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hunter



Joined: Aug 11, 2003

Post 20 Posted: Nov 28, 2004 - 21:41 Reply with quote Back to top

NOTE: The updated information on Protoelves is available on the Protoelves race page accessible through the Stunty Compendium. Please check there for the best information!


In response to a desire for more Stunty Leeg teams without Big Guys, or for teams in general which rely heavily on devastating the opposition to facilitate scoring, the please consider the following team for review and constructive developmental criticism.

Protoelf Fluff (Numen primitivus)

Approximately 20 years ago, Elven archaeologists searching for the evolutionary 'missing link' in a desolate area stumbled across a tribe of Protoelves. These beings, isolated from civilization by natural geological boundaries, had failed to evolve like their counterparts, who had migrated prior to the formation of the boundaries.

The archaeologists thought it fitting to capture some of these Protoelves to present to their lord, in hopes of earning his favor. The lord, an avid Blood Bowl fanatic, was instantly amazed by the amazing speed and formidable agility of the Protoelves, and believed that the simpletons could be trained to rule the pitch of the Stunty Leeg. He commissioned the archaeologists to capture as many of these beings as possible and to train them to play Blood Bowl.

Subsequent trips to the wild yielded four additional species of Protoelves, one with abnormally large feet (coined 'Longfeet', Numen peslongus), one adept at hunting by throwing rocks at prey (coined 'Hunters', Numen venator), one well-adapted to hunt low-flying birds (coined 'Bird Snatchers', Numen avisrapere), and one quite wild strain (probably a phylogenetically younger species, coined 'Feral Elves', Numen ferus). The archaeologists were unable to capture many of these additional species, but were able to capture enough to initiate and maintain breeding programs.

Twenty years later, an active breeding and training program has produced a number of Protoelf Blood Bowl teams. The Protoelf main players (unimaginatively coined 'Protoelves', Numen primitivus) are quite fast and reasonably agile, but also incredibly weak and ill-suited for battle. Despite their propensity for injury, these players train easily and well, and perform quite well on the pitch. Furthermore, due to their evolving brains, these players are quite adaptable and are thus able to acquire physical traits-- not representative of mutations per se, but of tool use (e.g., a sharpened bone for Claw, or a sticky animal hide glove for Big Hand, etc.). Further demonstrating their adaptability is their ability to use these hidden or seemingly innocuous tools in front of the referees without worry of ejection.

The Longfeet are more stable than the Protoelves due to their enormous foundations, represented by the Sure Feet and Stand Firm skills. These players are also less agile than the Protoelves, represented by AG 3 and no Agility skill access. They are, however, a bit stronger and better suited for battle (General skill access). Longfeet are also similarly adaptable, and are able to acquire physical traits. With the limited amount of Longfeet available, however, only 0-2 are allotted per team.

The Hunters were discovered roaming the plains, searching for quarry. When presented with game, these beings were observed deftly scooping a rock from the ground (Sure Hands) and lobbing it great distances (Hail Mary Pass) towards the prey with their massive, muscular arms (Strong Arm). Few of these were captured, and each team is only allotted 0-2.

The Bird Snatchers were a unique species who were found dwelling primarily near water holes. There, they would lie in wait for insect-chasing birds (many insects near the water). The Bird Snatchers would run swiftly after their darting prey with a dead arm tool (Extra Arm, see description below) for stunning a bird, then dive to catch it (Diving Catch) before it hit the ground. If a bird hit the ground, the Bird Snatcher would wash it in the water hole before eating it, so the diving catch behavior is hypothesized as an adaptive behavior to reduce food preparation time. The Bird Snatchers are more abundant than most other species, but much less so than the Protoelves. As such, only 0-4 are allotted per team.

The Feral Elves posed a challenge for the archaeologists. These beings were less amenable to training due to their more limited intelligence, and to date have no interest in the ball (No Hands). In fact, at times they display an odd dislike for the ball, such that they attack it instead of the player holding it (Strip Ball)! The Feral Elves are less agile but stronger than the Protoelves, due to their size. They are also tougher to take out due to ability to wear more armor and thicker bone plates on their skulls (Thick Skull). Feral Elves have not developed enough of a self-awareness to concern themselves with bathing, and thus are quite a stench to be around (Foul Appearance). These players are more adept at blocking, and are easily trained to use general skills. Although they are not able to learn physical traits using an innate adaptive ability like their teammates, Feral Elves can acquire physical traits at times with help from their teammates (who helpfully construct and implement the tool of choice on the Feral Elf's body). Unfortunately, with the shortage of available Feral Elves (just like Longfeet), only 0-2 can be found on any individual team.

A summary of the tools used by players to represent physical traits follows:

Big Hand: A fitted glove made of animal skin is coated with a sticky tree resin, allowing the player to pluck the ball from the ground with ease.

Claw: Sharpened bones are tied to the underside of a player's hands, thus hidden from the referee and inflicting excessive armor damage.

Extra Arms: An arm from a tree-climbing primate often hunted by the Protoelves for food is hung from the neck by a chain. Explained to the referees as simply 'good luck' charms, these arms are employed when catching a ball by essentially using it as an extension of the natural arms, allowing the player to easily tip the ball with the extended arm and snatch it in their natural arms.

Foul Appearance: Feces of a particularly pungent nature from a wild mammalian carnivore are smeared over the clothing and body of the player. Alternatively, the player simply stops bathing. Ever.

Horns: All players are allowed to wear caps if desired. Some Protoelf players have constructed metal, spiked circlets to wear under these caps, which are employed during a blitz with a lowering of the head.

Prehensile Tail: A long, spiked reptilian tail is sewn onto the rear end a player's tunic in such a fashion that the referees believe it to be a natural appendage.

Razor Sharp Claws: Stiff ironwood branches are shaped with barbed ends and lashed to the underside of a player's wrists. These barbed weapons dull easily when contacted with armor, but inflict much damage when plunged into and extracted from visible flesh. As such, they are only employed after armor has been broken.

Spikes: Tusks of wild boars are densely sewn into the tunic of the player, making the armor a more formidable barrier. Although in the wild Spikes were only found on Primitivus, Blood Bowl-trained Peslonga, Venatora, and Avisrapera have all adopted the use of Spikes prior to playing.

Tentacles: The same sticky tree resin used for Big Hand is employed here, only it has been applied to the entire body area of the player. The player easily sticks to opponents who can break free if strong enough, or the player can release them with help of a little shove.

Thick Skull: A padded metal bowl inconspicuously worn beneath a cap provides a bit of extra protection.

Two Heads: An extracted substance from wild Seer plant, injected prior to the match, allows a player to perceive time as slower than it actually is for a brief period following interpersonal contact. Such contact is typically made when dodging, and allows the player to dodge more effectively as it activates the substance and enables the player to make more coordinated dodging movements.

Very Long Legs: A long leg from a field-dwelling, leaping herbivore often hunted by the Protoelves for food is hung from the waist by a chain. Explained to the referees as simply 'good luck' charms, these legs are employed when running as a crutch of sorts, saving enough energy per step to allow an additional step of movement. Also, during interception attempts, the leg is used as a pole vault to propel the player a couple extra feet in the air, increasing his chances of catching the ball. This tool does not propel the player sufficiently to leap over other players.

Protoelf Team Roster

0-16 Primitivus 7 1 3 (6) Dodge, Stunty, Spikes (A, Ph) 40K
0-2 Peslongus 5 2 3 (6) Stunty, Sure Feet, Stand Firm, Spikes (G, Ph) 50K
0-2 Venator 5 2 3 (6) Dodge, Stunty, Strong Arm, Spikes (P, A, Ph) 60K
0-4 Avisrapere 6 1 4 (6) Dodge, Stunty, Extra Arms, Spikes (A, Ph) 60K
0-2 Ferus 6 3 3 7 Wild Animal, Foul Appearance, Thick Skull, Strip Ball (G, Ph) 70K

Apothecary: Yes
Wizard: No
Big Guys: None
Rerolls: 70K

Please provide some constructive criticism. Thanks!

~hunter

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Last edited by hunter on %b %19, %2007 - %20:%Sep; edited 12 times in total
Mnemon



Joined: Aug 02, 2003

Post   Posted: Nov 28, 2004 - 22:34 Reply with quote Back to top

Don't ever combine stunty with ag4 ... especially if you add ma7 as well and physical access (access to big hand and two heads) . Nothing will stop these.

Great work on the background though - you certainly invested time in the fluff ... the team needs work Smile.

-Mnemon
DropDeadFred



Joined: Mar 05, 2004

Post   Posted: Nov 28, 2004 - 22:39 Reply with quote Back to top

and kick aswell nothing will stop em

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Tolmandary



Joined: Aug 28, 2004

Post   Posted: Nov 28, 2004 - 23:23 Reply with quote Back to top

Very nice work. I have to agree that AG 4 and MA 7 plus physical as a basic for the protoelf is ott. Perhaps the protoelf would be better with MA 5 and keep AG 4 while the longfeet should gain the extra movement (Ma 7) and lose kick, although the feet make them able to cover ground better they hinder the rapid movements needed to dodge or catch etc which explains the lower AG 3. Great work, nice idea, once tweaked I think they'll make a great stunty team.

Rich.
xlars



Joined: May 12, 2004

Post   Posted: Nov 29, 2004 - 00:01 Reply with quote Back to top

I must agree, they are a bit too good.
But nice work, eventhough I would rather have Smurfs in stunty next.
They donĀ“t need background they are just COOL.

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Smurf team in Stunty leeg!
Jarnageddon



Joined: Nov 04, 2003

Post   Posted: Nov 29, 2004 - 00:09 Reply with quote Back to top

If you wanted them to have 'ag4' for the purpose of building up a passing game you could just give them all accurate, this would be the equivelant, I think, without the insane dodging ability given by ag4, stunty, dodge.

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Unxerxes



Joined: Dec 31, 2003

Post   Posted: Nov 29, 2004 - 00:20 Reply with quote Back to top

to get the equivalent of ag4-passing they'd need an extra arm as well as accurate tho...

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Jarnageddon



Joined: Nov 04, 2003

Post   Posted: Nov 29, 2004 - 00:22 Reply with quote Back to top

Good point.

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EvolveToAnarchism



Joined: Aug 02, 2003

Post   Posted: Nov 29, 2004 - 01:48 Reply with quote Back to top

I think most of the OTT stuff has been highlighted but for me the most revealing piece of text in the proposal is
Quote:
unimaginatively coined 'Protoelves'.
I can appreciate all the effort that you put into your background, but it shows a complete an utter disconnect from the Blood Bowl universe. Hopefully, T.O.B.Y. will be completed in the near future and you can create your own universe filled with a bunch of your own team designs.

As Always,
Evolve To Anarchism
Project Rockstar

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hunter



Joined: Aug 11, 2003

Post   Posted: Nov 29, 2004 - 02:36 Reply with quote Back to top

Thanks for the feedback everyone. This team is designed primarily for focus on the ball and scoring, which is the reason for AG 4 and MV 7. On the flip side, they are designed to be crunchy, which is the reason for ST 1 and AV 5. As any snotling coach will tell you, AV 5 is tough to deal with (even with regenerate!). Razz This team is designed to avoid conflict, by and large. To survive, it will have to rely on dodging and running away.

I wouldn't mind AG 3, but then I'd want to add a bunch of ball-handling skills (Accurate, Sure Hands, and Catch, probably).

I could reduce the movement to 6, but I really don't want to go below that... they are meant to be pretty quick and they need sufficient MV to get away from the fray, if necessary. I'll make that change in the roster.

Doesn't sound as though anyone has problems with the Feral Elves, so I'll leave those as they are for now.

I'd prefer to leave the Longfeet as they are, particularly keeping Kick. I do like Tolmandary's suggestions, though (except the loss of Kick)- anyone else like his idea?

Anyone besides me think that they Longfeet should keep Kick? Very Happy

Keep it coming!

Thanks,
~hunter

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Tinkywinky



Joined: Aug 25, 2003

Post   Posted: Nov 29, 2004 - 03:12 Reply with quote Back to top

Heh, I find the wikipedia explanation of Islam in your link amusing Evo:

Quote:
Today, Osama bin Laden is the World's best-known Muslim.


Maybe "Today, George Bush is the World's best known Christian" needs adding on Christianity? Wink

EDIT: Guess it didn't stay there long enough for me to edit the page. Good Wikipedia.


Last edited by Tinkywinky on %b %29, %2004 - %03:%Nov; edited 1 time in total
Unxerxes



Joined: Dec 31, 2003

Post   Posted: Nov 29, 2004 - 03:16 Reply with quote Back to top

If you keep the ag 4 stunty lose the dodge-skill... that'll make em weaker to start with (eventhough they can still pick it up soon enough). They'll die easier on blocks and trip easier as a single one will be enough to cause a TO unless you still have a TRR... but like this I don't think it would work 'cause they'ld just all run away wihout any probs and you'll get one block per turn on em max so the av5 won't come into play at all...

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Tinkywinky



Joined: Aug 25, 2003

Post   Posted: Nov 29, 2004 - 03:38 Reply with quote Back to top

Quote:
If you keep the ag 4 stunty lose the dodge-skill... that'll make em weaker to start with (eventhough they can still pick it up soon enough). They'll die easier on blocks and trip easier as a single one will be enough to cause a TO unless you still have a TRR... but like this I don't think it would work 'cause they'ld just all run away wihout any probs and you'll get one block per turn on em max so the av5 won't come into play at all...


I think they would just plain die then. You won't have enough rerolls to support all that dodging. But with dodge you will never get to hit them so I think it's an unworkable idea with a whole team of ag4-dodge. Maybe give them two or four protoelf runners (current statline) and remove dodge, -1 MA and +1 AV on the regular protoelves?

I also think the feral elves are a pretty weak position (+it's silly). Maybe change it to some kind of jungle beast with ST4?

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celas



Joined: Aug 02, 2003

Post   Posted: Nov 29, 2004 - 23:33 Reply with quote Back to top

I agree with some of the constructive comments above. Might want to remove kick since they can take it as a skill anyway. The current protoelf "lineman" should be made into a positional player (0-2?) if you want to keep the AG 4 and higher movement. Perhaps this represents the raw agility of some of the protoelves while other positional slots could made to reflect the propensity they have with learning skills associating with passing or catching. Thus you could have a few positonal slots that 6 1 3 6 Dodge and either Accurate, Extra Arms, or Two Heads (to reflect specific training in one area) and then accees to A, Ph. You may then want to add a different base lineman that is similar to a fling representing less adaptable players and you will have 8-10 positional slots anyway so I don't see a problem with a lineman that is similar to what is already out there. After all, goblin cheaters are simply goblins without trolls and with secret weapons. Elves seem to have specialized positionals anyway and although many stunty coaches abhor the idea of minimizing LRB teams, you changed these creatures by adding access to physical skills and a few unique positional players.

Keep working on it and playtest it. Playtesting will be the ultimate test of whether any VALID criticism is worth more than the cyberspace it is written on....

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Topper



Joined: Aug 03, 2003

Post   Posted: Nov 30, 2004 - 00:07 Reply with quote Back to top

Love ur background, cool work.
But I play way to little Stunty, to give any useful advise.
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