***COMPETITION*** - Design a new skill for the MBBL2
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Iron Jaw (General)
This player has taken so many blows to the head that he no longer feels anything. A broken jaw is nothing to him.
If an opposing player blocks this player, they must subtract 1 from their armour roll (essentially giving the Iron Jaw player +1AV). May not be taken by a player with AV10. Does not apply when the player performs a block or blitz action themselves or during a failed dodge roll.
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Essentially a defensive skill to limit armour breaks, and a cheaper alternative to +1AV. I decided to make it a General skill to get more millage out of it, and make it more worthwhile to Linemen (since it's not worth a double as a Strength skill) who are going to be thumped alot anyway.
~Andromidius
This player has taken so many blows to the head that he no longer feels anything. A broken jaw is nothing to him.
If an opposing player blocks this player, they must subtract 1 from their armour roll (essentially giving the Iron Jaw player +1AV). May not be taken by a player with AV10. Does not apply when the player performs a block or blitz action themselves or during a failed dodge roll.
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Essentially a defensive skill to limit armour breaks, and a cheaper alternative to +1AV. I decided to make it a General skill to get more millage out of it, and make it more worthwhile to Linemen (since it's not worth a double as a Strength skill) who are going to be thumped alot anyway.
~Andromidius
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I like these 2:
Shovel pass (Passing):
When this player has declared a hand-off action, he may instead choose to throw a quick pass. The intended receiver must be either adjacent or a single square away from the thrower. The pass follows all the normal rules for passing - with the exception of not costing the team it's pass action.
Mech eye (Mutation):
When this player passes, you may treat any pass where the target square touches a range divider on the range ruler as being the shorter range rather than the longer range.
Cheers
Martin
PS - if shovel pass is deemed too weak, it could simply allow hand-offs to players 1 square away - following the rules for hand-offs.
Shovel pass (Passing):
When this player has declared a hand-off action, he may instead choose to throw a quick pass. The intended receiver must be either adjacent or a single square away from the thrower. The pass follows all the normal rules for passing - with the exception of not costing the team it's pass action.
Mech eye (Mutation):
When this player passes, you may treat any pass where the target square touches a range divider on the range ruler as being the shorter range rather than the longer range.
Cheers
Martin
PS - if shovel pass is deemed too weak, it could simply allow hand-offs to players 1 square away - following the rules for hand-offs.
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I think I like this version better anyway. Despite it being stronger.(but is it?)plasmoid wrote:
PS - if shovel pass is deemed too weak, it could simply allow hand-offs to players 1 square away - following the rules for hand-offs.
I think the increasing the range of handoffs by 1 square is a simpler concept [rules exception] to describe and implement, than creating the option of a pass that isn't a pass action...
Especially when thinking of skill interactions. pass, nos, accurate etc.
I don't think I like allowing them on non pass actions (do you get spp ?)
and don't wish to deal with the ensuing FAQs..
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(Better wording for a skill I had above.)
Oblivious- This player is so out of it and confused that he does not understand what is going on around him. His teammates likewise learn to ignore his actions. When an oblivious player tries to perform any action, he rolls a d6. On a 4-6, he can act as normal. On a 1-3, he stands still and loses his tackle zones, dropping the ball if he is holding it. Fortunately, if this player's actions would ever result in a turnover, this player must stop moving immediately, but the team does not suffer a turnover.
Oblivious- This player is so out of it and confused that he does not understand what is going on around him. His teammates likewise learn to ignore his actions. When an oblivious player tries to perform any action, he rolls a d6. On a 4-6, he can act as normal. On a 1-3, he stands still and loses his tackle zones, dropping the ball if he is holding it. Fortunately, if this player's actions would ever result in a turnover, this player must stop moving immediately, but the team does not suffer a turnover.
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Add in a bit where he is unaffected by the injury "broken jaw" which only counts as badly hurt.Andromidius wrote:Iron Jaw (General)
This player has taken so many blows to the head that he no longer feels anything. A broken jaw is nothing to him.
If an opposing player blocks this player, they must subtract 1 from their armour roll (essentially giving the Iron Jaw player +1AV). May not be taken by a player with AV10. Does not apply when the player performs a block or blitz action themselves or during a failed dodge roll.
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Essentially a defensive skill to limit armour breaks, and a cheaper alternative to +1AV. I decided to make it a General skill to get more millage out of it, and make it more worthwhile to Linemen (since it's not worth a double as a Strength skill) who are going to be thumped alot anyway.
~Andromidius
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Quick Recovery (General)
This player always seems to recover from injuries far more quickly then usual. Short of actually regenerating lost limbs and blinded eyes, nothing seems to keep him down for long.
This player may reroll the dice when recovering from being Knocked Out, and never misses a game due to injury (though will still miss the remainder of the match if Badly Hurt, etc).
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A toned down skill for Lineman who are regularly bashed off the pitch. Allows for teams without a large bench to keep their numbers topped up, and for players to keep earning SPP's rather then spending half the time nursing their wounds.
~Andromidius
This player always seems to recover from injuries far more quickly then usual. Short of actually regenerating lost limbs and blinded eyes, nothing seems to keep him down for long.
This player may reroll the dice when recovering from being Knocked Out, and never misses a game due to injury (though will still miss the remainder of the match if Badly Hurt, etc).
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A toned down skill for Lineman who are regularly bashed off the pitch. Allows for teams without a large bench to keep their numbers topped up, and for players to keep earning SPP's rather then spending half the time nursing their wounds.
~Andromidius
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I can't recall whether I made up Flanker - a player cannot Guard or be Guarded in the TZ of a player with Flanker. If I did then I'll add it to the thread. If not then it already exists somewhere else.
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- Khar-peth
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I like this one, with voyagers suggestion to add 'stunned to standing next turn', it would be a skill worth taking... thinkin' about my skavens linemen there...Quick Recovery (General)
This player always seems to recover from injuries far more quickly then usual. Short of actually regenerating lost limbs and blinded eyes, nothing seems to keep him down for long.
This player may reroll the dice when recovering from being Knocked Out, and never misses a game due to injury (though will still miss the remainder of the match if Badly Hurt, etc).
this is interesting, it could lead to audacious moves (difficult dodges and tactical fouling spring to mind) but as it is, its too weak, what about making the roll a 3+ ?Oblivious- This player is so out of it and confused that he does not understand what is going on around him. His teammates likewise learn to ignore his actions. When an oblivious player tries to perform any action, he rolls a d6. On a 4-6, he can act as normal. On a 1-3, he stands still and loses his tackle zones, dropping the ball if he is holding it. Fortunately, if this player's actions would ever result in a turnover, this player must stop moving immediately, but the team does not suffer a turnover.
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One by one, my thoughts in brief:
But generally skills that interrupt play (meaning an extra email) are not going to be popular in PBeM.

Was this suggested at some point on TBB under another name?

Could be dealth with in the tool. However I have some concerns it could be an easy cage breaker. Even two of these guys let an elf dodge into a normal cage on a 3+. It also combos very effectively with Break Tackle on a ST4 player.MadLordAnarchy wrote:Screen - any player dodging from and to the tackle zone of a player with Screen gains a +1 bonus to their roll.
Could work with the tool. At least the reduction in SW roll could. Shadowing would be more difficult. A -1/-1 dynamic might work better.SillySod wrote:Sneaky Shoes of Sneaking
A player with the sneaky shoes of sneaking may subtract two from any secret weapon rolls they make but must also subtract two from their movement (sneaking isnt a fast way to get from A to B). They may also add four to any shadowing rolls (but remember to take into account their reduced move too).
Sorry for being dumb, but I couldn't follow this idea. What exactly does it do?voyagers_uk wrote:Ok, my idea is for a skill entitled Play Action Champ a passing skill ...

Could work. Not sure if it is weak or very powerful. I guess the fact you can't move and use it suggests the former.Angeblich wrote:Taunting
Instead of doing an action, the player declares an opponent to have been taunted. If that opponent wants to block, blitz or foul someone, it has to be the taunting player. If he choses not to block, blitz or foul, the taunt is cancelled. Only works against players with equal or higher st. As soon as the taunted player has tried to block/ blitz or foul the taunting player, he can't be taunted by the same player again.
Love it but I doubt it would work in the tool.Darkson wrote:Distract - bringing back an old 2nd edition favourite.
This player exerts an additional -1 to all opponents catch, pass and pick-up rolls in his tacklezone (so when on his own, opponent catches on a -2). In addition, this skill exerts the -1 on players with skills that would normally ignore TZ (nerves of Steel, big hand).

Would work fine in the tool, but I can't see it being picked that often.Darkson wrote:Scramble - this player is adept at throwing the ball whilst on the move. This player may continue his movement after throing a successful quick or short pass. A successful pass is one that ends in the hands of one of his teams players (including the thrower himself). He may not continue his move after attempting a long pass or long bomb.
Would work with the tool. Looks good, we'd need to consider how powerful it is. Perfect Spiral is already a trait and I'd say that was weaker than Steady Hand. Your skill seems a very easy way to load high ST players up with the ball for a grinding 8 turn drive.tenwit wrote:Steady Hand (P) The player has practiced handing off with his team so much that he can almost read their mind as they reach for the ball. All rolls to catch hand-offs made by this player have a +1 bonus.
Bit harsh, would probably work in the tool manually.Jural wrote:Lucky (General)- Some players are extremely lucky, and can make plays that the average Blood Bowl player can't dream of. When a lucky player makes an agility roll, he always succeeds on a roll of a 4+. However Lucky players tend to be subject to the whims of Nuffle, and as such can not use team re-rolls on agility rolls.
Interesting, should work with no problems in the tool.Jural wrote:Hard Luck- Some Blood Bowl players have horrific luck, and nothing ever seems to go right for them. Other players try to keep as far away from Hard Luck team mates as possible, and grow accustomed to their inept failures. A Hard Luck player can never use team re-rolls or skill re-rolls. However, if a Hard Luck player's actions result in a turnover, the turnover is ignored on a roll of a 4+. If the hard luck player suffers suffers a turnover, even if it is ignored, he immediately must stop his action and make any scatter rolls or armor rolls as appropriate.
It would indeed.irlandes wrote:'Don´t want it!' - general
When a player with this skill carrying the ball is forced to scatter it (due to Knock Downs, Wrestle or Strip ball) he may choose to scatter with the Throw-In Template instead of the Scatter Template.
huh... now I think this would need extra programming...

Brilliant and requires no programming.Khar-peth wrote:Feint (General Skill)
When following up on a block the player may move one square in any direction, rather than just entering the square just vacated. This move is free and ignores tackle zones as with any follow up. If the player wasn't allowed a normal follow up he may not use this skill.

Should work. Not sure how it would effect play.alternat wrote:Runningback (gen or agi, or maybe str, who knows?)
The player is ready to rush behind enemy lines and run for the glory. During his Movement* Action, if he enters a square adjacent to the ball carrier, this player may be handed-off the ball and keep running. This is a normal AG roll without modifiers. Every opponents' TZ on the Runningback apply.
The ball carrier must not have taken his action for the turn, nor can take it after the hand-off.
*the skill may be extended to Blitz Action, making it a real runningback movement of hurling himself against the opponent scrimmage line, trying to break through.
Too powerful unfortunately IMO.tenwit wrote:Throw Javelin (Extraordinary): ...
The MBBL2 uses LRB4, which means you can't stack AV and Inj mods. So I doubt this would be used.Ullis wrote:Rough Block (General)
This player has mastered the act of really hurting the opponent during a block. Be it grabbing the other guy by the shirt and punching the nose repeatedly or giving the other guy a kick for good luck while he's falling down, this player knows how to dish out the hurt! Sadly, the techniques are more suited to a bar room than the Blood Bowl pitch, and the referees have somewhat conflicting opinions on the legality of some of the moves. Add +1 to any injury or armor rolls this player makes, but if any injury rolls are doubles, the player is sent off the pitch (similar to fouling).
Interesting tactical options. Maybe too easy to "shove" someone into a cage? Works fine in the tool.Andromidius wrote:Shove (strength)
This player doesn't like people getting in his way, especially members of his own team! During a Blitz move, this player may make a second 'block' against a member of his own team before blocking a player of the opposing team. This block does no damage (don't roll any dice), but pushes that player one square as par a normal 'push' result. The pushed player may not use Sidestep.
Cool idea (though I would have a cowering player auto placed prone). However it would interrupt play requiring an email to be sent asking if the opposing coach wants to use Cower. So probably not suitable for PBeM.Andromidius wrote:Cower (general)
"Don't hit me! Please don't hit me!" This player is an expert at being pathetic. If an opposing team player attempts to block this player while using Cower, they must pass a roll of 4+. If failed, they can't bring themselves to punch such a miserable runt, and the block is wasted. However, if a player uses Cower and is still standing after the block action, he exerts no Tackle Zones during the rest of the opposing player's turn, and will drop the ball if carrying it. Another player may still attempt to block the cowering player, but has to also pass a 4+ roll to do so.
Allied players get Loner now. Might be an interesting skill, but I am a sucker for any skill that has passive psychological effects.Darkson wrote:MBBL2 doesn't use Loners.Ullis wrote:Tactical Genius (General or Passing)
This player has an excellent grasp of how to employ new players on the team and knows how to get the maximum effect from their skills. Moreover, he's such a nice guy that new players feel right at home playing in the team. When this player starts a drive on the pitch, all players playing on the same team expect Big Guys can ignore the effects of the Loner skill.

Interesting. Maybe an auto-stun is too powerful. Perhaps just a Stab attack?voyagers_uk wrote:Soporific Blood - AG skill
This player is full of Bile and it is dangerous to try to hurt him. Any Block that breaks his armour spatters the Aggressor with the contents of his veins no matter what the outcome of the Block, the Aggressor is Stunned.
Interesting. The tool would automatically roll for AV, but I guess you could just ignore the result. Could also go under the name and theme of Cower perhaps?Diabl0658 wrote:Agility skill - Roll (i really cant think of a decent name for this skill)
Whenever a player is knocked down from a skull or both down on a block (whether they are being blocked or blocking) the player does not need to roll armour/injury. A player being knocked down from a skulled or both down block still suffers a turnover as usual.
MFL isn't a fan of mid-drive modifiers, so the first might not go down well with him. The second is very interesting, and could be applied manually. I might extend it to 3 squares range and allow the +1 on the re-rolled attempt only. But as Darkson says, the fact it requires manual application might be an issue.Ullis wrote:Inspiring (Passing)
Some Blood Bowl players have a bad habit of faking their injuries, especially when faced with teams notorious for severe brutality. Some times this is just common sense, as Ogres are known to have a hard time spotting things that don't move. This player is known for his inspiring speeches that fire up the team even in the face of tremendous adversity. Before any kick-off, if this player is in the reserves, add +1 to any KO rolls this team makes. This effect does not stack with any other positive modifiers on the KO roll.
or:
Inspiring (General)
This player has the ability to get the best out of his team mates. Whatever it is, scary scowls or a cheery yell of "You can do it, mate!", this player knows how to keep up a positive attitude. Any player on the same team in this players tackle zone can add +1 to any roll for which a reroll could normally be used (even if a reroll is already used for the turn or no rerolls remain). The +1 applies to any rerolls as well. This effect does not stack, so only one Inspiring bonus can be used on any roll.
Probably need programming unfortunately.Andromidius wrote:Iron Jaw (General)
This player has taken so many blows to the head that he no longer feels anything. A broken jaw is nothing to him.
If an opposing player blocks this player, they must subtract 1 from their armour roll (essentially giving the Iron Jaw player +1AV). May not be taken by a player with AV10. Does not apply when the player performs a block or blitz action themselves or during a failed dodge roll.
Mech Eye would need programming and is too weak to compete with other Mutations (which still need a doubles roll in MBBL2). The version of Shovel Pass which increases range of Hand Off would need manual application, but might attractive to some coaches.plasmoid wrote:Shovel pass (Passing):
When this player has declared a hand-off action, he may instead choose to throw a quick pass. The intended receiver must be either adjacent or a single square away from the thrower. The pass follows all the normal rules for passing - with the exception of not costing the team it's pass action.
Mech eye (Mutation):
When this player passes, you may treat any pass where the target square touches a range divider on the range ruler as being the shorter range rather than the longer range.
Cheers
Martin
PS - if shovel pass is deemed too weak, it could simply allow hand-offs to players 1 square away - following the rules for hand-offs.
As said, MFL doesn't like mid-drive mods (which if forgotten can cause arguments). But the ignores MNG might work, as would the immune to Stuns.Andromidius wrote:Quick Recovery (General)
This player always seems to recover from injuries far more quickly then usual. Short of actually regenerating lost limbs and blinded eyes, nothing seems to keep him down for long.
This player may reroll the dice when recovering from being Knocked Out, and never misses a game due to injury (though will still miss the remainder of the match if Badly Hurt, etc).
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Which is why I have that skill. As a grindy, tactical player I worry that BB can get too cookie cutter and boring so more ability to break the impenetrable 5 point cage is good.Joemanji wrote:One by one, my thoughts in brief:
Could be dealth with in the tool. However I have some concerns it could be an easy cage breaker. Even two of these guys let an elf dodge into a normal cage on a 3+. It also combos very effectively with Break Tackle on a ST4 player.MadLordAnarchy wrote:Screen - any player dodging from and to the tackle zone of a player with Screen gains a +1 bonus to their roll.
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- Khar-peth
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I cant tell if you're jokingWas this suggested at some point on TBB under another name?

http://www.talkbloodbowl.com/phpBB2/vie ... hp?t=23894
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