
New Skills?
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- Legend
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Actually i respect cd's its their goofy lil brothers i find ridiculous. I think all dwarves were originally chaos dwarves but one had sex with a halfing and that how their cousins came to be (or did a chaos dwarf marry his sister and they had children?). 

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Hermit Monk of the RCN
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Vault = putting in a 4 barrel Holley because the spark plugs need gapping.
Honourary Member of the NBA!
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Vault = putting in a 4 barrel Holley because the spark plugs need gapping.
- ScottTBBF
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Some ideas for new skills I thought up while commuting to work the other day:
STRENGTH
Knock Back / Mighty Block (trait/skill?) – any pushback or back/down result can cause opposing player to move back 2 spaces, instead of just one. Minimum ST3.
PASSING
Spike Ball (skill) – the thrower can (as a pass action) spike the ball into the face of an opposing player in Quick Pass range. Resolve this as a ST3 block against the target player. This is an automatic turnover for the moving team.
AGILITY
Roll Away (skill) When standing up (or Jumping Up, in a neat combination of skills), this player may first move 1 square in any direction to an unoccupied square.
GENERAL
Daunting (trait) This player is an absolute wolverine when it comes to defending himself. Whenever he is blocked by a stronger player, roll two dice. If the total is greater than the blocking player’s strength, the Daunting player counts as having strength equal to the blocking player for that block.
Malingering (skill) This player is an expert at pretending to be hurt and/or fouled. Once per opposing team turn, while the player is face up on the field and two or more opposing players are standing next to him, he may attempt to fake an injury with loud cries and dramatic clutching of his most sensitive parts. The Malingerer nominates one of the opposing players next to him as the ‘fouler’ and then rolls to see if the ref awards a penalty just as if a foul had actually been committed (IGMEOY counts, and if the ‘Eye’ wasn’t on the opposing team, it goes on them now). If the ref awards a penalty, make an injury roll immediately. However, treat all Seriously Injured and Dead results as Badly Hurt (he’s only faking, after all). This counts as a turnover, and the opposing coach may argue the call. No more than one malingerer may attempt to fake an injury on any given turn. Also, in any game that Malingerers successfully gets one or more opposing players sent off for ‘fouling’, apply an additional –1 to the Fan Factor roll for his team.
Return Specialist (skill) When his team receives a kickoff, the player may move up to three squares towards the ball after a kickoff and scatter (and after resolving the blitz, if appropriate) but before the ball bounces. He also receives a +1 to catch the kickoff if he is able to position himself under the ball.
STRENGTH
Knock Back / Mighty Block (trait/skill?) – any pushback or back/down result can cause opposing player to move back 2 spaces, instead of just one. Minimum ST3.
PASSING
Spike Ball (skill) – the thrower can (as a pass action) spike the ball into the face of an opposing player in Quick Pass range. Resolve this as a ST3 block against the target player. This is an automatic turnover for the moving team.
AGILITY
Roll Away (skill) When standing up (or Jumping Up, in a neat combination of skills), this player may first move 1 square in any direction to an unoccupied square.
GENERAL
Daunting (trait) This player is an absolute wolverine when it comes to defending himself. Whenever he is blocked by a stronger player, roll two dice. If the total is greater than the blocking player’s strength, the Daunting player counts as having strength equal to the blocking player for that block.
Malingering (skill) This player is an expert at pretending to be hurt and/or fouled. Once per opposing team turn, while the player is face up on the field and two or more opposing players are standing next to him, he may attempt to fake an injury with loud cries and dramatic clutching of his most sensitive parts. The Malingerer nominates one of the opposing players next to him as the ‘fouler’ and then rolls to see if the ref awards a penalty just as if a foul had actually been committed (IGMEOY counts, and if the ‘Eye’ wasn’t on the opposing team, it goes on them now). If the ref awards a penalty, make an injury roll immediately. However, treat all Seriously Injured and Dead results as Badly Hurt (he’s only faking, after all). This counts as a turnover, and the opposing coach may argue the call. No more than one malingerer may attempt to fake an injury on any given turn. Also, in any game that Malingerers successfully gets one or more opposing players sent off for ‘fouling’, apply an additional –1 to the Fan Factor roll for his team.
Return Specialist (skill) When his team receives a kickoff, the player may move up to three squares towards the ball after a kickoff and scatter (and after resolving the blitz, if appropriate) but before the ball bounces. He also receives a +1 to catch the kickoff if he is able to position himself under the ball.
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- GalakStarscraper
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Hey Scott ....
Don't mean to steal your thunder here ... but check out the MBBL2. Its a fairly large PBeM league and I think the skill page would be of interest to you ... the majority of these skills have been playtested for over a year now.:
http://www.midgardbb.com/Skills.html
Knock Back/Mighty Block = Push (ST skill)
Spike Ball = Bullet Throw (Pass skill)
Roll Away is new ... I'll have to think about it. .... has possibilites.
Daunting = Double Dauntless (Gen trait)
Malingering is new .... I'm not a fan of interupt skills at all ... so this one will go on my no thanks pile
Return Specialist = Kickoff Return (Gen skill)
Galak
Don't mean to steal your thunder here ... but check out the MBBL2. Its a fairly large PBeM league and I think the skill page would be of interest to you ... the majority of these skills have been playtested for over a year now.:
http://www.midgardbb.com/Skills.html
Knock Back/Mighty Block = Push (ST skill)
Spike Ball = Bullet Throw (Pass skill)
Roll Away is new ... I'll have to think about it. .... has possibilites.
Daunting = Double Dauntless (Gen trait)
Malingering is new .... I'm not a fan of interupt skills at all ... so this one will go on my no thanks pile
Return Specialist = Kickoff Return (Gen skill)
Galak
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- ScottTBBF
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LOL!GalakStarscraper wrote:Hey Scott ....
Don't mean to steal your thunder here ... but check out the MBBL2. Its a fairly large PBeM league and I think the skill page would be of interest to you ... the majority of these skills have been playtested for over a year now.:
That'll learn me for thinking I had some original ideas, eh?
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- GalakStarscraper
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Well you did have one that I hadn't heard of before that I'll have to think about.
The MBBL2 has another skill that works only when a player is prone ... Trip Up. It makes for fun combos with Piling On and Diving Tackle. Trip Up says you still have a tackle zone when you are prone except for blocking resolutions.
In the MBBL2, a player with Shadowing, Diving Tackle, and Trip Up would be almost impossible to get away from. I'm seriously considering giving Trip Up as the first skill to 2 of my Slann Blitzers ... this way if they get the combo with Diving Tackle (a skill they start with) and if they fail a leap to get to the ball carrier, they still get a TZ on him.
I'll have to think about Roll Away ... the skill has value, but any skill that requires a player to be prone to use has limited value as a skill I would choose when I get a skill roll (ie Roll Away is negative thinking) ... ie if I was choosing a prone skill in the MBBL2, I'd choose Trip Up over Roll Away ... so I don't think its a good add to my league, but it was an original idea.
The MBBL2 has another skill that works only when a player is prone ... Trip Up. It makes for fun combos with Piling On and Diving Tackle. Trip Up says you still have a tackle zone when you are prone except for blocking resolutions.
In the MBBL2, a player with Shadowing, Diving Tackle, and Trip Up would be almost impossible to get away from. I'm seriously considering giving Trip Up as the first skill to 2 of my Slann Blitzers ... this way if they get the combo with Diving Tackle (a skill they start with) and if they fail a leap to get to the ball carrier, they still get a TZ on him.
I'll have to think about Roll Away ... the skill has value, but any skill that requires a player to be prone to use has limited value as a skill I would choose when I get a skill roll (ie Roll Away is negative thinking) ... ie if I was choosing a prone skill in the MBBL2, I'd choose Trip Up over Roll Away ... so I don't think its a good add to my league, but it was an original idea.

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- SixFootDwarf
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Apparently there's a few CD coaches out there that need to put the model glue away for a while.
CD are mutations of Dwarves, not the other way around. Bad fashion sense and using curlers in your beard is something that developes over time.
You don't start with bad taste and get better....it's goes in reverse. LMAO

CD are mutations of Dwarves, not the other way around. Bad fashion sense and using curlers in your beard is something that developes over time.

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- SixFootDwarf
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Actually 6' that is disinformation spread by dwarves to avoid the stigma of not having to admit to being mentally unstable, what else can u call a race from the Old World that doesnt like Magic.CD are mutations of Dwarves, not the other way around
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Hermit Monk of the RCN
Honourary Member of the NBA!
NAF Member #4329
Vault = putting in a 4 barrel Holley because the spark plugs need gapping.
Honourary Member of the NBA!
NAF Member #4329
Vault = putting in a 4 barrel Holley because the spark plugs need gapping.
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I made this up as a variant on Break Tackle. I suppose it could be called Shed Tackler. It's a strength skill:
Once during the player's action, he and a chosen adjacent opponent roll a die, adding their respective strengths. If the player using Shed Tackler totals higher, he could ignore the tackle zones of the loser for the purposes of dodging until the end of his action.
Pink Horror
Once during the player's action, he and a chosen adjacent opponent roll a die, adding their respective strengths. If the player using Shed Tackler totals higher, he could ignore the tackle zones of the loser for the purposes of dodging until the end of his action.
Pink Horror
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- NightDragon
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Good one Thadrin
I am not a great fan of rule changes but these are not really rule changes and I could see them being quite entertaining. I quite liked the Malingering skill idea, if that is the football dive one, although I'd have to say none of my teams would take it. This is BB, not a game for whimps! Laters DD.
P.S As a ex Dwarven General in WHFB I would like to add my support for SFD. Those chaos wobble bellies not only look silly but they are really stupid as well. I mean would any sensible person have Hobbo's in their team?!
P.S As a ex Dwarven General in WHFB I would like to add my support for SFD. Those chaos wobble bellies not only look silly but they are really stupid as well. I mean would any sensible person have Hobbo's in their team?!
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Daunting or double dauntless, they both sound really silly to me. Both of them play off the fact that this is dauntless in reverse. How about a better name. I'd suggest something like:ScottTBBF wrote:Daunting (trait) This player is an absolute wolverine when it comes to defending himself. Whenever he is blocked by a stronger player, roll two dice. If the total is greater than the blocking player’s strength, the Daunting player counts as having strength equal to the blocking player for that block.
Feisty (trait) This player is fiercely competitive and never backs down from any opponent especially bigger and stronger ones. Whenever he is blocked by a stronger player, roll two dice. If the total is greater than the blocking player’s strength, the Daunting player counts as having strength equal to the blocking player for that block.
As Always,
Evolve To Anarchism
http://www.ncf.ca/~ao649/news.htm
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- Thadrin
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<off topic>
Welcome to TBB Evo.
For those who don't know, Evolution to Anarchism is the maniac behind the Terrifying Anarchists of Naggaroth, the highest rated team on FUMBBL.
( http://fumbbl.com/FUMBBL.php?page=team& ... eam_id=208 )
TRR at time of writing 449. I spectated one of their games yesterday. They're frankly very scarey indeed.
Welcome to TBB Evo.
For those who don't know, Evolution to Anarchism is the maniac behind the Terrifying Anarchists of Naggaroth, the highest rated team on FUMBBL.
( http://fumbbl.com/FUMBBL.php?page=team& ... eam_id=208 )
TRR at time of writing 449. I spectated one of their games yesterday. They're frankly very scarey indeed.
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I know a bear that you don't know. * ICEPELT IS MY HERO.
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Member of the "3 digit" club.
Master bleater. * Not in the clique.
Member of the "3 digit" club.