Special Notes for the Lucky Devils |
The Lucky Devils are a team of Altered Humans more interested in back-filling the runaway success of the Guardian Angels than hurting their opponents (We win in the end right? How many Blood Bowl players can avoid that sticky little "Thou Shalt not kill" clause for long..) They have stollen blatantly from the "Guardian Angels" who have borrowed heavily from the "Bright Crusaders" concept by Niclas Stenberg. The Lucky Devils may not have any Big Guys or Allied Players, nor will they play as Allies for any other team. |
Bound by Vanity: The Lucky Devils will never Foul, assist in a Foul, or use a Secret Weapon (There's a secret circle of Hell where all potential players that would resort to such tactics are currently residing). They will never consort with the referee - he's probably doused himself in holy water anyway. |
Handicaps: The Lucky Devils may only purchase Good Karma (10 point) rolls on the Handicap Tables.. vanity again. |
Ignore Ref!: If a "Get the Ref!" Kick-Off Event is rolled in a game with the Lucky Devils, it has no effect. Devils fans would never resort to such a despicable tactic, and if their opponent's fans do, the referee would undoubtedly sell his soul to take shelter in the Devils' dugout and remain under their protection until the danger had passed. Simply resolve the Kick scatter and start the drive without an Event. |
Death.. wonderful, wonderful Death: Death has a great psychological effect on the Lucky Devils. If a Lucky Devil ever causes the demise of another player and that player is not saved in some way (during or after the drive), the Lucky Devil gleefully totes the newly acquired damned soul back to Hell (and misses the rest of the game). Deaths resulting from crowd kills, failed Dodge rolls, etc., will not cause this jubilation. Deaths of opposing Undead, Daemons, Automations, and the like will not cause this celebration.. kinda defeats the purpose if we don't steal a soul. If a Lucky Devil is killed (and not immediately saved by an Apothecary), the death throws the established heirarchy of the damned into confusion and all Re-rolls (Team, Leader, & Trophy) will be lost for the rest of the Half. |
Wings Trait: A player with this Trait may make a Leap move (same as the Leap Skill) with a +2 modifier to the Agility roll (a roll of 1 is still considered a failure). The player must move 2 squares before using the Wings Trait. If the player also has the Leap Skill, he may use his Wings to "Leap" 3 squares instead of 2 (this will use 3 MA and the player will still need to move 2 squares before using Wings). |
Special Advancement Rules: Old Scratch has extraordinary coercion and management abilities. To represent this, any player on the team may choose from the Skills (but not Traits) known by Old Scratch during Skill selection, in addition to those normally available to them. Old Scratch also has an almost mutagenic effect on the Damned around him. Any Damned that rolls doubles during player advancement may take the Wings Trait instead of a normal Skill. |