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Post subject: Challenge of Q'ermitt - new Pitch - Fairy Tale  PostPosted: Mar 16, 2009 - 06:57 PM



Joined: Aug 16, 2004
Canada
Posts: 3953
Location: Canada
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Here are the rules for the new pitch. All thoughts welcome:

Necrotic Fairy Tale Pitch

Basket of Goodies:Each coach received a basket of goodies which they can use to encourage their knocked out players to take to the pitch again. One coach should roll a d3 and this is how many goodies are in each of the baskets.

For any player whom the coach would like to use the goodies on, receive an additional +1 modifier to the roll to revive them for each goody they use. (note ??? any number of goodies can be given to one player, and have effect for that player only ??? i.e. you cannot give 2 goodies to 2 players and have +2 to each of their rolls). For each goody that player ingests, roll a d6, on a ???1??? it was a poisoned apple and that player should be moved to the Dead and Injured box.

Breadcrumb Trail:
One of the kick off results will allow team members to follow a breadcrumb trail into the forest. Each trail has two numbers beside it. On the player???s first turn following the kick off result, the coach may attempt to bring his player back. The coach should pick one trail and roll a d6, if the dice result matches the trail then they can return to the game from that trail (with full movement). If the result does not come up, then the coach may try again with a different trail in the next turn, and then again in the third turn if they are unable to match the result. If after the third turn they do not match the breadcrumb trail, then place the model in the Knocked Out box to represent the time spent trying to find their way back (they cannot be brought back with goodies!)

Forest Denizen:
The forest of Grimm is home to many strange creatures. There may be an occurrence where one of them decides to take a more active role in the game.

When a ???Forest /Denizen??? result is rolled, roll a d6 and consult the following table to see who has emerged from the forest.

1-2 Fairy 6 1 3 5 dodge, stunty, titchy, disturbing presence (will try to stay next to the ball carrier/ball)
3-4 Hansel 7 3 3 7 (will attack the nearest standing player or foul the nearest prone)
5-6 ??? Treekin 1 4 1 9 stand firm (will attack the nearest standing player)

The denizen will come in from one of the breadcrumb trails (roll a d6 to determine which)

The denizen will move on the turn it emerges and then in a Player 1/ Player 2 / denizen format.

The Witch:
The witch is the keeper of this pitch and acts as it???s referee. Any player caught fouling (or eating her house) are subject to her wrath and are turned into a toad.

Any player turned into a toad will have the following stats:
4 1 3 4 dodge, stunty, titchy, leap
There can only be one toad at any one time. If there is already one toad on the pitch, then the player who is already a toad will be turned back, and the newly offending player will become a toad.

To revert back to normal a player must be removed from the pitch, or another player must be turned into a toad.

The Weather Table:
2 ??? Fog ??? A thick mist has filled the forest reducing visibility to a few inches. All players count as Bonehead for as long as the fog lasts. In addition, all pass actions are treated as having one more -1 modifier than normal (i.e. a quick pass will be +0, short passes -1, etc.) Hail Mary Passes may not be made at all until the fog has lifted. Each team may still make 1 Hand Off per turn.

3 - Very Windy - Strong winds are gusting, making passing the ball very difficult. All attempts to pass the ball are subjected to an additional -1 modifier.

4-10 ??? Nice- Perfect Blood Bowl weather.

11 - Pouring Rain - It???s raining, making the ball slippery and difficult to hold. This causes a -1 modifier an all attempts to catch the ball, including picking it up and handing it off.

12 - Blizzard! - It???s cold and snowing! The ice on the field means that any player attempting to move an extra square will slip and fall on a roll of 1-2, while the falling snow means that only quick or short passes can be attempted.


The Kick Off Table:
2 ??? Something in the Oven ??? There are hideous screams coming from inside the house and the witch is seen occasionally poking her head out the window. Her watch is not so vigilant, so each team has one extra Bribe!

3 ??? Happily Ever After ??? The fans are demanding a happy ending by seeing their team come out victorious. But not everyone can be happy! Each coach rolls a d6 and adds their FAME. If the winning coach is ahead in the score, then the clock moves forward d3 turns, if the winning coach is behind in the score then the clock will go back d3 turns.

4 ??? Basket of Goodies - Each of the coaches find that a basket of goodies has been delivered to their respective dugouts. The goodies are so tasty and smell so delicious that they may encourage players who are otherwise incapacitated to rejoin the fray. See the full rules under ???Basket of Goodies???.

5 ??? High Kick (as per normal kick off rules)

6 ??? Cheering Fans (as per normal kick off rules).

7 - Weather change (as per normal kick off rules)

8 ??? Brilliant coaching (as per normal kick off rules)

9 ??? Quick Snap (as per normal kick off rules)

10 ??? Trail of Breadcrumbs ??? Each team must nominate one player to follow a trail of breadcrumbs into the forest. See the full rules under ???Breadcrumb Trail??? above.

11 ??? Forest Denizen! ??? One of the denizens of the Grimm Forest has emerged to take part in the game. See the full rules at ???Forest Denizen??? above.

12 ??? ???Who???s been eating my house???? Someone has been eating the candies on the witch???s house. Each coach should roll a d6 and add their FAME. The losing coach must randomly determine one of their players. That player will be turned into a toad as described in ???The Witch??? section above.[/i]

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