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Necromantic Horror
Necromantic Horror
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Dark Elf
Dark Elf
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Win Percentage


2012-11-20 17:52:16
rating 3.5
2012-09-04 17:50:33
rating 3.8
2012-06-27 15:55:41
rating 5.3
2012-04-03 10:55:26
rating 5.4
2012-03-25 11:51:14
rating 5.3
2012-01-31 11:38:00
rating 5.7


2011-11-24 16:54:37
rating 5.3
2011-10-18 18:43:03
rating 5.1
2011-10-14 10:19:29
rating 3.3
2011-09-06 10:08:07
rating 5
2011-08-24 21:50:53
rating 5.3
2011-08-17 15:15:00
rating 4.7
2011-08-03 12:22:21
rating 4.8
2011-07-09 13:03:49
rating 4.8
2011-02-14 13:26:51
rating 4.7


2010-10-27 11:09:51
rating 4.4
2010-08-02 13:29:03
rating 5
2010-07-12 11:34:53
rating 4.7
2010-06-21 11:11:40
rating 4.9
2010-06-10 11:13:45
rating 4.7
2010-06-03 11:08:13
rating 5.1
2010-05-27 16:58:21
rating 4.8
2010-04-02 19:55:00
rating 2.9


2009-11-06 13:11:04
rating 5.5
2009-09-29 15:01:07
rating 4.9
2009-08-18 11:49:31
rating 3.5


2007-12-24 18:22:29
rating 2.9
2007-12-02 14:25:40
rating 3.1
2007-10-23 23:55:57
rating 2.5
2011-08-03 12:22:21
23 votes, rating 4.8
New skills I'd like to see
Random 'Bored at work' blog. I thought I'd list a few skills i'd like to see implemented if I was in charge of the rules.

1/ Taunt :- General Skill. The player is a master at winding up the opposition. He taunts and insults them constantly. The effect of this is that when the player is blocked or blitzed his attacker must always follow up if able to do so (taken root for example would stop this).

2/ Soft Lander :- Agility Skill. They player has practiced falling over and is now a master in landing softly. If the player fails a leap, GFI or landing from a TTM attmept they may subtract 2 from either the armour roll or injury roll. This obviously doesn't work with failed dodges or when being blocked/blitzed.

3/ Swift Hands :- General Skill. The player has leanrt how to move the ball swiftly without actually catching the ball. Whenever the ball enters the player's square, or alternatively if the player enters the square with the ball, the player can choose not to attempt to catch/pick up the ball and instead knock it one square in a direction of their choice. This does not constitute as a turn over. This does not work for interception attempts, unless the player has successfully rolled for the interception, in which case he can choose to not intercept and scatter the ball instead as above.

4/ Swift Kick :- Agility Skill. Sometimes the best sort of kick is a swift kick to the groin. When this player declares a foul action the actual foul does not end the players movement, but can be used during the move in the same way as a blitz action can. If the player is spotted then he must immediatly leave the pitch as usual, and a turnover occurs.

So anyone got any others?
Rate this entry
Posted by pythrr on 2011-08-03 13:05:39
I like the Soft Lander, but would extend to dodges to make it actually worth taking. Elf linemen might take it if it covered this: otherwise it would not compete with dodge.

Love swift kick. I would take this. /runs in, boots the CW in the balls, runs away giggling.
Posted by gjopie on 2011-08-03 13:08:30
Swift Hands would be awesome on low AG players. They could move the ball away from the opposition and towards a player more suited to picking it up by rolling it along the ground.
Posted by Bardazur on 2011-08-03 13:37:52
My opinion about those skills
1) taunt: let the player choose to use this skill or not
2) Soft Lander: not good enough, it must be extended to failed dodge, or be "don't do any armor rolls, the player is prone" since failed leaps, GFI or TTM are rare.
3) Swift hands: excellent idea, it adds a lot of tactical oportunities.
4)Swift kick: this skill is not useful, since when we foul we always expect to suffer a turnover. I'd like to modify it like this: the player kicks an adjacent player, and use this "distraction" to move without fearing a tackle.
"When doing a move action, before moving, the player may kick a player standing in an adjacent square. Treat this kick as a foul without assist. If the armor and/or the injury roll is a doubles, the ref has spot the kick and send off the player (it is a turnover). Bribes and the "sneaky git" skill may be used (same as the foul). Unless the ref has spot" the foul, the player may move normally, but the kick costed 2 movement points. This skill cannot be used if the player is prone before starting his move.
Posted by Garion on 2011-08-03 13:41:30

what about urinate. Stunty's skill only.

You can urinate on an opponent player once a turn if he is stunned or prone, on a D6 roll of 5 or 6 that played is so ashamed and put off by the urine all over him he loses all his learned skills for the rest of the drive when he can have a shower and get changed.

Posted by Kinks on 2011-08-03 13:46:55
@Garion Would that effect mutations?
Posted by Garion on 2011-08-03 13:52:45
Yup, they are so distracted by the smell they forget they have tentacles etc... LOL
Posted by Pjj on 2011-08-03 14:25:52
Swift hands should take an agi roll to succeed.
Posted by gjopie on 2011-08-03 15:03:30
@Pjj: And what would happen if you fail the ag roll?
Posted by Ehlers on 2011-08-03 15:04:07
I guess Disturbing appearance should ignore the effect of urinate, Garion

They are ugly and smell already. What does some piss make the different for them?
Posted by Garion on 2011-08-03 15:11:43
The toxic ooze that emits the Disturbing prescence and foul apperance effects is an acid on the PH scale and the urine is an alkaline so it turns it into a PH Neutral hence cancelling the effect. However the players that start with DP and FA are far more grotesque so no amount of urine will bring the PH levels back in balance ;)
Posted by WhatBall on 2011-08-03 15:27:38
I don't think there is a need for Soft Lander. I would just add to Sure Feet that it can be used to Reroll failed TTMs and Leaps.

Taunt might work well if it made the other player have to follow up and make a Frenzy action. Good way to sucker players into possible 1D or -2D situations. Could also be a negatrait of sorts though.
Posted by Calcium on 2011-08-03 15:57:03
Hello Ladies :- General skill. Men Only. This player is so good looking that any opponent attempting a block/blitz of the opposite sex must roll a dice before the block dice are rolled. On a '1' they refuse to block/blitz the hansome chap standing before them and lose their TZ trying to get some lip action. Their turn ends immediately. Players with foul appearance may NOT take this skill (you ugly bastards!)

Hey big boy :- General skill. Girls Only. As above except with the sexes reversed!

Is this sexist towards or gay and lesbian players?
Posted by Overhamsteren on 2011-08-03 19:36:52
Urinate shouldn't do anything in game, but player bios should include 'urinated' and 'urinated on' stats.
Posted by jimimothybodles on 2011-08-03 21:16:32
i like it that skills have opposites/counters...

one i'd like to see is an anti-shadowing. Enticement?

when moving you don't have to make a dodge roll, instead roll to make the guy follow you. it would be cool to drag someone to the sideline.. or break off the corner of a cage...
Posted by Irgy on 2011-08-04 06:05:20
They're quite interesting, but I can't imagine I'd ever pick them on a player over the existing skills. Except maybe swift hands, good to have on a stunty player (except, general, so they can't take it - why not Ag?). Good ones to put on star players and the like though.
Posted by Garion on 2011-08-04 18:50:37
Its a shame this blog has been ignored because of the billion and one CPOMB blogs everywhere at the moment.
Posted by Randy_Moss on 2011-08-24 23:38:13
Great blog! I like the drag/antishadow idea. I like soft landing too. Been playing ogres recently and snots could really benefit from that.

How about "Ole" - Ag skill. Blitzed player makes an agility roll. If successful, slide to an open square. Blitzer steps into the vacated square and must block any player on blitzers line of approach standing in the next square- even if its a teammate!
Posted by BillBrasky on 2011-08-25 13:46:21
- Double Stomp (General): During the foul action, this player may jump into the air and land on the target of the foul with both feet. If used, the player is allowed to reroll armor or injury. Using this skill will require an agility roll +2 or the player falls prone, rolls armor & injury, and suffers a turn over.