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Lizarman Stadium Rules - Qermitt

Posted: Sat Oct 09, 2004 9:11 am
by Valen
There is a torni in Toronto in March and would like you too have a look at these stadium rules for it.

Lizardman stadium rules:

The Temple of Q’ermitt
The temple of Q’ermitt is located inside a step pyramid, deep within the confines of the Lustrian jungle. The pyramid itself is hundreds of feet high (more description here)

The pitch itself is hundreds of hand carved stones carefully laid out to the proper dimensions of the field. Hand-laid mosaics indicate the side lines and endzones. Perhaps the most striking difference the teams will notice is that there are no audience of this game save the mighty Q’ermitt himself and his attendant skinks. While this may seem to save the players the danger of being pushed into the crowds, the entire outer edge of the pitch is surrounded by a deep pit filled with cruel spikes.

When playing in the Temple of Q’ermitt, players must be ware of the following special rules:

Stone pitch: Being a much harder surface than even a hobgoblin-maintained stadium, the stone surface is more likely to cause injury than a regular Blood Bowl pitch. Any player who falls to the ground and is required to make an armour roll, must add +1 to the die roll.

Spiked Pit: Given the option of falling into this spiked pit or jumping into a crowd of deranged frothing Blood Bowl fans, most players would choose the latter. Not only is the floor of the pit covered in he same hard, unforgiving stone, but the spikes that threaten to skewer the unwary are a sure way to ruin anyone’s day. Any players pushed into the pit must roll for injury as normal, but add +1 for the spiky bits. If a player was holding the ball at the time of his being pushed in, then Q’ermitt will use his magic to prevent the ball from going down. Scatter the ball as per a regular throw-in.

Weather - Being securely located within the confines of the step-pyramid, the temple of Q’ermitt is not subject to the fickle weather conditions that other stadiums may be. Disregard the need to roll for weather. But if you feel you must, please roll on the following chart:

2-12 - Nice. Perfect Blood Bowl weather. Okay? You happy now?


Fouling
Q’ermitt’s intentions are to see the skill of the players on the Blood Bowl field. He realizes that death and injury is a part of the process of determining a champion, but he will not abide for players to be illegally fouled during the game. If a player chooses to foul another player, the rules for spotting are followed as normal (6+ for the first foul, and 4+ thereafter). However, unlike normal referees who rely only on their eyes to watch a team, Q’ermitt is able to maintain watch over both teams simultaneously should their actions warrant it. His vigilance however, like a normal referee will be relaxed after the half ends.


Players who are caught fouling are blasted into oblivion by the mighty Q’ermitt and may not be brought back into the game by any means. Being a being of incredible power, Q’ermitt does not like to be questioned, and will not tolerate anybody to argue with his decisions. As such, head coaches are not allowed to argue with Q’ermitt. His decision is final!


Kick off table results:
2 - “Me ‘ead ‘urts!” The strong psychic emanations being produced by the excited Slann Mage are causing no small amount of discomfort to the players. Until the next half or kick-off, all players are treated as “Bonehad” as per the big guy rules.

3 - Earth tremor - The Lustrian jungles are no stranger to eatquakes and the like. While the temple is largely protected, it may still suffer from the occasional tremor. Roll a d6 for each and every player on the field. On the roll of a 1, they are put prone (face up) to represent their shaky footing. No injury roll is made, but they must sacrifice the 3 movement points to stand as normal.

4 - Cheerleaders - even without a crowd, the cheerleaders are an inspiration to the team. Each coach rolls a d6 and add the number of cheerleaders to the roll. The higest roll may take a free re-roll

5 - Brilliant coaching - as per normal kick off rules

6 - Bad Kick - as per normal kick off rules

7 - Deep in thought - The Slann are often contemplating the many mysteries of the universe, and even a game of Blood Bowl cannot hold their attention all the time. The coaches notice that Q’ermitt’s eyes have rolled back into his head as is no longer aware of what is happening in the game. Until the next half or a touchdown is scored, no penalties may be called against either team for committing fouls.

8 - Perfect Defense - as per normal kick off rules

9 - Quick Snap - as per normal kick off rules

10 - Blitz! - as per normal kick off rules

11 - Q’ssit B’ttr - with an almost imperceptible nod, the Slann indicates that the services of the healing skink Q’ssit B’ttr are required. One players from either team may be brought back from any injury that they have sustained (even death). Although players may be brought back from death, remember that any skills accumulated in the tournament will be lost if they are brought back in this way. Also note, that the skink can only bring back injured players, not those blasted by Q’ermitt for committing fouls.


12 - Time Warp - The ebb and flow of time is as much a tool to the Old Slann as a hammer is to a human, or a pointy stick to an orc. For reasons known only to him, Q’ermitt has chosen to affect the flow of time at this juncture. Roll a d6. On a 1-3 each coach must move their turn counters back 1 (or d3?) turns, on a 4-6 they must move their turn counters forward (or d3?) turns.

Posted: Sat Oct 09, 2004 2:40 pm
by Craigtw
Hi there,

I am the one who authoured these rules, and am pretty much just posting this so I am notified when there is feedback!

Please disregard any spelling errors. Also, there are little editorial notes which you can either disregard or see what kind of problem I am wrestling with and see if you can help me out with it.

All comments and suggestions welcome!



Craig