.
Skills automatically handled in some fashion:
First the ones you expect:
General: Dauntless, Dirty Player, Leader, Nerves of Steel, Pass Block, Shadowing, Sure Hands, Tackle
Agility: Catch, Diving Tackle, Dodge, Jump Up, Leap, Side Step, Sprint, Sure Feet
Passing: Accurate, Hail Mary Pass, Pass, Strong Arm
Strength: Break Tackle, Guard, Mighty Blow, Piling On, Stand Firm
Physical: Big Hand, Claw, Extra Arms, Foul Appearance, Horns, Prehensile Tail, Razor Sharp Claws, Tentacles, Thick Skull, Two Heads, Very Long Legs
Characteristics: Bonehead, Hypnotic Gaze, Off for a Bite, Really Stupid, Regenerate, Right Stuff, Stunty, Take Root, Throw TeamMate, Wild Animal
Okay now the new skills available on skill rolls the tool detects:
Double Dauntless: Dauntless on offensive AND defense
Trip Up: tackle zone when prone (cannot affect assists)
Jam: Ability to use Agility contest to stop opponent who moves into your TZ.
Stiff Arm: -1 ST to a blitzer
Perfect Spiral: +1 to catch roll of accurate pass
Null Field/Tattoos: No modifiers to AV roll
Weather Immunity: Player not effected by weather at all.
Finally here are the skills that the game detects that are special along with what the game does:
ALLY: if 3rd edition, roll to lose team rerolls, if BB2k1 this player cannot use team rerolls.
Avoid: Player must roll to beat your AV before he can block you.
Ball and Chain: Player cannot be blocked accept by another Ball and Chain player ... is ST 6 when blocking.
Banishment: If less then 3 skills, player is killed by SI. If 3 or more skills, SIs are only Badly Hurt.
BIG GUY: if 3rd edition, player needs double star player points to advance, if BB2k1 this player cannot use team rerolls.
Brittle: +10 to Serious Injury rolls.
Chill: Allows a free action AV roll against Prone players to make them Stunned.
Cold Blooded: Player makes Bonehead rolls and cannot be on field during Blizzard
Cold Natured: Player makes Bonehead rolls and cannot be on field during Sweltering Heat
Cold Resistant: Long passes, GFI 2+ during Blizzard, Sweltering Heat 1 or 2.
Crystal Skin: First AV break must be rerolled.
Daemonic Aura: No AV modifiers ... any casualty injury result = Death.
DeathRoller: +7 to fouling AV roll.
Dprog: player needs double the number of star player points to advance.
DSW #+: Secret Weapon roll for possible ejection each drive he DOES NOT play ... # is the number to roll equal or higher than ... (player can still use Stunty doding rules)
Easily Injured: +1 to injury
Elephant Trunk: -1 to Dodges, +1 to pickup/catch
Ethereal: Agility roll to pass through an opposing player in a straight line
Foul Appearance L#: player must make a FA roll that equals/beats the # to block instead of the normal 2+.
Fragile: If player attempts to catch the ball either from a pass or bouncing ball and fails they are Stunned by the ball. ALSO, the player cannot GFI when holding the football.
GFI Injury: if falls down from GFI, makes injury roll without armour first.
Gluttony: Player misses drive on a 1. If he is also a Wild Animal, he'll miss on a 1-3.
Greater Glory: Player must move before other players.
Heat Resistant: Sweltering Heat rolls during Blizzard, not effected by Sweltering Heat.
Honorable: player cannot foul or assist a foul.
House Fly Head: -2 to pickup/catch/pass/intercept
Iron Man: Player may never be injured worse than Stunned.
MA D6: Players rolls D6 when choosen to see how many squares he can move this turn.
Mace Tail: Agility based roll against opposing player instead of a Block action to knock the player down. Success results in -1 AV/+1 Inj rolls.
No MVPs: player cannot be chosen for the MVP
Nonball Handler: player cannot pickup/catch/intercept the ball
Not Worthy: If player is holding the ball at beginning of turn, roll a D6, failure means they must move 1st and must pass, handoff, or drop the ball without scoring this turn.
NoRot: Player never makes Nurgles Rot rolls at end of game
Obese: cannot GFI
Pulled Punches: This player may never injury an opponent worse than Stunned.
Running Chainsaw: +3 to AV roll when blocked and knocked down or assisting/throwing a foul.
Rusting: cannot be on the pitch during Pouring Rain
Single Eye: must reroll first accurate pass
Spontaneous Combustion: roll a D6 at beginning of each turn if not injured, on a 1 he explodes
SSW #+: Secret Weapon roll for possible ejection each drive he plays ... # is the number to roll equal or higher than ... (player can still use Stunty dodging rules)
Stone Cold Stupid: player makes Really Stupid rolls and cannot be on field during Sweltering Heat
SW #+: Secret Weapon roll for possible ejection each drive he plays ... # is the number to roll equal or higher than ... (player CANNOT use Stunty dodging rules)
Third Eye: +1 to quick/short passes, -1 to long/long bomb
TIKSTPK: Bonehead roll except that the player automatically regains their Tackle Zone at the beginning of the player's next turn. If they fail the roll two consectutive turns, the player explodes and dies.
Titchy: D6/2 round down extra players allowed on pitch each kickoff. +2 to Dodge, +2 to Injury, no -1 to dodges into their TZ.
Uncontrollable: When selected, rolls a D6, on a 1 they move D6 squares in a random direction.
Unstable: At end of each drive, player misses rest of match on a 1 or 2.
Vampiric Change: cannot be on field during Very Sunny, if one field and weather changes to Very Sunny=player injured.
Waaagh Armour: no modifiers to either AV or Injury roll.
War Cry: Before the player has moved, they may use this skill to make all adjacent players lose their tackles zones, players from your team affect by this may not move this turn.
Will He Show?: Player misses first drive of 1st half on 1.
Wings: Player may use the Leap ability if he has moved at least 2 squares first with +2 to the roll. If the player ALSO has Wings, they may "leap" 3 squares instead of 2.
Also note the specials for the following team names:
Bright Crusaders: -1 to all AV rolls, if Niggled out can still play on a 2nd 6
Evil Gits: +1 to endgame FF roll
Halfling: if Wizard is shown, games makes Halfling Chef rolls.
Heroes of Law: +1 to endgame FF roll
Hobgobllin: +1 to the Argue the Call roll
Nurgles Rotters: entire team makes Nurgle's Rot rolls at the end of the game.
Vampire-Lahmian: Player type of Vampire gets +1 to all Hypnotic Gaze rolls
Vampire-Necrarch: Regeneration on 3+ instead of 4+ for all players.
Because the PBeM tool is designed to work with lots of different house rules ... you'll be surprised at the number of different rules that the game supports.
PLEASE NOTE: In order for a skill to work properly it MUST be spelled the way it is show below .. the only two exceptions to this currently are Regeneration which will work with any spelling starting with Regen and Razor Sharp Claws as RSC and RSF will also work for this.
Skills automatically handled in some fashion:
First the ones you expect:
General: Dauntless, Dirty Player, Leader, Nerves of Steel, Pass Block, Shadowing, Sure Hands, Tackle
Agility: Catch, Diving Tackle, Dodge, Jump Up, Leap, Side Step, Sprint, Sure Feet
Passing: Accurate, Hail Mary Pass, Pass, Strong Arm
Strength: Break Tackle, Guard, Mighty Blow, Piling On, Stand Firm
Physical: Big Hand, Claw, Extra Arms, Foul Appearance, Horns, Prehensile Tail, Razor Sharp Claws, Tentacles, Thick Skull, Two Heads, Very Long Legs
Characteristics: Bonehead, Hypnotic Gaze, Off for a Bite, Really Stupid, Regenerate, Right Stuff, Stunty, Take Root, Throw TeamMate, Wild Animal
Okay now the new skills available on skill rolls the tool detects:
Double Dauntless: Dauntless on offensive AND defense
Trip Up: tackle zone when prone (cannot affect assists)
Jam: Ability to use Agility contest to stop opponent who moves into your TZ.
Stiff Arm: -1 ST to a blitzer
Perfect Spiral: +1 to catch roll of accurate pass
Null Field/Tattoos: No modifiers to AV roll
Weather Immunity: Player not effected by weather at all.
Finally here are the skills that the game detects that are special along with what the game does:
ALLY: if 3rd edition, roll to lose team rerolls, if BB2k1 this player cannot use team rerolls.
Avoid: Player must roll to beat your AV before he can block you.
Ball and Chain: Player cannot be blocked accept by another Ball and Chain player ... is ST 6 when blocking.
Banishment: If less then 3 skills, player is killed by SI. If 3 or more skills, SIs are only Badly Hurt.
BIG GUY: if 3rd edition, player needs double star player points to advance, if BB2k1 this player cannot use team rerolls.
Brittle: +10 to Serious Injury rolls.
Chill: Allows a free action AV roll against Prone players to make them Stunned.
Cold Blooded: Player makes Bonehead rolls and cannot be on field during Blizzard
Cold Natured: Player makes Bonehead rolls and cannot be on field during Sweltering Heat
Cold Resistant: Long passes, GFI 2+ during Blizzard, Sweltering Heat 1 or 2.
Crystal Skin: First AV break must be rerolled.
Daemonic Aura: No AV modifiers ... any casualty injury result = Death.
DeathRoller: +7 to fouling AV roll.
Dprog: player needs double the number of star player points to advance.
DSW #+: Secret Weapon roll for possible ejection each drive he DOES NOT play ... # is the number to roll equal or higher than ... (player can still use Stunty doding rules)
Easily Injured: +1 to injury
Elephant Trunk: -1 to Dodges, +1 to pickup/catch
Ethereal: Agility roll to pass through an opposing player in a straight line
Foul Appearance L#: player must make a FA roll that equals/beats the # to block instead of the normal 2+.
Fragile: If player attempts to catch the ball either from a pass or bouncing ball and fails they are Stunned by the ball. ALSO, the player cannot GFI when holding the football.
GFI Injury: if falls down from GFI, makes injury roll without armour first.
Gluttony: Player misses drive on a 1. If he is also a Wild Animal, he'll miss on a 1-3.
Greater Glory: Player must move before other players.
Heat Resistant: Sweltering Heat rolls during Blizzard, not effected by Sweltering Heat.
Honorable: player cannot foul or assist a foul.
House Fly Head: -2 to pickup/catch/pass/intercept
Iron Man: Player may never be injured worse than Stunned.
MA D6: Players rolls D6 when choosen to see how many squares he can move this turn.
Mace Tail: Agility based roll against opposing player instead of a Block action to knock the player down. Success results in -1 AV/+1 Inj rolls.
No MVPs: player cannot be chosen for the MVP
Nonball Handler: player cannot pickup/catch/intercept the ball
Not Worthy: If player is holding the ball at beginning of turn, roll a D6, failure means they must move 1st and must pass, handoff, or drop the ball without scoring this turn.
NoRot: Player never makes Nurgles Rot rolls at end of game
Obese: cannot GFI
Pulled Punches: This player may never injury an opponent worse than Stunned.
Running Chainsaw: +3 to AV roll when blocked and knocked down or assisting/throwing a foul.
Rusting: cannot be on the pitch during Pouring Rain
Single Eye: must reroll first accurate pass
Spontaneous Combustion: roll a D6 at beginning of each turn if not injured, on a 1 he explodes
SSW #+: Secret Weapon roll for possible ejection each drive he plays ... # is the number to roll equal or higher than ... (player can still use Stunty dodging rules)
Stone Cold Stupid: player makes Really Stupid rolls and cannot be on field during Sweltering Heat
SW #+: Secret Weapon roll for possible ejection each drive he plays ... # is the number to roll equal or higher than ... (player CANNOT use Stunty dodging rules)
Third Eye: +1 to quick/short passes, -1 to long/long bomb
TIKSTPK: Bonehead roll except that the player automatically regains their Tackle Zone at the beginning of the player's next turn. If they fail the roll two consectutive turns, the player explodes and dies.
Titchy: D6/2 round down extra players allowed on pitch each kickoff. +2 to Dodge, +2 to Injury, no -1 to dodges into their TZ.
Uncontrollable: When selected, rolls a D6, on a 1 they move D6 squares in a random direction.
Unstable: At end of each drive, player misses rest of match on a 1 or 2.
Vampiric Change: cannot be on field during Very Sunny, if one field and weather changes to Very Sunny=player injured.
Waaagh Armour: no modifiers to either AV or Injury roll.
War Cry: Before the player has moved, they may use this skill to make all adjacent players lose their tackles zones, players from your team affect by this may not move this turn.
Will He Show?: Player misses first drive of 1st half on 1.
Wings: Player may use the Leap ability if he has moved at least 2 squares first with +2 to the roll. If the player ALSO has Wings, they may "leap" 3 squares instead of 2.
Also note the specials for the following team names:
Bright Crusaders: -1 to all AV rolls, if Niggled out can still play on a 2nd 6
Evil Gits: +1 to endgame FF roll
Halfling: if Wizard is shown, games makes Halfling Chef rolls.
Heroes of Law: +1 to endgame FF roll
Hobgobllin: +1 to the Argue the Call roll
Nurgles Rotters: entire team makes Nurgle's Rot rolls at the end of the game.
Vampire-Lahmian: Player type of Vampire gets +1 to all Hypnotic Gaze rolls
Vampire-Necrarch: Regeneration on 3+ instead of 4+ for all players.