***COMPETITION*** - Design a new skill for the MBBL2
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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.
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.
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.
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The first half of that is what I added to make Extra Arm a bit more interesting.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).
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I always thought dump off as a exclussive being pass skill, but anyone can say "hey, I dont want the ball!" when someone is coming to hit him... so:
'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...
'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...

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Re: ***COMPETITION*** - Design a new skill for the MBBL2
Joemanji wrote:That skill will then become an official addition to the set,
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Currently an ex-Blood Bowl coach, most likely to be found dying to Armoured Skeletons in the frozen ruins of Felstad, or bleeding into the arena sands of Rome or burning rubber for Mars' entertainment.
- Khar-peth
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these are not mine, however I strongly support those skills :
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.
Screen (General skill)
Any player dodging from the tackle zone and to the tackle zone of a player on the same team with Screen may add a +1 bonus to their dodging roll. this one could be useful to break cages
Im also a big fan of Darkson's Distract and Scramble.
btw Joemanji, I registered for mbbl2 a few days ago and Im still waiting for my validation email, can you help me ?
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.
Screen (General skill)
Any player dodging from the tackle zone and to the tackle zone of a player on the same team with Screen may add a +1 bonus to their dodging roll. this one could be useful to break cages
Im also a big fan of Darkson's Distract and Scramble.
btw Joemanji, I registered for mbbl2 a few days ago and Im still waiting for my validation email, can you help me ?
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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.
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.
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- Joemanji
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I was deliberately not commenting until there were plenty of suggestions. Didn't want to pick on or praise people early on. Not got much time right now so I'll comment in more detail later.voyagers_uk wrote:no commentary Joe, or are we throwing them up for you to discuss on the MBBL2 site?
feedback would be nice.

Cheers
Joe
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*This post may have been made without the use of a hat.
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Saw Stashman's Amazon Hunter team in the other thread and that reminded me of this idea:
Throw Javelin (Extraordinary): A coach may choose to have a javelin thrower who is not Prone or Stunned throw a javelin instead of taking any other Action with the player. This does not use the team's Pass Action for the turn. The javelin is thrown using the rules for throwing the ball (including weather effects but not the use of Hail Mary Pass), except that the player may not move or stand up before throwing it (she needs time draw the javelin from the quiver on her back). Intercepted javelin throws are not turnovers. Fumbles or any throws that lead to a player on the active team being knocked over are turnovers. All skills that may be used when a ball is thrown may be used when a javelin is thrown also (except Hail Mary Pass). A javelin may be intercepted, in which case it is discarded. It may not be caught by the player in the target square, nor may Diving Catch be used to catch it. A player holding the ball can intercept the javelin. If the javelin hits a player (that is, reaches its target occupied square without being intercepted) any player in the same square is Knocked Down. Players can be hit by a javelin and treated as Knocked Down even if they are already Prone or Stunned. Make Armour and Injury rolls for any players Knocked Down by the javelin as if they were hit by a player with Mighty Blow. Casualties caused by a javelin do not count for Star Player points.
The text is adapted from Bombardier to be a more reliable bomb. This skill would be available for Amazon hunter-types and star players. No idea if it would require extra coding, since it's pretty much ((Bombardier + Lightning Bolt)/2).
Throw Javelin (Extraordinary): A coach may choose to have a javelin thrower who is not Prone or Stunned throw a javelin instead of taking any other Action with the player. This does not use the team's Pass Action for the turn. The javelin is thrown using the rules for throwing the ball (including weather effects but not the use of Hail Mary Pass), except that the player may not move or stand up before throwing it (she needs time draw the javelin from the quiver on her back). Intercepted javelin throws are not turnovers. Fumbles or any throws that lead to a player on the active team being knocked over are turnovers. All skills that may be used when a ball is thrown may be used when a javelin is thrown also (except Hail Mary Pass). A javelin may be intercepted, in which case it is discarded. It may not be caught by the player in the target square, nor may Diving Catch be used to catch it. A player holding the ball can intercept the javelin. If the javelin hits a player (that is, reaches its target occupied square without being intercepted) any player in the same square is Knocked Down. Players can be hit by a javelin and treated as Knocked Down even if they are already Prone or Stunned. Make Armour and Injury rolls for any players Knocked Down by the javelin as if they were hit by a player with Mighty Blow. Casualties caused by a javelin do not count for Star Player points.
The text is adapted from Bombardier to be a more reliable bomb. This skill would be available for Amazon hunter-types and star players. No idea if it would require extra coding, since it's pretty much ((Bombardier + Lightning Bolt)/2).
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Common sense and balance aren't always in tune. It's already an almost-guaranteed knockdown. You've gotta balance that somehow. If the skill was accepted, it'd be on a 0-1 Secret Weapon player, but still, it's much easier to knock someone down with that skill than with bombardier.
Plus in order to hurl a javelin after moving with some sort of life-like mechanics, you'd probably have to require that the previous 3 or 4 squares had to be in a straight line, no dodging and no GFIs. Too complex. Just use the Bombardier template, it's simpler and tested for game-balance already.
Plus in order to hurl a javelin after moving with some sort of life-like mechanics, you'd probably have to require that the previous 3 or 4 squares had to be in a straight line, no dodging and no GFIs. Too complex. Just use the Bombardier template, it's simpler and tested for game-balance already.
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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).
I thought of trying to make a skill someone would actually take, and I hope I came pretty close to that, can't really say without constructive criticism. This skill is similar to Mighty Blow, but with two differences to balance it out. First, it is a G skill so anyone can take it. This would make it a skill for linemen to take after Block. Second, there's a drawback. Maybe this is too Norse oriented.
Oh man, I just remembered that Power skills won't be accepted. I'll post this anyway, because I'm so happy with it.
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).
I thought of trying to make a skill someone would actually take, and I hope I came pretty close to that, can't really say without constructive criticism. This skill is similar to Mighty Blow, but with two differences to balance it out. First, it is a G skill so anyone can take it. This would make it a skill for linemen to take after Block. Second, there's a drawback. Maybe this is too Norse oriented.
Oh man, I just remembered that Power skills won't be accepted. I'll post this anyway, because I'm so happy with it.
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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.
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The idea here is that a large, strong player who wants to attack the opposing team has a smaller comrade standing in his way. Normally you wouldn't be able to get past him without walking around, but this skill lets you push them out of the way. Could also be used strategically to assist in OTT's (though not being able to use Sidestep makes a little harder) or setting up another block. Could even be used to push someone out of a tackle zone to protect them from being smashed into the ground during the other player's turn.
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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.
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A defensive general skill for those who don't want to block (or be blocked). Of limited use, due to it removing tackle zones or dropping the ball, but could be useful for Catchers who are standing in the enemy backfield (since they get their Tackle Zone back during their own turn), or a lineman who's man-marking something big and bashy.
~Andromidius
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.
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The idea here is that a large, strong player who wants to attack the opposing team has a smaller comrade standing in his way. Normally you wouldn't be able to get past him without walking around, but this skill lets you push them out of the way. Could also be used strategically to assist in OTT's (though not being able to use Sidestep makes a little harder) or setting up another block. Could even be used to push someone out of a tackle zone to protect them from being smashed into the ground during the other player's turn.
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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.
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A defensive general skill for those who don't want to block (or be blocked). Of limited use, due to it removing tackle zones or dropping the ball, but could be useful for Catchers who are standing in the enemy backfield (since they get their Tackle Zone back during their own turn), or a lineman who's man-marking something big and bashy.
~Andromidius
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