Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 50K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players
Muggle Gnome (0/16): 50K
5MA, 2ST, 3AG, 7AV.
Skills: Right Stuff, Pro, Sure Feet, Stunty
Normal Skillsets: General, Agility, Passing
Doubles Skillsets: Strength
Illusionist (0/2): 80K
5MA, 2ST, 3AG, 7AV.
Skills: Right Stuff, Stunty, Hypnotic Gaze, Cast Illusion
Normal Skillsets: General
Doubles Skillsets: Agility, Passing, Strength
Roid Gnome (0/4): 90K
6MA, 3ST, 3AG, 8AV.
Skills: Frenzy, Jump Up
Normal Skillsets: General, Strength
Doubles Skillsets: Agility, Passing
Clockwork Mech (0/1): 120K
4MA, 6ST, 2AG, 9AV.
Skills: Loner, High Maintenance, Throw Team-Mate, Mighty Blow, Strong Arm, Stand Firm, Regeneration, Explosive
Normal Skillsets: Passing, Strength
Doubles Skillsets: General, Agility
Extraordinaty Skills
Cast Illusion: Roll 1D6. On a roll of 2+, you may select one of your players on the pitch and grant it one of the following skills for the remainder of the drive. (Dauntless, Disturbing Presence, Foul Appearance, Nerves of Steel, Sneaky Git). On a roll of 1, the Illusionist is placed prone on his current square. Roll an armor roll, followed by an injury roll if applicable. A misfire will cause a turnover. Using cast illusion ends this player's action.
High Maintenance: This player cannot be on the pitch for two consecutive drives.
Explosive: If this player is killed on the pitch, it explodes! When this happens, every player in this player's tackle zone is placed prone on their square, and an armor roll is made for each one with a +1 modifier for armor break and injuries. An exploded Clockwork Mech cannot use its regeneration skill or an apothecary reroll.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 60K (Double cost after team creation)
Artificer (1/1): 0K
*When a player on this team suffers a casualty, they may be repaired after the match ends. No injuries can be rerolled. Repair costs are as follows:
Miss next game: 10K, Niggling Injury: 30K, -1 MA: 50K, -1 AV: 50K, -1 AG: 70K, -1 ST: 100K, Death: Player is permanently gone as per normal.
Assistant Coach (0/10): 10K
Players
Worker (0/16): 80K
3MA, 4ST, 1AG, 9AV
Skills: Loner, Unobservant, Thick Skull
Normal Skillsets: General, Strength
Doubles Skillsets: Passing, Agility
Mechanical Horse (0/2): 80K
8MA, 3ST, 3AG, 8AV
Skills: No Hands, Sprint, Mount
Normal Skillsets: Strength, Agility
Doubles Skillsets: General, Passing
Handler (0/3): 80K
5MA, 3ST, 3AG, 7AV
Skills: Sure Hands, Dump-Off
Normal Skillsets: General, Agility, Passing
Doubles Skillsets: Strength
War Golem (0/1): 130K
4MA, 5ST, 1AG, 10AV
Skills: Loner, Wild Animal, Mighty Blow, Juggernaut, Break Tackle
Normal Skillsets: General, Strength
Doubles Skillsets: Agility, Passing
Extraordinary Skills
Unobservant: When an enemy player dodges into one of this player's tackle zones, they do not suffer an additional -1 penalty that they otherwise would.
Mount: An adjacent allied player may make an agility roll with a +1 base modifier, and a -1 modifier for each enemy tackle zone they are in. On success, that player will share a tile with the Mechanical Horse. On a fail, the mechanical horse's action is immediately ended. If the mechanical horse is knocked down while being ridden, the rider will scatter 1 tile and be placed prone; taking an armor roll followed by a possible injury roll. Dismounting may be done either before or after the horse moves if no other actions are taken. Dismounting ends the movement for both the horse and rider. Moving off the horse onto a new tile counts as a regular movement and moving out of an enemy tackle zone requires a dodge roll.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): ??K (Double cost after team creation)
Hellgate (1/1): 0K*
*The Hellgate allows you cheap and immediate access to additional demons when you need it. Any number of times in a match you may permanently sacrifice an injured player to gain a new Demon. (Basic Lineman, permanent). Note that the new demon will have the Loner skill for this match and the replacement cannot enter the pitch until the beginning of the next drive.
Assistant Coach (0/10): 10K
Players:
Demon (0/16): 60K
5MA, 3ST, 2AG, 8AV
Skills: Horns, Thick Skull, Flaming
Normal Skillsets: General, Strength
Doubles Skillsets: Agility, Passing, Mutation
Succubus (0/3): 90K
6MA, 2ST, 3AG, 7AV
Skills: Hypnotic Gaze, Fan Favorite
Normal Skillsets: Agility, Passing
Doubles Skillsets: General, Strength
Warlock (0/2): 150K
3MA, 1ST, 2AG, 6AV
Skills: Loner, Secret Weapon, Warlock
Normal Skillsets: General
Doubles Skillsets: Agility, Passing
Goliath (0/1): 140K
4MA, 5ST, 2AG, 9AV
Skills: Loner, Really Stupid, Mighty Blow, Horns, Extra Arms, Charge, Flaming
Normal Skillsets: Strength
Doubles Skillsets: General, Agility, Passing, Mutation
Extraordinary Abilities
Flaming: Immune to the Fireball spell
Warlock: When this player is on the pitch during a drive, the coach gets one free use of a wizard. This wizard use can only be used if the warlock is standing, and is lost if the warlock is removed from the pitch.
Charge: This player gains +3 MA when using a blitz action.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 50K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players:
Nest Defender (0/16): 50K
4MA, 3ST, 2AG, 9AV
Skills: Wrestle, Nerves of Steel
Normal Skills: General, Strength
Doubles Skills: Agility, Passing
Scout Moth (0/4): 70K
6MA, 2ST, 3AG, 7AV
Skills: Dodge, Leap, Nerves of Steel
Normal Skills: General, Agility
Doubles Skills: Passing, Strength
Skorpion (0/2): 90K
5MA, 3ST, 3AG, 8AV
Skills: Prehensile Tail, Venom Shot, Nerves of Steel
Normal Skills: General, Passing
Doubles Skills: Agility, Strength
Rhino Beetle (0/1): 140K
4MA, 5ST, 2AG, 10AV
Skills: Loner, Docile, No Hands, Mighty Blow, Horns, Thick Skull, Guard
Normal Skills: Strength
Doubles Skills: General, Agility
Extraordinary Skill
Venom Shot: A player with this skill can make a projectile attack instead of blocking. The player may not move prior to using this action. The projectile will function the same way as the ball, but will not scatter on impact with the ground. Only a "quick pass" may be used. If the projectile lands on a player, make an unmodified armor roll for that player. On a success, the player is placed prone and an injury roll is made. Fumbling the projectile does not cause a turnover, but knocking down one of your own players with an inaccurate attack will.
Docile: When this player declares a block action, roll a d6. On a roll of 1 or 2, the player refuses to make the action, loses its tackle zones and its move is ended. If the player started its turn being prone, no roll is needed.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 70K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players:
Ethereal Lineman (0/16): 70K
6MA, 3ST, 4AG, 7AV
Skills: Fend, Out of Phase
Normal Skillsets: General, Agility
Doubles Skillsets: Passing, Strength
Ethereal Blitzer (0/2): 90K
6MA, 3ST, 4AG, 8AV
Skills: Block, Out of Phase
Normal Skillsets: General, Agility
Doubles Skillsets: Strength, Passing
Ethereal Catcher (0/4): 100K
8MA, 3ST, 4AG, 7AV
Skills: Side Step, Catch, Out of Phase
Normal Skillsets: General, Agility
Doubles Skillsets: Passing, Strength
Ethereal Thrower (0/2): 80K
6MA, 3ST, 4AG, 7AV
Skills: Safe Throw, Out of Phase
Normal Skillsets: General, Agility, Passing
Doubles Skillsets: Strength
Extraordinary Abilities:
Out of phase: If this player is pushed with no empty spaces behind him, instead of pushing the player he is moved into out of the way, he will move again into the empty space leaving the player that was behind him where it was. This can happen any number of times in a turn.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 60K (Double cost after team creation)
Nar-Sien Artificer* (0/1): 40K
*Functions as a normal apothecary, but cannot be used on living players. (IE: Cultists and certain star players)
Assistant Coach (0/10): 10K
Players
Cultist (0/16): 50K
5MA, 3ST, 3AG, 8AV
Skills: Empty Soulstones
Normal Skillsets: General
Doubles Skillsets: Agility, Passing, Strength
Shade (0/6): 50K
6MA, 3ST, 3AG, 7AV
Skills: Decay, Jump up, Disturbing Presence
Normal Skillsets: General, Mutation
Doubles Skillsets: Agility, Passing, Strength
Wraith (0/4): 80K
7MA, 1ST, 3AG, 7AV
Skills: Jaunt, Claws
Normal Skillsets: General, Agility, Mutation
Doubles Skillsets: Passing, Strength
Harvester (0/2): 100K
7MA, 4ST, 2AG, 9AV
Skills: Mighty Blow, No Hands, Force Walls
Normal Skillsets: Strength, Mutation
Doubles Skillsets: General, Agility
Juggernaut (0/1): 140K
7MA, 7ST, 1AG, 9AV
Skills: Loner, Very Low Endurance, Mighty Blow, Juggernaut, Stand Firm, Force Walls
Normal Skillsets: Strength
Doubles Skillsets: Mutation, General, Agility, Passing
Extraordinary Abilities
Empty Soulstones: When this unit kills another player, or assists a player who kills another player during a block or foul action, the player will be brought back on this players team as a new Shade. The shade may be recruited for free at the end of the game provided that the team does not already have the maximum number of shades.
Jaunt: Instead of moving, this player may move to any open space within in its movement range. This action cannot be used in conjunction with either a GFI or a blitz action. This player only makes a dodge roll if it started the action in a player's tackle zone; in which case a dodge roll is only needed for the first square it moves through. If a player uses jaunt while carrying the ball, the ball is fumbled on the square that the player left, and a turnover occurs.
Force Walls: This ability may be activated to create force walls around this unit until the start of its next turn. While force walls is active, players need to make a dodge roll to enter its tackle zones. Using Force Walls ends this players action. Force walls also applies to friendly units, and failing to dodge into your own Force Walls causes a turnover.
Very Low Endurance: At the start of each new turn in a drive, this player loses 1 MA and 1ST. (So at the beginning of the third turn it would have -2MA and -2ST). This units stats are reset at the start of a new drive. This does not trigger at the start of your opponents turn. This player will be stunned on the pitch until the next drive if its MA or ST would attempt to drop below 1.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 50K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players
Crewman (0/16): 50K
6MA, 3ST, 3AG, 7AV
Skills: Dodge
Normal Skillsets: General
Doubles Skillsets: Agility, Passing, Strength
Barrelman (0/2): 70K
7MA, 2ST, 3AG, 7AV
Skills: Diving Catch, Pass Block
Normal Skillsets: General, Passing
Doubles Skillsets: Agility, Strength
Gunnery Officer (0/2): 60K
5MA, 3ST, 2AG, 8AV
Skills: Hail Mary Pass, Strong Arm
Normal Skillsets: General, Passing
Doubles Skillsets: Agility, Strength
First Mate (0/1): 110K
5MA, 3ST, 3AG, 8AV
Skills: Secret Weapon, Frenzy, Block, Team Leader, Dirty Player, Flintlock Pistol
Normal Skillsets: General, Agility, Strength
Doubles Skillsets: Passing
Boarder (0/1): 140K
4MA, 5ST, 2AG, 9AV
Skills: Secret Weapon, Bonehead, Mighty Blow, Thick Skull, Boarding Hook
Normal Skillsets: Strength
Doubles Skillsets: General, Agility, Passing
Extraordinary Abilities
Flintlock Pistol: Instead of a block action, this player may fire his Flintlock pistol. To do this, roll a D6 and subtract 1 from the roll for every square the projectile would travel beyond three squares. On a roll of 1, the shot misses. If the shot hits, make an injury roll for the target player adding 1 as if they were hit by a player with Mighty Blow. Does not knock down the target player on a failed injury roll.
Boarding Hook: Instead of a block action, this player may fire his Boarding Hook at an enemy player. The hook can be fired at any distance, but it cannot be fired past other players on the field. When using this ability, the target player makes a dodge roll, subtracting 1 for each of your player's tackle zones they are in. If the dodge roll succeeds nothing happens. If the hook hits, an injury roll is made for the target player. If the injury roll is failed, then the target player will be moved to be adjacent to the player with Boarding Hook. They will always be moved to the square that requires the least movement to get to. (Attacker chooses if several tiles are equally close). No dodge rolls are made for this forced movement.
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 50K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players:
Bakeneko (0/16): 50K
6MA, 3ST, 3AG, 7AV
Skills: Side Step
Normal Skillsets: Normal, Agility
Doubles Skillsets: Passing, Strength
Oni (0/4): 100K
4MA, 4ST, 2AG, 9AV
Skills: Horns
Normal Skillsets: Normal, Strength
Doubles Skillsets: Passing, Agility
Tengu (0/2): 80K
8MA, 3ST, 4AG, 7AV
Skills: Pass, Catch
Normal Skillsets: Agility, Passing
Doubles Skillsets: General, Strength
Kitsune (0/2): 80K
6MA, 3ST, 3AG, 8AV
Skills: Prehensile Tail, Guard, Sneaky Git
Normal Skillsets: General, Agility
Doubles Skillsets: Passing, Strength
Okami (0/1): 140K
6MA, 5ST, 2AG, 8AV
Skills: Loner, Wild Animal, No Hands, Mighty Blow, Claws, Shadowing
Normal Skillsets: Strength
Doubles Skillsets: General, Agility
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 70K (Double cost after team creation)
Apothecary (0/1): 50K
Assistant Coach (0/10): 10K
Players:
Lesser Fairy (0/16): 30K
8MA, 1ST, 3AG, 6AV
Skills: Bonehead, Right Stuff, Stunty, Titchy, Leap, Dauntless
Normal Skillsets: Agility
Doubles Skillsets: General, Passing, Strength
Makai Fairy (0/4): 50K
8MA, 2ST, 3AG, 7AV
Skills: Really Stupid, Right Stuff, Stunty, Leap, Dauntless, Frenzy
Normal Skillsets: Agility, Strength
Doubles Skillsets: General, Passing
Maid Fairy (0/4): 80K
8MA, 1ST, 3AG, 6AV
Skills: Bonehead, Right Stuff, Stunty, Titchy, Leap, Pro
Normal Skillsets: General, Agility, Passing
Doubles Skillsets: Strength
Greater Fairy (0/2): 120K
8MA, 3ST, 4AG, 8AV
Skills: Stunty, Block, Leap, Dauntless, Team Leader
Normal Skillsets: General, Agility, Passing, Strength
Doubles Skillsets: None
Inducements:
Cheerleader (0/10): 10K
Team Reroll (0/8): 60K (Double cost after team creation)
Apothecary* (0/1): 50K
*Does not work on players with Regneration from this team
Assistant Coach (0/10): 10K
Players:
Mutant (0/16): 60K
6MA, 3ST, 3AG, 8AV
Skills: Mutant
Normal Skillsets: General
Doubles Skillsets: Agility, Passing, Strength
Australien (0/2): 50K
7MA, 2ST, 3AG, 7AV
Skills: Stunty, Jump Up, Right Stuff, Regeneration
Normal Skillsets: Agility, Mutation
Doubles Skillsets: General, Passing, Strength
Cannibals (0/4): 70K
5MA, 4ST, 2AG, 8AV
Skills: Cannibal, Throw Team-mate, Always Hungry, Dirty Player
Normal Skillsets: Strength, General
Doubles Skillsets: Agility, Passing, Mutation
Void Touched (0/2): 80K
6MA, 3ST, 3AG, 7AV
Skills: Sure Hands, Catch
Normal Skillsets: General, Passing
Doubles Skillsets: Agility, Strength, Mutation
Dunwicher (0/1): 160K
4MA, 5ST, 1AG, 9AV
Skills: Loner, Really Stupid, Mighty Blow, Prehensile Tail, Disturbing Presence, Regeneration
Normal Skillsets: Strength
Doubles Skillsets: General, Agility, Passing, Mutation
Extraordinary Abilities:
Mutant: This player gains 1 random mutation ability and 2 random permanent injuries upon creation. No refunds are permitted after the mutations are revealed, (however the player may be named based after the mutation reveal). A select few Extraordinary Skills may get selected instead of a mutation.
Cannibal: If this player attempts any action while adjacent to a downed player, regardless of the downed player's team, roll a D6. On a roll of 1, the player must declare a foul action immediately and end their turn. If more than one foul action occurs in a turn as a result of this ability, The Ref will notice the foul action on a armor or injury roll of 7 in addition to the normal double rolls. A normal foul action cannot be declared if this ability triggers a foul.
Got the WIP Uruk-Hai sheet here, which I will work on tomorrow.
My preferred, already made team is the Cult of Nar-Sie on page 2, this one will probably be left for whoever wants to play it.
Team Designation: Uruk-Hai
Species Description: The Uruk from the land of Mordor found that, when not raiding cities, there was surprisingly little to do, and very little fun to be had. They needed something to do, but typical man sports were just too, boring, needless to say, the discovery of Bloodbowl was like a miracle to them, and they took to it like fish to water. When they heard of the league, they wanted desperately to participate, but Sauron had given them a rule, only one team. So they were forced to compromise, the normal competition between tribes ranging from friendly to near war was temporarily nulled, and every tribe worked to pitch in on Mordors, collective Bloodbowl team
(in the spirit of Shadow of War, a good game that didn't deserve to be bogged down by endless loot boxes, each currently available Uruk tribe will be represented here in some way.)
Grunts - The basic soldiers of Mordor, trained but not particularly skilled, healthy but not particularly well exercised, these Uruk are the everymen, not great at any one thing. As the marauder tribes contribution they were fitted with armored uniforms of the highest quality, stolen from other teams, but these uniforms not being made for Uruk makes them not quite as agile. Though they are armored by the marauders they lack an actual tribe alignment.
Hunters - Mordors best throwing arms, while they are accustomed to spears, the ball used in Bloodbowl is thrown in a similar way. Thinner built, but muscular. They lack an alignment with any tribe.
Tricksters - Mordors best runners and escape artists, using a variety of tricks and tools to make up for their lanky and somewhat frail frames. They carry special "Smoke balls" and "Flash balls", which the league was suspicious of, but were begrudgingly ruled not weapons due to not actually causing any harm, simply making smoke and bright lights respectively. They are aligned with the dark tribe.
Defenders - Mordors walking walls, using a heavy shield to defend themselves from enemy attacks, but meaning they only really have one hand to attack back with. As part of the machine tribe, they found a loophole in the rules which allows defenders to be augmented with prosthetics in a variety of ways similar to the mutations of various chaos affiliated teams. They are aligned with the machine tribe.
Slayers -
Extraordinary Abilities:
The Uruk of Mordor may work together in war, but in friendly situations they are far less cooperative, many Uruk of aligned to tribes hold a grudge with those aligned to others, and out right refuse to play with more than one of another tribes players on the team.
Apothecary Type: Mystic tribesman: Similar to the typical apothecary, but with additional skills, particularly, they can also put dead Uruk back together, however the mind is not recovered in the process, it is effectively a new Uruk.
Grunt (0-16):
Lineman icon: A 25x25 pixel image depicting your lineman.
Lineman name: Grunt
Lineman species/appearance:
Lineman characteristics: Similar to human linemen, but less agile and more armored.
Hunter (0-2):
Specialist icon: A 25x25 pixel image depicting your Specialist.
Specialist name: Hunter
Specialist species/appearance: Hunter Uruk aligned with no tribe, they are thinner than average, and have a strap along on their back for spears, but it is empty.
Specialist characteristics:
Specialist limit: 2
Trickster (0-2):
Specialist icon: A 25x25 pixel image depicting your Specialist.
Specialist name: Trickster
Specialist species/appearance: Trickster Uruk aligned to the dark tribe they are thinner than average and have a bandolier of pouches, which contain smoke bombs and flash bombs.
Specialist characteristics: Carries smoke balls(just the leap skill re flavored) and flash balls. Smaller and faster than average. Tribe aligned
Specialist limit: 2
Defender (0-4):
Specialist icon: A 25x25 pixel image depicting your Specialist.
Specialist name: Defender
Specialist species/appearance: Defender Uruk aligned with the machine tribe, they are taller and bulkier than the average Uruk, and carry large shields.
Specialist characteristics: Defenders carry large shields for blocking, and are heavily armored, but somewhat slow and have a hard time handling both the ball and shield at the same time, can have mechanical augments that function as mutations. Tribe aligned
Specialist limit: 4
Slayers (0-4): This player is different from your basic players in some manner. They may have better stats, additional skills, or just plain be very different. A specialist can be someone who can handle the ball by passing it or throwing it competently, a bashing specialist that can hit really hard, a little guy who is difficult to hit or who knows what else.
Specialist icon: A 25x25 pixel image depicting your Specialist.
Specialist name: Slayer
Specialist species/appearance: Uruk Slayers aligned with the Warmonger tribe, they are taller and more muscular than average
Specialist characteristics:
Specialist limit: The maximum amount of this player that you can get. If the number is high, the specialist will not be especially effective.
Caragor (0-1):
Specialist icon: A 25x25 pixel image depicting your Specialist.
Specialist name: Caragor
Specialist species/appearance: a large, naturally armored canine/feline creature tamed by Uruk all over Mordor, but most commonly the feral tribe.
Specialist characteristics: Caragors are wild animals, attack with frenzied fury, and naturally they also lack hands to hold a ball with, but they are deadly, fast, and can be ridden.
Specialist limit: 1
*NOTE: You can and should define multiple kinds of specialists*
Olog-Hai (0-1):.
Big guy icon: A 25x25 pixel image depicting your Big guy.
Big guy name: Olog-Hai
Big guy species/appearance: Olog-Hai, war trolls, multiple times the height and bulk of an Uruk and with great strength, aligned with the terror tribe.
Big guy characteristics:Not as tough as the average big guy, and with the same lack of agility and speed but just as strong, and comparatively more reliable but known to lash out at allies as well. Tribe aligned
Another work-in-progress free use team.
Team Designation: Salmonid
Species Description:
Chum - the generic salmonid, very average, very cheap, nothing too special that isn't shared with others of its kind.
Smallfry - Tiny, weak, but fast as all get out.
Cohok - big, tough, and slow, for salmonids at least.
In this field, provide a description of each of the below player types that you select. This field is more about flavor text than mechanical stuff, but it will be factored in to what stats and skills the players will have.
Extraordinary Abilities:
Sludge trail - Salmonids are considered highly harmful to many ecosystems for a good reason, they trail a thick inky sludge everywhere they go, even through water, this sludge is hard to move through for non-salmonids, and its a real pain to clean too.
Aquatic - all Salmonids can dive into their own sludge and swim through it as if it was water, but they can't bring most things with them, this means that most salmonid players can't submerge themselves due to their uniforms and needing to hold the ball, but Maws can, and in fact have to as they can't properly move at more than a crawl otherwise.
If you want your players to have some special non-generic abilities, describe what they do in this field. Please exclude any game mechanic stuff from this field and just explain what the ability is intended to be like. The GM will decide the actual mechanics.
Apothecary Type: Spawning pools - Salmonids aren't an advanced enough society to have developed actual medicine, or anything of the sort, as such they don't have any way to heal their players, but for each salmonid there are more than a dozen eggs, meaning they always have more than enough replacements.
Chum (0-16): This will be your most basic kind of player you can field. They will have average or somewhat below average stats, have limited skills and be comparatively inexpensive to your other players.
Lineman icon: A 25x25 pixel image depicting your lineman.
Lineman name: Chum
Lineman species/appearance: Chum Salmonid are your basic salmonids (https://pre00.deviantart.net/b69a/th/pre/f/2017/203/1/4/salmon_by_inkedbat-dbh99h2.png), they have all the traits you'd expect to see in one, but nothing particularly notable they're just very average.
Lineman characteristics: slightly weaker all around than human linemen but just as fast, pretty cheap, leaves sludge trail.
Smallfry (0-2):
Specialist icon: A 25x25 pixel image depicting your Specialist.
Specialist name: Smallfry
Specialist species/appearance: Smallfry are all of your normal salmonid traits, but small (https://68.media.tumblr.com/c88ef322e107c38a9e951255844d21a2/tumblr_oucukqxmHe1w5tsubo1_250.png), VERY small. Only barely large enough to hold the ball at all
Specialist characteristics: Smallfry are very weak and fragile, but tiny and quick, making them hard to hit, but useless for hitting things.
Specialist limit: 2
Cohok (0-4):
Specialist icon: A 25x25 pixel image depicting your Specialist.
Specialist name: Cohok
Specialist species/appearance: like chums, but a good bit bigger (https://t00.deviantart.net/OBtP-FfzCA07kYFW-cnEKjpqpi4=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre00/7206/th/pre/f/2017/243/5/2/splatoon_2__hungry_hungry_salmonids_by_wolfkat777-dbly5l4.png).
Specialist characteristics: about equivalent to human blitzers, but slower and trailing sludge.
Specialist limit: 4
Specialist (0-X): This player is different from your basic players in some manner. They may have better stats, additional skills, or just plain be very different. A specialist can be someone who can handle the ball by passing it or throwing it competently, a bashing specialist that can hit really hard, a little guy who is difficult to hit or who knows what else.
Specialist icon: A 25x25 pixel image depicting your Specialist.
Specialist name: (The GM will decide this if you leave the field blank. This is the name of a profession, not of a specific person)
Specialist species/appearance:
Specialist characteristics:
Specialist limit: The maximum amount of this player that you can get. If the number is high, the specialist will not be especially effective.
Specialist (0-X): This player is different from your basic players in some manner. They may have better stats, additional skills, or just plain be very different. A specialist can be someone who can handle the ball by passing it or throwing it competently, a bashing specialist that can hit really hard, a little guy who is difficult to hit or who knows what else.
Specialist icon: A 25x25 pixel image depicting your Specialist.
Specialist name: (The GM will decide this if you leave the field blank. This is the name of a profession, not of a specific person)
Specialist species/appearance:
Specialist characteristics:
Specialist limit: The maximum amount of this player that you can get. If the number is high, the specialist will not be especially effective.
Maws (0-1): This player is big and very powerful, but is in some way unreliable. Having a big guy is not mandatory. Typical teams can only have 1 big guy, but exceptions can be made if you really want more.
Big guy icon: A 25x25 pixel image depicting your Big guy.
Big guy name: Maws
Big guy species/appearance:
Big guy characteristics:
-mental breakdown removed-
Team Designation: Miskatonic University
Species Description:
Mutants - Your average American, it's just that these days(Read: early 1920s in a heavily lovecraft touched world) America is the kind of place where people with some form of major deformity are more common than those with out. Mutations are everywhere, though some more subtle than others, and a majority of people have something that impacts day-to-day life in some way. They're normal people who have normal lives, just a bit freakier
Australiens(intentional pun) - the typical australian these days. Gooey, small, and ignorant to pain. Australiens are the dedicated little guy in any group they wind up in just by nature, they're also known to get up quick and can put themselves back together with minor difficulty.
Cannibals - your average English person these days. After the country went through what can only be described as a cannibal apocalypse, the average English man and woman are now more than happy to chow down on their fellow humans as if it was just any other meat, and everyone's just kind of fine with that. This diet has altere their bodies to be taller, stronger, and more uh, "physically appealing"(I don't think a single one of the women is below a C cup).
Void Touched - your average French person, for a while now actually. After the Void(an ancient god of hedonism) became a lot more active, they started growing large purple fingers out of the top of their heads, these fingers are completely functional, but their awkward placement means they don't add anything more than being an oversized hand. Also their accents got like, twice as thick.
Dunwichers - also known as Dunwich Horrors, Dunwichers are the resultant spawn of Yog-Sothoth and a human woman(and possibly a few generations of Yog and other Dunwich Horrors). They are easily twice the size of a human, with arms reaching below the knees of their goat like legs, and long grasper tipped tails. Their bodies appear as pitch black silhouettes with orange eyes and teeth as lesser sapient minds actively refuse to comprehend their physically impossible bodies, despite technically being able to(in much the same way that you can technically drink a cup of bleach), they are innately wrong to most senses, smell excluded. Their immense regeneration means they can't properly be killed and injuries don't last, but the League ruled that if they would die or be injured otherwise they have to sit out the rest of the game anyway, for fairness sake, they're fine with this.
Extraordinary Abilities:
Not sure there are any, the Dunwichers are Pseudo immortal like the fairies but none of the rest of the team is though, and the mutants with their weird partially randomized start would probably count.
Apothecary Type: Normal, but can't actually work on Australiens or Dunwichers
Mutant (0-16):
Lineman icon: (https://i.imgur.com/baYxReM.png)
Lineman name: Mutant
Lineman species/appearance: varies greatly, they all look somewhat human, but have something noticeably wrong with them, it could be tentacles for arms, a long tail, an eyeball for a head, a bottomless pit for a face, a shoggoth for a brain, the mutations vary greatly.
Lineman characteristics: mostly the same as human linemen, but a high chance to start with a random mutation skill and two randomly assigned stat reductions, cannot gain new mutations.
Australien (0-2):
Specialist icon: (https://i.imgur.com/tqGWLIW.png)
Specialist name: Australien
Specialist species/appearance:Small, humanoid ooze people, containing remnants of a human skeleton in their proper places. (https://themiskatonicgame.tumblr.com/post/141668098337/concept-art-for-australians-after-the#notes)
Specialist characteristics: small, quick, and dodgy, can easily shift their bodies(mutation as normal skills basically), regeneration.
Specialist limit: 2
Cannibals (0-4):
Specialist icon: (https://i.imgur.com/wkdl6SY.png)
Specialist name: Cannibals
Specialist species/appearance: like normal humans, but taller, better built, and much sharper teeth, also bleed purple for some reason
Specialist characteristics: strong, tough, not as good for tasks like handling the ball, but plenty good for hurting people, can't always resist taking a bite or two(or ten) out of a downed player and don't discriminate between teams either.
Specialist limit: 4
Void touched (0-2):
Specialist icon: (https://i.imgur.com/emO5aFW.png)
Specialist name: Void Touched
Specialist species/appearance: like normal humans, but with the notable trait of having giant purple fingers growing out of the top of their heads, a full set of four and a thumb in fact. It looks far less disturbing than it sounds (https://78.media.tumblr.com/88e514cc6429cef8a2dd8b1626e12612/tumblr_o7sm6vjNNo1u7dqbso2_540.png).
Specialist characteristics: Effectively has a giant hand on their head, this is awkward to use, but is still a giant hand. Trained in retrieving and throwing the ball. Void Touched occasionally do things they weren't supposed to do due to their connection with the void.
Specialist limit: 2
Dunwicher (0-1):
Big guy icon: (https://i.imgur.com/TuYfbRe.png)
Big guy name: Dunwicher
Big guy species/appearance: appears as a large(and very tall), distinctly female and almost satyr-like silhouette with glowing orange eyes and teeth, and a long tail. their arms are proportionally significantly longer than a humans. (https://78.media.tumblr.com/650628e42c72b8dcc97a97e827886091/tumblr_nt1cxw0OHe1u7dqbso8_1280.png) They appear as silhouettes because most lesser sapients minds actively refuse to comprehend it for their own safety, despite being technically capable of doing so.
Big guy characteristics: spend large amounts of time focused on Yog without a teammate, but they're big, strong, possessing a prehensile tail, and innately wrong to most senses.
Edit: Added a new player type, Void Touched, intended to have good skills for handling the ball, but fairly average stat-wise
Also, sorry about the rant up there. This kind of thing happens once every year or two, you can only bottle up so much frustration before the lid pops after all. Going to keep it up there unless Supernerd says to remove it, but needless to say I was awake 16 hours straight yesterday and the day itself was fairly frustrating as a whole. It's not any of your faults.
But seriously though if anyone would be willing to take my place as the Nar-Sie cult PLEASE DO I made a mistake assuming that Dunwichers not being killed for good wouldn't be allowed and now I'm potentially stuck with a team that I would rather not play in comparison.