skill archive negative

Got a great idea and/or proposal for BloodBowl?

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grotemuis
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skill archive negative

Post by grotemuis »

sleep: roll a die each turn for this player, if you throw a one, the player falls asleep, he wakes up on a 3+, but until then he can do nothing (assist, catch a ball etc...) and looses his tackle zone. He can be blocked, when blocked ignore attacker down is ignored. however dragon ogre wakes up and makes a block against the offending player (if he is still standing adjacent to him

What do you think?

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Post by Blackscale »

Narcoleptic bloodbowl players?

Why would any coach want these on his roster?
Does sound like fun for friendly games, though.

And all halflings should get that.[/list]

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grotemuis
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Post by grotemuis »

is like bonehead only slightly worse, was intended for dragon ogre

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Post by Soffa Blackeye »

Blackscale wrote: Why would any coach want these on his roster?
why woud any coach WANT any negative traits on his roster?

i like the sound of this one, has a lot more "character" in it than, say, bone head or really stupid.

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Post by Redfang »

Does he take action in the turn he wakes up in? Or is "waking up" an action...

Maybe you should forget about the sleeper making a block when waking up because of being blocked, and just let him wake up when blocked...

R

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Post by grotemuis »

should think so like boneheaded players (could call it cranky)

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Post by Shadow_Dragon »

The positive traits would need to be quite good to justify the exteme negative trait, though i'd say as a suggestion that the sleep roll is only made on a kickoff, when the players are finding positions and the player with the trait would get bored and, thus fall asleep, then waking up could be like standing up for a MA2 Treeman, or if blcoked he wakes up!

If you made the roll a 5+ but a +1 to the roll for assists! Now that'd be extreme playing! ohhhh yes! heh heh!

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Post by SBG »

Might be stupid but...

When ageing, instead of a Niggling, why not "gain" a funny negative skill?

I'd find it a lot, and I mean A LOT funnier than gaining a stupid NIggling. Yes, he would play every game, but, in this case, he might sleep some turns though!

There must be a lot of fluff blood bowl- or warhammer-wise that could be included in such a list, or only adapt some of the clichés we hear so often in sportscast : "the puck wasn't rolling for us..." "we didn't give or 110%..." "my concentration might not have been at the max for all the contest, Jim, but...". What do you think?

Fred

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Post by BadMrMojo »

SBG wrote:Might be stupid but...
When ageing, instead of a Niggling, why not "gain" a funny negative skill?
...
Wild Animal halflings. That right there would be worth it.

So would you make it its own chart (ie, roll on the ageing injuries or on the negtrait chart) or integrate it right into the ageing chart? You'd have to make it a roll, or else you'll never see anyone gain Really Stupid over Bonehead and the like.

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Post by Thadrin »

There was a negative injury effect in 2nd ed. - Punch Drunk.

Star Players, page 11.

"Punch drunk players are easily confused, and sometimes even forget which team they are playing for. To represent this, for each punch drunk player, once per game at the start of any turn of his choice, the opposing coach may roll a D& and consult the punch drunk table.

1-2 urrrm.
The player gets bored and decides to sit down for a while. Place the player face down as if he ad been knocked over Thads note - I'd suggest this was changed to prone, because of the change in rules since 2nd ed. but do not make an armour roll to see if the player is injured. If the player is carrying the ball he drops it - the ball scatters from the players square. he may stand up again next turn as usual.

3-4 I don't understand
The player can't remember why he is playing the game and wanders off to ask his coach. Place the player in the stunned Thads' note - lets make that reserves box of the dug out. It wil take until the next touchdown is scored Thads' note - or the end of the half. to remind the player exactly what the game's all about.

5-6 Do I know you?
The player gets totally confused and decides he is playing for the other team. Treat him as a member of the other team until a touchdown is scored, Thads' note - the end of the half., or he is injured. If he is injured, place him in his own team's dug out. The opposing team may have 11 of their own players on pitch while using the punch drunk player Thad's note - I'd add a line stating that the player still gained SPPs per normal rules, including CAS against his own team, but would be unable to score TDs, help REALLY STUPID players, be blocked by Wild Animals, etc.

I'd love to see this make a comeback.

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