Runes
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- GalakStarscraper
- Godfather of Blood Bowl
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Been reading the Runelords series and it gave me an idea for a house rule for BB.
Runes:
A player may use a Rune to gain abilities permanently from another player. A player may only donate one ability to any other player (it cannot cause a stat to do below 1). The player gaining the stolen ability is permantently linked to the donating player. If the donating player ever dies or leaves the team for any reason, the player receiving the Rune from that player must leave the team as well.
There is no limit to the number of Runes a player may have. Runes available are:
Brawn: +1 ST
Deftness: +1 AG
Speed: +1 MA
Stamina: +1 AV
Wit: one non-Physical skill from the donator
Just a thought ... what do you think?
Runes:
A player may use a Rune to gain abilities permanently from another player. A player may only donate one ability to any other player (it cannot cause a stat to do below 1). The player gaining the stolen ability is permantently linked to the donating player. If the donating player ever dies or leaves the team for any reason, the player receiving the Rune from that player must leave the team as well.
There is no limit to the number of Runes a player may have. Runes available are:
Brawn: +1 ST
Deftness: +1 AG
Speed: +1 MA
Stamina: +1 AV
Wit: one non-Physical skill from the donator
Just a thought ... what do you think?
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- Thadrin
- Moaning Git
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Don't like it as a sharing rule, but as a potential new Dwarf Wizard rule you may be onto something. I was considering something similar, having found a really SWEET Runesmith model to complete my Dwarf team (I thought. I just bought a bunch of Humans to allow me to use my Dwarfs in Dungeonbowl team rules.)
My idea for runesmith rules were along the lines of:
Upon hiring a runesmith, he will cast a rune that may be placed on any player's armour. Roll a D6:
1 - The rune cast is useless on the Blood Bowl field.
2 - Rune of Might: +1 ST
3 - Rune of Speed: +1 MA
4 - Rune of Resiliance: +1 AV
5 - Rune of Deftness: +1 AG
6 - Rune of luck: Gain the Pro skill.
roll a D6 for the life of the rune:
1 - one use only.
2-3 - useful for 1 drive
4-5 - Useful for one half
6 - useable all game
My idea for runesmith rules were along the lines of:
Upon hiring a runesmith, he will cast a rune that may be placed on any player's armour. Roll a D6:
1 - The rune cast is useless on the Blood Bowl field.
2 - Rune of Might: +1 ST
3 - Rune of Speed: +1 MA
4 - Rune of Resiliance: +1 AV
5 - Rune of Deftness: +1 AG
6 - Rune of luck: Gain the Pro skill.
roll a D6 for the life of the rune:
1 - one use only.
2-3 - useful for 1 drive
4-5 - Useful for one half
6 - useable all game
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- GalakStarscraper
- Godfather of Blood Bowl
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You'd have to read the Runelords novels ... in the books you can take attributes from another person to enhance your own but the price you pay is that your are forever linked that person's welfare.
The runes in the novels are special metal branding iron ... when a type of rune ... say Brawn is pressed against the 1st person it absorb their strength leaving them a weakling ... the next person is then branded (just like a branding iron) with a permanent rune into their skin which endows them with that person's strength in addition to their own. So these are runes like you think of with Dwarf in WFB.
Galak
The runes in the novels are special metal branding iron ... when a type of rune ... say Brawn is pressed against the 1st person it absorb their strength leaving them a weakling ... the next person is then branded (just like a branding iron) with a permanent rune into their skin which endows them with that person's strength in addition to their own. So these are runes like you think of with Dwarf in WFB.
Galak
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- Thadrin
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- GalakStarscraper
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- Da Cynic
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IMHO I would like to see this available from the stadium shop with other items like Magic Helmet, lucky rabbits feet etc before kick off.
Vanilla Dwarf teams can be said to be hard enough already without magical interference, but misguided dwarves selling their runes on the black market has a certain appeal.
Vanilla Dwarf teams can be said to be hard enough already without magical interference, but misguided dwarves selling their runes on the black market has a certain appeal.
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- Thadrin
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- Da Cynic
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Sorry Thadrin, not what I meant at all. I merely meant that a purveyor of beardy artifacts turns up as your team wagon rolls up and slyly advises you of the cost of a bit of extra luck. thus not limiting this advance to Dwarves.
Maybe you roll a D12 to see which wizard meets you at the gates and then (animosity willing) he may for the right lubrication sell you a little knick knack to aid your game.
EG
D6
1 - Dwarven Runesmith
2 - Dark Elf Mage (Weather spell)
3 - Halfling Cook (re rolls)
4 - Necromancer (1 Raise the dead spell)
5 - Chaos Mage (One Dirty Trick)
6 - Max Clifford (Human PR Coach to gain extra cash at end of game for selling sleazy expose)
just an idea.
Maybe you roll a D12 to see which wizard meets you at the gates and then (animosity willing) he may for the right lubrication sell you a little knick knack to aid your game.
EG
D6
1 - Dwarven Runesmith
2 - Dark Elf Mage (Weather spell)
3 - Halfling Cook (re rolls)
4 - Necromancer (1 Raise the dead spell)
5 - Chaos Mage (One Dirty Trick)
6 - Max Clifford (Human PR Coach to gain extra cash at end of game for selling sleazy expose)
just an idea.
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- Trambi
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- Da Cynic
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- Trambi
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- Trambi
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