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Scrappa Sorehead

I was once a prominent player......Now look at me!

0 · 225 views · located in fantasy

a character in “Fields of Blood-Test Arena”, as played by klikxx

Description

Scrappa Sorehead

Title Cost MA ST AG AV
Goblin 50,000 5 2 3 7
Trainer

Skills :
Loner, Dirty Player, Dodge, Leap, Right Stuff,
Secret Weapon, Sprint, Stunty, Sure Feet,
Very Long Legs, Fan Favorite

Loner (Extraordinary)
Loners, through inexperience, arrogance, animal ferocity or just plain
stupidity, do not work well with the rest of the team. As a result, a Loner
may use team re-rolls but has to roll a D6 first. On a roll of 4+, he may
use the team re-roll as normal. On a roll of 1-3 the original result stands
without being re-rolled but the team re-roll is lost (i.e. used).

Dirty Player (General)
A player with this skill has trained long and hard to learn every dirty trick
in the book. Add 1 to any Armour roll or Injury roll made by a player with
this skill when they make a Foul as part of a Foul Action. Note that you
may only modify one of the dice rolls, so if you decide to use Dirty Player
to modify the Armour roll, you may not modify the Injury roll as well.

Dodge (Agility)
A player with the Dodge skill is adept at slipping away from opponents,
and is allowed to re-roll the D6 if he fails to dodge out of any of an
opposing player’s tackle zones. However, the player may only re-roll one
failed Dodge roll per turn. In addition, the Dodge skill, if used, affects the
results rolled on the Block dice, as explained in the Blocking rules in the
Blood Bowl book

Leap (Agility)
A player with the Leap skill is allowed to jump to any empty square within
2 squares even if it requires jumping over a player from either team.
Making a leap costs the player two squares of movement. In order to
make the leap, move the player to any empty square 1 to 2 squares from
their current square and then make an Agility roll for the player. No
modifiers apply to this D6 roll unless he has Very Long Legs. The player
does not have to dodge to leave the square he starts in. If the player
successfully makes the D6 roll then they make a perfect jump and may
carry on moving. If the player fails the Agility roll then he is Knocked
Down in the square that he was leaping to, and the opposing coach
makes an Armour roll to see if he was injured. A failed leap causes a
turnover, and the moving team’s turn ends immediately. A player may
only use the Leap skill once per Action.

Right Stuff (Extraordinary)
A player with the Right Stuff skill can be thrown by another player from
his team who has the Throw Team-Mate skill. See the Throw Team-Mate
skill entry below for details of how the player is thrown. When a player
with this skill is thrown or fumbled and ends up in an unoccupied square,
he must make a landing roll unless he landed on another player during
the throw. A landing roll is an Agility roll with a -1 modifier for each
opposing player’s tackle zone on the square he lands in. If he passes the
roll he lands on his feet. If the landing roll is failed or he landed on
another player during the throw he is Placed Prone and must pass an
Armour roll to avoid injury. If the player is not injured during his landing
he may take an Action later this turn if he has not already done so. A
failed landing roll or landing in the crowd does not cause a turnover,
unless he was holding the ball.

Secret Weapon (Extraordinary)
Some players are armed with special pieces of equipment that are called
‘secret weapons’. Although the Blood Bowl rules specifically ban the use
of any weapons, the game has a long history of teams trying to get
weapons of some sort onto the pitch. Nonetheless, the use of secret
weapons is simply not legal, and referees have a nasty habit of sending
off players that use them. Once a drive ends that this player has played
in at any point, the referee orders the player to be sent off to the
dungeon to join players that have been caught committing fouls during
the match regardless of whether the player is still on the pitch or not.

Sprint (Agility)
The player may attempt to move up to three extra squares rather than
the normal two when Going For It ). His coach must still roll
to see if the player is Knocked Down in each extra square he enters.

Stunty (Extraordinary)
The player is so small that they are very difficult to tackle because they
can duck underneath opposing players’ outstretched arms and run
between their legs. On the other hand, Stunty players are just a bit too
small to throw the ball very well, and are easily injured. To represent
these things a player with the Stunty skill may ignore any enemy tackle
zones on the square he is moving to when he makes a Dodge roll (i.e.,
they always end up with a +1 Dodge roll modifier), but must subtract 1
from the roll when they pass. In addition, add 1 to any Injury roll made
against a player with the Stunty skill. Stunties that are armed with a
Secret Weapon are not allowed to ignore enemy tackle zones, but still
suffer the other penalties

Very Long Legs (Mutation)
The player is allowed to add 1 to the D6 roll whenever he attempts to
intercept or uses the Leap skill. In addition, the Safe Throw skill may not
be used to affect any Interception rolls made by this player.

Fan Favourite (Extraordinary)
The fans love seeing this player on the pitch so much that even the
opposing fans cheer for your team. For each player with Fan Favourite
on the pitch your team receives an additional +1 FAME modifier
for any Kick-Off table results, but not for the Winnings roll.

So begins...

Scrappa Sorehead's Story

Setting

Characters Present

Character Portrait: Scrappa Sorehead
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#, as written by klikxx
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