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Running Type skillz

Posted: Fri Nov 25, 2005 4:18 pm
by Ranzadule
Someone likely thought of these before but here you go anyway:

Lateral--When a block is made against this model, make a quick or short pass provided that it does not go toward your opponent's endzone.

Stiffarm--(Strength Skill) Make an opposed strength roll (roll die and add STR--opponent does the same) and if your total is higher than your opponent's, you opponent's strength is considered one less than yours, before other modifiers when throwing a block at you. Roll for stiffarm before rolling for dauntless or checking assists.

Posted: Fri Nov 25, 2005 8:32 pm
by everyman
Lateral seems too similar tp Dump Off to me. Why not just take Dump Off?

Stiffarm seems like a skill that should only be used as part of a Blitz action (akin to Juggernaut). The odd thing is that the way you worded it means that an Ogre stiffarming a goblin could actually increase the Goblin's ST to 4 with a successful Stiffarm. That seems wrong.

Posted: Wed Dec 07, 2005 12:34 pm
by Fronko
Well, then dont use stiffarm - it is up to your choice not to. :)

Posted: Mon Jan 30, 2006 3:35 am
by DG_Slider
We have implemented Stiff Arm and it has shown promise. Still working out the bugs here and there though. This is our current form of the skill:

Stiff Arm (Strength)
This player is skilled at pushing a ‘would be’ blitzer off with a stiff shove. The skill may be used as long as an opponent has moved at least one square while blitzing. The coach of the defending player rolls a D6 and adds it to his strength. If the total is equal to or lower than the opponent’s Strength, the block is handled normally. If the total is greater, then the blitzing player must subtract 1 from his Strength when he makes the block. The strength of both players is calculated before any defensive or offensive assists are added but after all other modifiers. This skill may only be used once a turn (if a team is able to perform an extra blitz).