Special Notes for the White Lotus |
Borrowing elements from the "Bright Crusaders" concept by Niclas Stenberg and the "Shallya" by Peter Csontos, the White Lotus is a team formed by the Shaolin Religious Order of the Shangri-La Temple. Members of the Lotus play as a means of honing their physical and mental self-discipline. They follow a very stringent spiritual code: |
Seek Solitude: Members of the White Lotus are part of a devout order that seeks the many Paths to Enlightenment from their secluded mountain Temples. They do not tour the Old World or participate in tournaments, but they will play in exhibition matches against any team that extends them an invitation. They will not accept any Allies or Big Guys on their team, nor will they play as Allies for other teams. |
Uphold Honor: Adhering to a very strict code of honor, no player on the team may ever Foul, assist in a Foul, or use a Secret Weapon. |
Know Thy Karma: Because they never cheat, the White Lotus can only purchase Good Karma (10 point) rolls on the Handicap Tables (Dirty Tricks or Desperate Measures are NOT condonable). If "Bribe the Ref" is rolled, it is ignored and rerolled for free. If "Scutt's Scroll of Weather Magic" is rolled, it may only be used to change the Weather to "Nice" if other Weather conditions currently exist. If the White Lotus is unable to legally spend all of its Handicap points (e.g., after buying each Good Karma option but "Bribe the Ref" once), then the excess points are lost. |
Be Always Righteous: If a "Get the Ref!" Kick-Off Event is rolled in a game with the Lotus, it has no effect. Lotus fans would never resort to such a despicable tactic, and if their opponent's fans do, the referee would undoubtedly take shelter in the Lotus' dugout and remain under their protection until the danger had passed. Simply resolve the Kick scatter and start the drive without an Event. Likewise, Lotus fans will never "Throw a Rock!" or make a "Field Invasion". If one of these Events is rolled and the Lotus wins or ties the roll-off, then the opposing team suffers no ill effects. |
Give to Those in Need: Having no need for worldly possessions, the Lotus only keeps what winnings are necessary to cover the Order's expenses. The Lotus forfeits half of their winnings from every match, giving it to charity. |
Cherish Life: The Shaolin have the utmost respect for all living things, from the tiniest insect to the largest Storm Giant. They have undergone years of intensive training to learn the Skill of Pulled Punches. Any Injury Roll made by a Lotus against an opponent for any reason is always a Stunned result. |
Attend to the Sick and Injured: Lotus players apply their monastic healing arts to BloodBowl matches using the Healing and Full Heal Skills. Once per a game, a Shaolin with Healing or Full Heal may attempt to reverse the effects of any one injury that has just happened (to a team-mate or an opponent). These Skills must be used immediately after the drive in which the injury occurred, or not at all. A player must be in the Reserves section of his dugout to use either of these Skills. A player with Healing is not quite as good as an Apothecary, and must make a Skill roll to heal, depending on the injury (K.O.:Automatic, Badly Hurt:2+, Serious Injury-MNG:3+, Serious Injury-Niggle/Stat Loss:4+, Death:5+). If successful, return the target player to his Reserves box. A Shaolin with the Full Heal Skill is actually BETTER than a standard Apothecary, and can restore a player from any injury with no roll required. The Lotus' Team Apothecary also knows all the secrets of the Full Heal technique, and heals automatically (no 2+ roll needed). If a player with Healing attempts to reverse an injury and fails, another player or Apothecary may also still attempt to save the victim, and visa-versa. Shaolin Healing and Full Heal arts are only applicable to living physiologies, and may not be used on magical or mechanical constructs, daemons, or undead. |
Master Thy Fears: A true Seeker of the Void fears nothing, and so gains the Double Dauntless Trait. This Trait works exactly as Dauntless and applies an additional effect when BEING blocked. When an opponent attempts to block a Double Dauntless player with a lower ST, they must first roll under or equal to their own ST on a 2D6. On a successful roll, he may block this player as normal. A failure means that the Double Dauntless player's strength is counted as being equal to his opponent's for this block. Remember this roll is made before any bonuses for defensive or offensive assists or Horns are added. A player with Double Dauntless who is being hit with multiple blocks by a player with Frenzy must have a new Double Dauntless roll made against them before each block is thrown. |
Focus Thy Energy: Shaolin can learn to focus their chi energy to gain the Bless Skill. A player with Bless may add +1 to any of his on-pitch D6 or 2D6 rolls except Armour or Injury. Bless can only be used once per turn (per player) and MUST be declared before the dice roll. If a failed Blessed dice roll is rerolled, the reroll also gets the +1 bonus. Note that a natural 1 is still a failure, as always (not even Bless can bend this rule), and that Bless may not be used with Healing (as the required roll is not taking place during a team turn on the pitch). |
Respect Thy Elders: The Shaolin do not hire conventional Wizards, but sometimes make a charitable donation ($30,000 is standard) to encourage a Venerable Master to attend a single game. At the end of any game attended by a Venerable Master, any injured players have a chance to make a Miraculous Recovery. Roll a D6 for EVERY Badly Hurt, Seriously Injured, and Dead player from BOTH teams. On a 2+, the player is moved to Reserves (on a 1, nothing happens). |
Draw Strength from Adversity: Lotus players earn their SPPs for Casualties in a different way than normal teams. Since they do not harm their opponents, they instead learn from their own experiences with injury. Every time a Lotus player is Badly Hurt, Seriously Injured, or Killed for any reason (even if he is later healed), he is awarded two SPPs (keep track of these as you would normally do Casualties). That which does not kill them (permanently), makes them stronger... |
Grow Toward Enlightenment: During advancement, any Lotus player may choose to take Bless, Healing, or Dodge on a normal Skill roll, instead of choosing another Skill from their available categories. For a doubles roll, any Lotus player who already has the Dauntless Trait may opt to lose Dauntless and gain Double Dauntless instead as thier new Trait choice. On doubles, a Shaolin player with the Healing Skill may choose to give it up to gain the Full Heal Skill instead (no player may ever have both the Healing AND Full Heal Skills; they are mutually exclusive). When any Shaolin reaches or exceedes 100 SPPs, he has learned all that BloodBowl can teach him on his road to Enlightenment, and he permanently retires from the team. |