Skill Descriptions

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A)

Accurate: (Passing Skill)
The player gets a +1 modifier on any pass roll he makes.
Unlimited Use. Optional.

Always Hungry: (RACIAL CHARACTERISTIC)
When the player uses the Throw Team-Mate skill, they must roll a d6. On a roll of 1, they eat the player they were trying to throw, and the player is killed instantly.
Always Applies.

B)

Big Guy: (RACIAL CHARACTERISTIC)
The player may not use Team Rerolls, including Leader and Trophy Rerolls.
Always Applies.

Big Hand: (Physical Trait)
The player will automatically pick the ball up on a 2+ if they enter a square containing the ball. No modifiers apply to this roll, and the roll may be made even if the player was pushed onto the ball. It cannot be used for landing on the ball. Sure Hands may be used to Re-Roll the pickup.
Unlimited. Optional.

Blitz-Pass: (PASSING TRAIT)
If the player is holding the ball, they may declare a Blitz-Pass action, which uses both the Blitz and the Pass actions for this turn. They must follow the usual rules for both Pass actions and Blitz actions. They may also declare a Blitz-Hand-off action, with the same limitations. This can be used in conjunction with skills that would affect the Pass or Blitz, however, the Pass cannot be made between the two blocks of a Frenzy.
Once Per Turn. Optional.

Block: (General Skill)
The player will not go down on a Both-Down Result when Blocking or Blocked.
Unlimited. Automatic.

Bone Head: (RACIAL CHARACTERISTIC)
Whenever the player declares an action, they must make a Concentration roll. Roll d6. On a 2+, they may take the action as normal. If the result is a 1, then the action is lost, and the player loses their Tackle Zone until they succeed a Concentration roll. A player without a Tackle Zone may lend assists, Intercept, or Deflect, but may not Pass Block or cancel assists. If the action declared was limited to one per turn, another player may not declare the action this turn.
Always Applies.

Bouncy: (Agility Skill)
The player may reroll one bouncing ball recovery per turn. This includes any moving ball which has hit the ground, been scattered from the ground, stripped, fumbled, or had a catch roll failed.
Once Per Turn. Optional.

Break Tackle: (Strength Skill)
The player may use their ST rather then their AG for one Dodge per turn. This must be decided before the roll is made.
Once Per Turn. Optional.

C)

Catch: (Agility Skill)
The player may reroll one catch roll per turn. This includes Catching Passes, Hand-offs, Kickoffs or Throw-ins on the full, and intercepts, but not deflections or bouncing balls.
Once Per Turn. Optional.

Claw: (Physical Trait)
The player may add +2 to armor rolls of people who go down blocking or blocked by them.
Unlimited. Optional.

D)

Dauntless: (GENERAL TRAIT)
When the player blocks an opponent with greater ST than their own, they may roll d6+ST. If the result is greater than the opponents ST, treat the player as having that ST. Apply Horns and Multiple Block before Dauntless.
Once Per Turn. Optional.

Deflection: (Strength Skill)
The player may choose to make a Deflection roll instead of an Intercept roll whenever they are in a position to intercept. If they do, they make a ST roll at -1, modified for tacle zones, and if they succeed the ball scatters once from the player and they are awarded an intercept. A Deflection roll may be attempted on a throw-in, but only one player may do so per throw-in. The player closest to the sideline gets first choice, and if two players are equal distance out, the moving side gets precedence.
Once Per Turn. Optional.

Dirty Player: (General Skill)
The player adds an additional +2 to armor rolls when fouling.
Once Per Turn. Optional.

Distracting Aura: (Physical Trait)
The player applies a -1 modifier to any Pass or Catch roll made within Quick Pass range of themselves. This does not increase the chance of fumbles, but it does take affect through Nerves.
Unlimited. Automatic.

Diving Catch: (Agility Skill)
If the ball is inaccurate and will land in the players Tackle Zone, the player may move into that square, making any Dodge rolls as normal, and attempt to catch it. A player on the moving team has precedence if multiple players may use this skill. It is aplied after Quick Snaps in the case of kick-offs. A player may not use Diving Catch on a ball which they threw or kicked.
Once Per Turn. Optional.

Diving Tackle: (Agility Skill)
Whenever an opposing player Dodges from a square in the players Tackle Zone, the player may elect to use Diving Tackle. If they do, then the Dodging player gets a -2 to the Dodge roll, and after the Dodge is made, the player is placed prone in the square the opposing player dodged from, regardless of the result of the dodge. No armor roll is made for the Diving Player. If this skill is used on a Stand Firm player, and they fail the Dodge, the opponents action ends and both players are left standing in their starting square.
Once Per Turn. Optional.

Dodge: (Agility Skill)
The dodge skill has 2 affects:
a) The player may Re-roll one Dodge roll per turn if none of the players that are being Dodged from have Tackle.
b) The player does not go down on a {!} result unless the blocking player has Tackle.
Once Per Turn/Unlimited. Optional/Automatic.

Dump-Off: (Passing Skill)
If a Block is declared against this player, including as part of a Blitz, while they are carrying the ball, they may choose to make an immediate Pass. Opposing players may not use Pass Block, but may Intercept as normal. This pass is limited to Quick Pass range, and Nerves Of Steel, Accurate, Pass, Safe Throw or Pro may be used as normal. The opposing player must then continue with the Block against the player.
Once Per Turn. Optional.

E)

Extra Arms: (Physical Trait)
The player gets a +1 to Catch roll, including Interepts, Kicks and Throw-ins.
Unlimited. Automatic.

F)

Foul Appearance: (Physical Trait)
Any opponent making a Block or Foul against the player must roll a 2+ or be too revolted to make the Block. If the Block was part of a Blitz, the opposing player may continue moving but may not Block and still uses the movement for hitting the player.
Unlimited. Automatic.

Frenzy: (Strength Skill)
Whenever the player Blocks or Blitzes an opponent, and gets a Pushback or a Defender Down result, they must follow up, and if the player is still standing, a second Block must be made. They must also follow up this Block if possible. This Trait may not be used with Multiple Block, and the affects of Horns and Dauntless are determined for the irst block and carry over to the second. If the player is blitzing, they may choose to Go For It to make the second Block, but they do not have to.
Always Applies.

G)

Guard: (Strength Skill)
The player may give Assists even if they are in one opposing Tackle Zone, not including the player they are assisting against.
Unlimited. Automatic.

H)

Hail Mary Pass: (Passing Skill)
The player may choose to use this skill when Passing. They may target any square on the field, regardless of range, and the Pass may not be Intercepted or Deflected. Make the Pass roll as usual, however, treat any Accurate result as Inaccurate. Nerves of Steel, Pass, and Pro may be used with this pass as normal. This skill may not be used in a Blizzard.
Once Per Turn. Optional.

Horns: (Physical Trait)
The player gets +1 ST when Blitzing, if they have moved at least one square before doing so. Standing up does not count.
Unlimited. Automatic.

Hypnotic Gaze: (RACIAL CHARACTERISTIC)
The player may attempt to Hypnotise an opponent in their Tackle Zone at any point during their action. Roll a d6, and if the roll is greater than the opponents AG they lose their tackle zone for the rest of this turn.
Once Per Turn. Optional.

J)

Jump Up: (AGILITY TRAIT)
The player may stand up for 0 movement at the start of a Move, Blitz, Foul, Pass or Hand-Off action.
Once Per Turn. Automatic.

K)

Kick: (General Skill)
If the player is set up when their team kicks off such that they are not in either Wide Zone or on the Line of Scrimmage, they may use this skill. The total scatter distance for the kickoff is halved, rounded down. In addition, the kick counts as accurate for anyone trying to catch it on the full.
Unlimited. Optional.

L)

Leader: (GENERAL TRAIT)
If a team has any players with Leader, then once per half they may use a Leader Re-roll in place of a Team Re-roll. The usual rules for when a Team Re-roll can be used still apply. The Leader Re-roll can only be used if there is a player with Leader on the field, standing or prone, but not stunned.
Once Per Turn. Optional.

Leap: (Agility Skill)
The player may Leap once per action. The Leap may only be used if there was a square of movement directly before the Leap which was not a Dodge or Follow-up. The player must elect an empty square 1 or 2 squares away, but cannot choose their current square. Make an AG roll at +0 with no modifiers. If successful, they move to that square at a cost of 2 movement and may continue the action. If the roll fails, the player is placed prone in that square and must make an AV roll as normal. If a player leaps onto the ball, the ball automatically scatters, no pickup roll is made. If the player has to Go For It to get enough movement for a leap, the Go For It rolls are made first and any failure results in them going down in the initial square
Once Per Turn. Optional.

M)

Mighty Blow: (Strength Skill)
The player may add a +1 to either the injury roll or the armor roll for their opponent, when Blocking or Blocked.
Unlimited. Optional.

Multiple Block: (Strength Skill)
The player may Block two opposing players at once, if they are both adjacent to the the player and each other. Make the Block against the sum of the two opponents ST scores. ***Assists? Combo with other skills? someone remind me what was decided.
Once Per Turn. Optional.

N)

Nerves of Steel: (GENERAL TRAIT)
The player does not get a -1 for the first 3 Tackle Zones when they make any Pass or Catch roll. Further Tackle Zones give -1 each.
Unlimited. Automatic.

O)

Off for A Bite: (RACIAL CHARACTERISTIC)
The player must roll a d6 before each kickoff. On a 4+ they may be set up as normal, but on a 1-3 they miss the drive.
Always Applies.

P)

Pass: (Passing Skill)
The player may Re-roll a Pass roll.
Once Per Turn. Optional.

Pass Block: (General Skill)
The player may move up to three squares, after the target square of a Pass is chosen but before the Pass roll is made, if it will put the player adjacent to either the Thrower or the target square, or in a square from which an intercept could be attempted. Any number of players may pass block for each pass action.
Once Per Turn. Optional.

Perfect Spiral: (Passing Skill)
The player may choose to take a -1 to the pass roll in order to give +1 to Catch rolls for that pass.
***(or get rid of the -1 but limit it to accurate passes, both catch and intercept?)
Once Per Turn. Optional.

Piling On: (Strength Skill)
If the player knocks an opposing player down in a block and follows up, then they may choose to use this skill, before the AV roll for the opponent is made. Place the player pronein the square they followed up to, but do not make an AV roll for them. Then add the players ST to the AV roll for the blocked player.
Once Per Turn. Optional.

Prehensile Tail: (Physical Trait)
Any opponent dodging out of the players Tackle Zone gets a -1 to the Dodge roll.
Unlimited. Automatic.

Pro: (General Skill)
The player has a personal Re-roll they may use on any rolls they make. This includes Pass, Catch, Dodge, Pick-up rolls as well as skill rolls like Leap, Deflection, or Gaze. It does not include AV or Injury rolls. The Pro Re-roll may only be used once a turn, and the player must first roll 4+ to get to use the Re-roll. If this roll fails, no other Re-roll may be used on that roll, though the Pro roll itself can be Re-rolled.
Once Per Turn. Optional.

R)

Razor Sharp: (Physical Trait)
The player adds +1 to any injury roll they cause through Blocking or Fouling.
Unlimited. Automatic.

Really Stupid: (RACIAL CHARACTERISTIC)
Whenever the player declares an action, they must make a Concentration roll. Roll d6. On a 4+, they may take the action as normal. If the roll is failed, then the action is lost, and the player loses their Tackle Zone until they succeed a Concentration roll. If there is a friendly player without Really Stupid applying a tackle zone on this player, they get a modifier to the roll. This is +2, unless the only suck players are Bone-Headed, in which case it is +1. A player without a Tackle Zone may lend assists, Intercept, or Deflect, but may not Pass Block or cancel assists. If the action declared was limited to one per turn, another player may not declare the action this turn.
Always Applies.

Regeneration: (RACIAL CHARACTERISTIC)
If the player suffers a casualty, then roll a d6. On a 4+, they regenerate and can be placed in the reserves box. If the team has an apothecary, they must choose whether or not to use it before making the Regeneration roll.
Unlimited. Automatic.

Right Stuff: (RACIAL CHARACTERISTIC)
The player may be thrown by a player with the Throw Team-Mate skill.
Unlimited. Automatic.

S)

Safe Throw: (Passing Skill)
The player may cancel an intercept or deflection made against them when Passing, on a roll of 2+. The passthen counts as inaccurate, hence gives further intercept or catch rolls a -1 modifier, though it still hits the target square. Safe Throw rolls cannot be Re-rolled.
Once Per Turn. Optional.

Shadowing: (General Skill)
The player may use this skill when an opposing player dodges out of their Tackle Zone. Make opposed Movement rolls, and if the Shadowing player equals or beats the opponent, move them into the square the opponent dodged from.
Unlimited. Optional.

Side Step: (Agility Skill)
Whenever the player is pushed in a Block, they may choose which square to go to out of the seven adjacent squares. The Side Step is decided before the Follow Up, and a player cannot Side Step into an occupied square. If there are no vacant squares, the skill cannot be used. If a Side Swiper Blocks a Side Stepper, neither skill is used and the pushback is treated as normal.
Unlimited. Optional.

Side Swipe: (Strength Skill)
Whenever the player pushes an opponent in a block, they may choose to push them to any of the seven adjacent squares. You may not Side Swipe a player into the crowd, or an occupied square, unless there are no other vacant squares. If a Side Swiper Blocks a Side Stepper, neither skill is used and the pushback is treated as normal.
Unlimited. Optional.

Spikes: (Physical Trait)
The player gets +1 AV. This cannot take their AV above 10.
Always Applies.

Spin: (Passing Skill)
If the player throws an inaccurate pass, including a Hail Mary Pass, they may roll 4 dice instead of the usual 3 for scatter, and choose any 3 to be applied.
Once Per Turn. Optional.

Spring Pass: (Passing Skill)
If the player successfully hands off or throws a pass which does not bounce or go into the crowd, they may continue to move with the usual limitations before ending the action.
Once Per Turn. Optional.

Sprint: (Agility Skill)
The player may Go For It an additional time.
Once Per Turn. Optional.

Stand Firm: (STRENGTH TRAIT)
The player may never be pushed as a result of a block, regardless of whether they are standing or prone. This also means they cannot have Frenzy, Piling On, or Side Swipe used against them. However, it does not cancel Strip Ball. In addition, if the player fails a Dodge roll, they do not go down, they instead remain standing in the square they were Dodging from, though their action ends immediately.
Unlimited. Automatic.

Strip Ball: (General Skill)
If the player gets a Pushback result on the Block Dice, the ball will scatter from the square the player was pushed to.
Unlimited. Optional.

Strong Arm: (PASSING TRAIT)
The player reduces the band by one when passing. This allows the player to throw Long Passes in Blizzards, but does not allow Short Dump-Offs. Also, passes thrown by the player get a -1 to intercept rolls.
Unlimited. Automatic.

Stunty: (RACIAL CHARACTERISTIC)
Stunty has the following effects:
a) The player does not get negative modifiers to Dodge rolls from Tackle Zones.
b) The player gets a +1 to injury rolls they make.
c) When passing, the band is increased by one.
Always Applies.

Sure Feet: (Agility Skill)
The player may Re-roll one Go For It roll per turn.
Once Per Turn. Optional.

Sure Hands: (General Skill)
The player may Re-roll one Pick Up roll per turn. In addition, the player may not have the Strip Ball skill used on them.
Once Per Turn. Optional.

T)

Tackle: (General Skill)
If the player blocks an opponent with Dodge, they may not use it to avoid going down. Also, opponents may not use Dodge to Re-roll Dodge rolls if Dodging from the players Tackle Zone.
Unlimited. Optional.

Tentacles: (Physical Trait)
Whenever an opponent attempts to Dodge or Leap from the players Tackle Zone, they must first beat the player in an opposed Strength roll. If they fail, their action ends immediately
Unlimited. Automatic.

Thick Skull: (Strength Skill)
If the player rolls a KO result on the injury table, they may roll a d6, and on a 4+, they are instead only stunned.
Unlimited. Optional.

Throw Team-Mate: (RACIAL CHARACTERISTIC)
Does stuff
Once Per Turn. Optional.

Two Heads: (Physical Trait)
The player gets +1 to dodge rolls.
Unlimited. Automatic.

U)

Uppercut: (STRENGTH TRAIT)
The player may stand up as part of a Block Action.
Once Per Turn. Automatic.

W)

Wild Animal: (RACIAL CHARACTERISTIC)
Does lots of Stuff.
Always Applies.

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