Skills and Traits
The following pages feature the complete list of Skills and Traits available to players. Be they Skills a player starts with, or Skills gained during the course of a league, all players will have a degree of access to General, Agility, Strength and Passing skills, and many will have access to Mutations. Traits are more unique, the result of a player's nature rather than something they can learn.
SKILL USE
Players that are Standing and have not lost their Tackle Zone can use their Skills or Traits at any time, not just during their own activation. Players that are Prone or Stunned, or that have lost their Tackle Zone for any reason, cannot use any Skills or Traits unless otherwise stated in the Skill or Trait description:
- You can choose to use a Skill or Trait that modifies a dice roll after the dice roll has been made.
- All bonuses and/or modifiers from Skills or Traits can be combined.
- Unless the description states otherwise, a Skill or Trait can be used by more than one player per team turn.
- Unless the description states otherwise, a Skill or Trait can be used multiple times during each team turn.
- Unless a Skill or Trait is marked with an asterisk (*), its use is not compulsory (i.e., you do not have to use that Skill or Trait if you do not wish to). However, the use of a Skill or Trait marked with an asterisk (*) is compulsory.
SKILL CATEGORIES
Random Selection
1st D6 | 2nd D6 | Agility | General | Mutations | Passing | Strength |
---|---|---|---|---|---|---|
1-3 | 1 | Catch | Block | Big Hand | Accurate | Arm Bar |
1-3 | 2 | Diving Catch | Dauntless | Claws | Dump-off | Brawler |
1-3 | 3 | Diving Tackle | Dirty Player (+1) | Disturbing Presence* | Fumblerooskie | Break Tackle |
1-3 | 4 | Dodge | Fend | Extra Arms | Give and Go | Grab |
1-3 | 5 | Defensive | Frenzy* | Foul Appearance* | Leader | Guard |
1-3 | 6 | Jump Up | Portal Navigator | Horns | Nerves of Steel | Juggernaut |
4-6 | 1 | Leap | Pro | Iron Hard Skin | On the Ball | Mighty Blow (+1) |
4-6 | 2 | Safe Pair of Hands | Shadowing | Monstrous Mouth | Pass | Multiple Block |
4-6 | 3 | Sidestep | Strip Ball | Prehensile Tail | Portal Passer | Pile Driver |
4-6 | 4 | Sneaky Git | Sure Hands | Tentacles | Running Pass | Stand Firm |
4-6 | 5 | Sprint | Tackle | Two Heads | Safe Pass | Strong Arm |
4-6 | 6 | Sure Feet | Wrestle | Very Long Legs | Wall Thrower | Thick Skull |
GENERAL SKILLS
PORTAL NAVIGATOR
When this player teleports using a Portal, they may re-roll the D6 to determine which Portal they teleport to.
PASSING SKILLS
GIVE AND GO
If this player performs a Hand-off action, their activation does not have to end once the Hand-off is resolved. If you wish and if this player has not used their full Movement Allowance, they may continue to move after resolving the Hand-off.
PORTAL PASSER
During its activation, when this Player teleports using a Portal, it may declare a Pass action after determining which Portal it is teleporting to. This Skill may be used even if the player did not declare a Pass action at the beginning of their activation.
WALL THROWER
When this player throws the ball at the wall, they may apply an additional +1 modifier when testing for the accuracy of the pass.