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Lefuan



Joined: Feb 05, 2023

Post   Posted: Oct 20, 2025 - 06:47 Reply with quote Back to top

[size=150]SPIRIT FOREST – ECHO FROM BEYOND[/size]
[spoiler="Team Type"]Undead / Ethereal Team – LRB6 Homebrew Rules[/spoiler]

Background
They are not a team. They are a response.
When blood spilled over Blood Bowl fields seeps into the earth of an ancient forest, sometimes the forest… responds.
The Spirit Forest are ghosts of fallen players, primordial echoes: fragments of the very essence of the game that awaken when the boundary between life and spectacle blurs.
They understand neither victory nor glory. They play driven by an impulse older than both: the echo of the roar of the stands, the smell of turned earth, the memory of a thousand forgotten matches.
And at their center, a will-o’-the-wisp flickers, reminding them that, even if they don’t understand the rules, the spark of the game still burns within them.

Playing Style
The Spirit Forest do not “play” Blood Bowl.
They enact it as an ancient ritual, an echo of chaos resonating in wood and mist.
The ball never stays still: each turn is a flash of spiritual energy passing from specter to specter until dissipating.
Opponents face an incorporeal wall, immune to pain but slow and clumsy, where every hit dissolves in the air and every pass seems guided by the will of the forest.
Winning with them is mastering the rhythm of chaos.
Losing against them is discovering that defeat, sometimes, also has roots.
Spirit Forest do not seek “conventional” victories: their strength lies in controlling chaos, forcing the opponent to react to forced passes, unpredictable movements, and the incorporeal presence of your players. Each turn is a dance of chance and ritual: winning requires embracing clumsiness and turning it into an advantage.

Team Rules

    []Race: Forest Ethereals / Spirit Forest
    []Category: Stunty Team (Undead / Sylvan)
    []Rerolls: 60,000 gp
    []Apothecary: No
    []Wizard: No
    []Fans: 10,000 gp
    []Max Fame: +2
    []Cheerleader / Assistant Coach Check: allowed


Special Team Rules

Spiritual Form
Players with this rule treat KO or Injured results as Stunned. If pushed out of the pitch, they are automatically KO. All KO specters recover in the second half of the game but can never recover during other drives.
At the end of the team’s turn, any downed player with this rule automatically stands without rolls before the forced pass of “Spectral Hands” or “Capricious Nature,” allowing activation of “Whisper of the Ball,” while Stunned players remain dispersed in the mist until the next turn.

Spectral Hands
No pass may target an empty square or a player in a touchdown square.
Players with this skill cannot perform Throw or Hand-Off actions, except with Divine Pass or Safe Throw.
The player is treated as having Sure Hands + Big Hand. However, at the end of the team’s turn, if a player with this skill has the ball, they must attempt a forced pass (max 7 squares). If there is no valid receiver or the pass fails, the ball drops (as if a pass failed).
Only one forced pass per turn is allowed, either from Spectral Hands or Capricious Nature.

Capricious Nature (Will-o’-the-Wisp)
The Will-o’-the-Wisp cannot perform Throw or Hand-Off, except with Divine Pass.
If at the end of the team’s turn it has the ball, it must immediately attempt a Divine Pass (Hail Mary Pass). Only one forced pass per turn is allowed.

Whisper of the Ball
This skill adds +1 to any roll to pick up, intercept, catch, or pass the ball.
It works like Block + Kick-Off Return and allows moving 3 squares during any loose ball and forced pass without dodge rolls in any case.

Spectral Stripball
This skill functions as Strip Ball + Juggernaut, but cannot be nullified by Sure Hands.

Spectral Shadow
A player with Spectral Shadow is treated as having Divine Tackle and Jump Up.
Functions as Shadowing with a +10 modifier (Mv10 for this roll).

Whisper of the Woods
Allows using the Pass Action following normal rules, but not limited to once per team turn: each Ancient Tree may attempt Pass once in its turn, sending the specter to its new location as if teleporting through the astral plane.

Spectral Aura
A player with Spectral Aura is treated as having Disturbing Presence + Nasty Appearance.
This player cannot declare Block or Blitz actions.
Has No Hands and Dirty Player (+1) and Stab. If committing a foul, cannot be ejected and does not benefit from foul assistance.

Spectral Possession
The Poltergeist can possess an opposing player 1 square away. During possession, the Poltergeist performs an additional Blitz using the possessed player, who acts as if having Spectral Stripball. The possessed player only needs dodge rolls against Spirit Forest specters. If the tackle succeeds, the target’s armor automatically breaks. At the end of possession, the possessed player suffers a direct Injury roll and the Poltergeist is KO until the next half.

Team Roster

Team Roster

Ancient Trees
MA: 2 | ST: 6 | AG: 1 | AV: 10
Skills: Spiritual Form, Whisper of the Woods, Take Root, Stand Firm, Thick Skull, Strong Arm, Nerves of Steel
Primary Access: Strength | Secondary Access: Passing, General, Agility
Cost: 120k | Max Qty: 0–2

Ethereal Hunters
MA: 4 | ST: 2 | AG: 2 | AV: 7
Skills: Spiritual Form, Spectral Hands, Spectral Stripball
Primary Access: Passing | Secondary Access: General, Agility, Strength
Cost: 70k | Max Qty: 0–2

Spirit Channelers
MA: 4 | ST: 2 | AG: 2 | AV: 9
Skills: Spiritual Form, Spectral Hands, Whisper of the Ball, Divine Catch
Primary Access: Passing | Secondary Access: General, Agility, Strength
Cost: 90k | Max Qty: 0–3

Spectral Stalker
MA: 0 | ST: 5 | AG: 0 | AV: 5
Skills: Spiritual Form, Spectral Shadow
Primary Access: Passing | Secondary Access: General, Strength
Cost: 70k | Max Qty: 0–2

Will-o’-the-Wisp
MA: 6 | ST: 3 | AG: 3 | AV: 7
Skills: Spiritual Form, Capricious Nature, Block, Divine Pass
Primary Access: Passing | Secondary Access: General, Agility, Strength
Cost: 70k | Max Qty: 0–1

Forest Poltergeist
MA: 6 | ST: 3 | AG: 3 | AV: 7
Skills: Spiritual Form, Spectral Possession, Spectral Aura
Primary Access: General, Strength | Secondary Access: Agility, Passing
Cost: 80k | Max Qty: 0–1

Unique Roster: Full Team + 1 RR

Presentation Sketch
“First came the footsteps. Then the screams. And then, the silence.
When the last blood of a match soaked the ground of Nyrdris Forest, the trees stirred. Roots moved underground, and something ancient awoke among the shadows.
They remembered neither their names, nor their bodies, nor their purpose. Only the echo of the ball falling.
Thus was born the Spirit Forest: a procession of confused spirits mimicking the gestures of the living, trying to understand why a simple round object seems to contain all the urgency of the universe.
For them, the ball is neither leather nor air: it is a spark of the soul yet to find rest.
No one knows if they play by instinct, by penance… or because, deep down, they still remember what it feels like to win.”

Spirit Forest – A Typical Turn in the Mist
The whistle cuts the fog like a moonbeam, and the ancient trees whisper beneath the damp earth. At the center of the field, the ball seems to tremble with a life of its own, a tiny heart beating in the mist.
The Ethereal Hunters advance hesitantly. Each step is a risk: the ground is wet, their bodies light and clumsy. They dodge, fall, rise—a ritual of balance and chance. One falls to an elven hit, but rises as if the forest’s very essence claims it: the echo of a young spirit refusing to rest.
Meanwhile, the Ancient Trees stretch imaginary roots, holding the field. One raises an arm and throws a Channeler forward; the air seems to bend, and the spirit caught in flight clings to the ball. Trips, spins, slips… yet still manages to bounce the leather to a Will-o’-the-Wisp floating like a flash in the mist. Each pass is a gamble, yet the forest’s will gently guides its path, though nothing guarantees success.
The Spectral Stalker, almost invisible, watches. Its feet barely touch the ground; movement is limited, but its presence forms an incorporeal wall. When an opponent dares flee with the ball, the Spectral Shadow pursues with a burst of ghostly speed, blocking its path. If it fails, its ethereal form disperses for a moment, only to reappear, vigilant of its role: harass, obstruct, live the turn even without direct protagonism.
The Poltergeist—the air chills, breath condenses, shadows seem to move on their own. Wherever the Poltergeist manifests, the terrain turns hostile even to the bravest. Opponents feel the weight of an invisible presence whispering from beyond. A spirit manifesting as an ethereal flame entering an opponent’s body. Under its control, the opponent’s body acts like a raging spirit, striking with the forest’s force and the spectral echo of a life fading in the mist, leaving only blood and memories.
And the Will-o’-the-Wisp, a living spark of chaos, receives the ball. It must throw it. It must pass it. Its glow flickers between intention and clumsiness. The forced pass arises as a flash of capricious magic: sometimes connecting with a Channeler still rising from the ground; other times falling into the damp earth, like a sigh lost in the mist.
At the end of the turn, fallen spirits rise from the ground, and the mist stirs. The dance of chaos continues, each player trying to participate despite the fragility of their forgotten flesh. The ball rolls, a moment of calm before another gust of chance and forest will makes it leap from one specter to another.
This is a typical turn for the Spirit Forest: a ballet of chaos and clumsiness, where each fall, each failed pass, and each risky throw builds the legend of a team that does not seek to win, but to exist in the memory of the game, as an echo that refuses to surrender to the logic of the physical world.
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