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Trait - Will of iron
Posted: Sun Apr 25, 2004 1:16 am
by duff
A player with a will of iron remains standing for a time even if hit hard. When stunned after being blocked, this player remains on his feet until the end of the turn, exerting tackle zones and helping with assists.
Posted: Sun Apr 25, 2004 6:50 am
by leblanc13
Does this player go down at the end of his turn or his opponents?
If he doesn't go down until the end of his next turn then you are talking about too powerful of a trait. Other than that I think that it would be fairly hard to remember to place him face down at the end of your opponent's turn.
Posted: Tue Apr 27, 2004 5:56 am
by duff
At the endo of his opponent's turn
Posted: Tue Apr 27, 2004 10:48 am
by Alesdair
when stunned? what if armour wasn't broken? he sill falls over?
I'd prefer something alone these lines... risk for gain...
Will of Iron
When the player's armour is broken, before the injury roll is made, the player can choose to use this Trait. They are uninjured and just left prone!! Well, they grit their teeth and bear the pain.
HOWEVER, the next time a player's armour is broken again that drive after using this Trait, roll injury as d6+6+mods. If the play's armour isn't breached a 2nd time by the end of that drive, the opponent then makes the injury roll as d6+6 as the player collaspes from their injuries.
Posted: Thu Apr 29, 2004 11:58 pm
by duff
That sounds difficult to keep track off though...
Posted: Mon May 17, 2004 12:33 am
by gollummen
That sounds difficult to keep track off though...
Both seem difficult to keep track off and easy to forget.
The effect should take place at once.
Posted: Tue May 18, 2004 7:49 am
by duff
If you can see a way to make the effect happon immediatly, I'm all ears.
The first way is no harder to track than a negatrait has affected a big'un or wether a player has acted yet.
Posted: Sat May 22, 2004 6:16 pm
by crunked1
sounds like to much to think about. stand firm is hard enough to get around. cool idea though