Vicen

Joined: Jan 05, 2023
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  Posted:
Apr 05, 2026 - 18:03 |
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Merged skills:
Fumblerooskie:
In addition, have Save Pair of Hands effect.
Iron Hard Skin:
In addition have Lethal Flight effect (may be selected without right stuff).
Prehensile: (tail / tentacle)
Prehensile tail effect. In additon, Earn SPP in case of elimination.
Stong Arm:
In addition allow to use Hail Mary Pass (may be selected without throw team-mate).
Very Long Legs:
In addition have Kick effect (during kick-off and punt).
Traits:
Road Roller: (Death Roller and Pump Wagon)
Special Action. Quik foul + Lone fouler effect. Must completely cross the square during the foul. If the fouled opponent have the Big Guy keyword, do a jumping over a player test.
Saboteur: (Looney)
Become a standard rule:
Violent Innovator removed. Instead player who eliminate a player with a special action earn 1 SPP by default. |
Last edited by Vicen on Apr 05, 2026; edited 1 time in total |
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Chingis
Joined: Jul 09, 2007
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  Posted:
Apr 05, 2026 - 18:51 |
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I think ten skills per category is a nice number. Because then you could still roll a D12 and have two slots per skill category that are stat-ups instead of skills. That's the same percentage chance of a stat-up (1/6) as in the good old days.
You could combine random stat-ups with random skills, and remove the option to just flat-out buy stat-ups. Make them exciting boons from the dice gods again. You'd still have the choice of picking a specific skill as an alternative option to randoming of course, but then no chance of a stat-up. |
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Garion

Joined: Aug 19, 2009
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  Posted:
Apr 05, 2026 - 19:10 |
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It's a good idea in theory. Though I think you need to push it further... eye gouge should be dropped from the game. Its just more annoying tokens that aren't needed, remove cloud burster. It's a silly name and it's not needed. Accurate being +1 pa is fine. Having two separate skills for different passing bands isn't needed.
Foul Appearance and disturbing presence combined again like they used to be.
Give and go combined with dump off...
Drop Loner fouler, silly skill, not needed
I'm sure there are others.
I don't get the leathal flight mixed with IHS thing... just drop lethal flight. Its not needed |
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Sp00keh

Joined: Dec 06, 2011
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  Posted:
Apr 05, 2026 - 19:38 |
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Agree w Garion and can take it further
It doesn’t need to be 10 per category
It doesn’t even need to be the same number in each category |
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Vicen

Joined: Jan 05, 2023
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  Posted:
Apr 05, 2026 - 19:44 |
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| Garion wrote: | | It's a good idea in theory. Though I think you need to push it further... |
I agree with you, Garion. Here, I tried to incorporate their new features. But I'm not opposed to the idea of working on a much more streamlined version.
Have already doing somthing like that (WH40k basketball). 8 categories, 6 skills per categories.
https://fumbbl.com/index.php?name=PNphpBB2&file=viewtopic&p=779907#779907
| Sp00keh wrote: |
It doesn’t even need to be the same number in each category |
That was the case in the past (some old edition). But sometimes it's inspiring to work under constraints. |
Last edited by Vicen on Apr 06, 2026; edited 11 times in total |
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Carnis
Joined: Feb 03, 2009
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  Posted:
Apr 05, 2026 - 21:37 |
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| Quote: | | I'd do 8 or even 6 skill categories. |
Agility:
Dodge, Catch, Diving Tackle, Jump up, Leap, Sidestep, Sprint, Sure feet
- Removed safe pair of hands
- Removed hit & run (moved to traits)
- Removed defensive (traits or gone)
- Combined catch with diving catch
Devious:
Dirty player, Sneaky git, Shadowing
- Removed all the rest, they are all crap.
General:
Block, Wrestle, Dauntless, Frenzy, Pro, Tackle, Sure hands, Strip ball
- Moved kick to passing skills
- Removed taunt or make it trait
- Removed fend or make it trait
- Removed stedy footing or make it trait
Mutation:
Dist presence, claws, big hand, horns, iron skin, tail, tents, twoheads
- removed vll
- removed monster mouth
- combined foul app to dist pres
- removed x-arms or combined with big hand
Passing:
Kick, accurate, dumpoff, hmp, leader, on the ball, pass, safe pass
- removed cloudburster (into safe pass)
- removed cannoneer (into accurate)
- removed give & go
- added kick
- removed punt to traits?
- combine leader with nerves of steel
Cant get this category down to 8 without removing nerves of steel or the new mechanic punt.. Combine leader with nerves of steel (makes sense heh?).
Strength:
brawler, break tackle, bullseye, grab, guard, jugger, mb, sfirm
- Strong arm to traits
- Thick skull to traits
- Multiple block removed
- Armbar to traits
Its not completely trivial to go down to 8, but it would be an improvement. Now this is just an academic example  |
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Vicen

Joined: Jan 05, 2023
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  Posted:
Apr 06, 2026 - 18:55 |
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AGILITY
CATCH
DIVING CATCH
DIVING TACKLE
DODGE (ELITE)
JUMP UP
LEAP
SIDE STEP
SURE FEET
DEVIOUS
DIRTY PLAYER
DISTRACT (Disturbin presence)
FUMBLEROOSKIE (+ Safe pair of hands)
HIT AND RUN
MULTI COMBO (Multi Block, Pile Diver)
SHADOWING
STAB (ELITE)
TAUNT
GENERAL
BLOCK (ELITE)
DAUNTLESS
FEND (+ cancel stab)
PRO
STRIP BALL (+ Big hand)
SURE HANDS (+ Safe Pass)
TACKLE
WRESTLE
MUTATION
EXTRA ARM
CLAWS
FOUL APPEARANCE
HORNS
MONSTRUOUS MOUTH
MYRIAD OF EYES (Two heads + Defensive)
PREHENSILE (+ earn SPP if elimination)
VERY LONG LEGS (+ Sprint)
PASSING
ACCURATE (PA +1 for all passing distances except long bomb)
DUMP-OFF (+ Give and go)
HAIL MARY PASS (HMP and PA +1 to Long Bomb)
LEADER (ELITE)
NERVES OF STEEL
PASS
PUNT (+ Kick)
ON THE BALL
STRENGTH
BRAWLER
BREAK TACKLE
BULLSEYE
GUARD (ELITE)
GRAB
JUGGERNAUT
MIGHTY BLOW (ELITE)
STAND FIRM |
Last edited by Vicen on Apr 08, 2026; edited 16 times in total |
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Garion

Joined: Aug 19, 2009
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  Posted:
Apr 06, 2026 - 19:30 |
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I still think you need to cut lots more skills. but if you want to make Disturbing presence a Devious skill. Why not call it Distract. It was the skills original name |
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Vicen

Joined: Jan 05, 2023
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  Posted:
Apr 06, 2026 - 19:42 |
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Good idea, it avoids having the same initials as Dirty Player.
I reduced the number of skills by one tier: from 72 to 48. |
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Loon
Joined: Aug 14, 2024
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  Posted:
Apr 06, 2026 - 20:20 |
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Thank you so much for killing Arm Bar!! Dumbest name for the dumbest skill ever. They should have used Arm Bar for the Pile Driver skill, as you have to be on the ground to apply an arm bar. |
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neuro_

Joined: Aug 15, 2020
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  Posted:
Apr 08, 2026 - 02:22 |
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Advancement
SPP thresholds (6, 16, 31, 51, 76, 176).
At 31, 51, 76, and 176, increase the player's TV by an additional 5k.
Roll 2D6- Doubles allow for Secondary skills.
2-4: random Skill. Primary 10k, Secondary 20k.
5-9: chosen Skill. Primary 20k, Secondary 30k.
10: +PA (10k), AV (15k), or MA (20k).
11: +AG (40k).
12: +ST (60k).
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GENERAL
Block: as is.
Dauntless: as is, and counters Disturbing Presence (which is merged with FA).
Fend: merged with Taunt.
Kick: merged with Punt.
Pro: as is.
Safe Pair Of Hands: as is, and opponents cannot use Strip Ball against this player.
Sure Hands: reroll failed Catch and Pickup rolls.
Strip Ball: as is, but countered by SPoH.
Tackle: as is.
Wrestle: as is.
AGILITY
Defensive: as is.
Diving Catch: this player applies a +1 modifier to their Catch rolls. Additionally, this player may try to Catch a ball targeted to an empty adjacent square, and may attempt to Intercept a Pass if they are in a space which is adjacent to the range ruler, not only if their space is covered by it.
Diving Tackle: merged with Arm Bar.
Dodge: as is.
Hit & Run: as is, but not during a Blitz Action.
Jump Up: as is.
Leap: as is.
Sidestep: as is.
Sprint: merged with Sure Feet.
Sure Feet: may reroll one failed Jump, Jump Up, Leap, or Right Stuff roll per Turn.
STRENGTH
Arm Bar: this player may declare an Arm Bar Special Action instead of a Move Action. They Move. Then, if they are Marking a standing opposition player, roll a D6, applying a -1 modifier if the target is stronger or a +1 modifier if this player is stronger. On a result of 4+, this player Pushes the target as if Blocking them. This player’s activation then immediately ends.
Break Tackle: as is.
Brawler: once per Turn when making a Block, this player may re-roll any amount of block dice that are not Attacker Down (Skull) results.
Grab: as is, and when this player is performing a Block Action, the target cannot use Wrestle to place this player Prone (though they may still place themselves Prone).
Guard: as is.
Juggernaut: as is, but counters Block instead of Wrestle.
Mighty Blow: as is.
Multiple Block: as is, but targets only get +1 ST.
Stand Firm: as is.
Thick Skull: this player applies a -1 modifier to Injury and Casualty rolls they suffer, and a +1 modifier to KO recovery rolls they make.
PASSING
Cloud Burster: this player may declare that a Long, Long Bomb or Hail Mary Pass they are about to perform will be a Cloud Burster: after making the Pass roll but before the ball is placed in its final landing square, the ball remains out of play until the end of the next player's activation or the end of the current turn– whichever comes first. While out of play in this way, the ball is not on the pitch and cannot be interacted with in any way; instead place a marker on the pitch to indicate its landing square. No Intercept attempts may be made against a Cloud Burster Pass.
Dump Off: as is, and this player may declare a Quick Pass once during your Turn which does not count towards your Pass Action limit.
Hail Mary Pass: as is.
Leader: as is.
Nerves Of Steel: as is.
On The Ball: as is.
Pass: as is.
Reliable Throw: this player applies a +1 modifier to Quick, Short and Long Pass rolls they attempt.
Safe Throw: Passes this player makes scatter half as many squares, rounding up. A player attempting to Catch an Accurate Pass from this player applies a +1 modifier to their roll.
Spinball: no Intercept attempts may be made against Accurate Passes made by this player.
MUTATION
Big Hand: merged with Extra Arms.
Claws: as is.
Disturbing Presence: merged with Foul Appearance.
Horns: as is.
Iron Hard Skin: as is.
Monstrous Mouth: after this player Knocks Down an opponent during a Block they perform, makes an Injury roll against the target, and is still Standing, this player may place themselves Prone to reroll that Injury roll.
Prehensile Tail: as is.
Tentacles: this player may perform a Tentacles Special Maneuver instead of a Block Maneuver. Roll a D6, applying a +1 modifier if this player’s ST is higher than the target’s and a -1 modifier if the target’s ST is higher: on a 4+, the target is held in place and cannot leave their square until this player is no longer Marking them (this is just the Chomp special Action).
Two Heads: as is.
Very Long Legs: as is, and can Intercept Cloud Burster and Hail Mary Passes.
DEVIOUS
I'm gonna be honest, I don't really like having an entire category for Devious skills. Most of the skills here are really hard to make interesting and/or balanced; I think it would be better to move 1 or 2 into each of the other categories, and into Traits.
Dirty Player: as is.
Lethal Flight: Right Stuff players only. As is, and may use the Throw-In template to scatter when Thrown by a TTM Action.
Pile Driver: as is.
Put The Boot In: when this player performs a Foul, they may reroll the Armour roll.
Quick Foul: after this player performs a Foul Action, their activation does not end. Additionally, this player’s Foul Actions do not count towards your once-per-Turn limit.
Shadowing: same trigger; roll a D6, applying a +1 modifier if this player’s MA is higher than the target’s and a -1 modifier if the target’s MA is higher. On a result of 4+, this player is placed into the square that the opponent vacated.
Slippery: Stunty players only. When this player is the target of a Block Maneuver, the opposition player may not use the Tackle or Grab skills.
Smarmy: when this player is Sent Off by the ref, an Argue The Call roll of 4+ is considered to be a result of “Well, When You Put It Like That…”, and no Turnover is caused if the roll is successful.
Sneaky Git: when this player performs a Foul Maneuver, they are not Sent Off should they roll a double on the Armour roll. Additionally, this player may grant Foul assists even while Marked.
Violent Innovator: when this player performs a Special Action or Maneuver which replaces a Block Maneuver, they may reroll any one die during that Action or Maneuver. Additionally, this player gains SPP from Casualties they cause as a result of any Special Action or Maneuver they perform.[/b] |
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Carthage
Joined: Mar 18, 2021
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  Posted:
Apr 08, 2026 - 02:49 |
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| Garion wrote: | | remove cloud burster. It's a silly name and it's not needed. |
Name is bad, but I like this version of the skill. Making people completely unable to interfere with a pass is nice. Passing is still obviously risky and you'd never take it on purpose, but its nice on helfs that start with it.
If you wanted to make it a little better add on that the receiver receives the benefits of Nerves of Steel. Fluff that the high angle pass puts it where only the receiver can make a play on it. |
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Vicen

Joined: Jan 05, 2023
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  Posted:
Apr 08, 2026 - 05:31 |
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In french "perce nuage" is poetic. Maybe in english "through the skies" is more appropriate. |
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Garion

Joined: Aug 19, 2009
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  Posted:
Apr 08, 2026 - 10:12 |
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| Carthage wrote: | | Garion wrote: | | remove cloud burster. It's a silly name and it's not needed. |
Name is bad, but I like this version of the skill. Making people completely unable to interfere with a pass is nice. Passing is still obviously risky and you'd never take it on purpose, but its nice on helfs that start with it.
If you wanted to make it a little better add on that the receiver receives the benefits of Nerves of Steel. Fluff that the high angle pass puts it where only the receiver can make a play on it. |
yeah I agree with you about the skill being better. But I mean remove it and revert Safe Throw to one skill. instead of splitting it between Safe Pass and Cloud Burster.
Same for Accurate. Just make it one skill again, instead of Accurate and Cannoneer...
It was ridiculous splitting those two skills into 4 |
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Garion

Joined: Aug 19, 2009
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  Posted:
Apr 08, 2026 - 11:40 |
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Also hit and run and steady footing should be removed from the game... while you are tidying up skills... |
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