Date: Sat, 30 Mar 1996 17:02:50 -0900 (AKST)
From: Milo Sharp 
To: bbowl-l@cs.utk.edu
Subject: Nu Roolz fer Gobbos! v1.1


Here's the latest update...  I still can't find the Squig Rules I used to 
have, so if anyone can get them to me, I'd appreciate it...

	Here's my latest brainchild, nu rools fer gobbos!  After running 
a brief Stunty Leeg, my greatest complaint was that there wasn't much 
variety -- just Gobbos and Halflings.  So, taking a cue from WHFB, I 
decided to split the Goblins up a bit, limiting access to some star 
players and creating a few more.  This is my first version, although it 
may go through several revisions before I send it to Citadel Journal.  
(BTW, does anyone have their address for submissions?  Or can I just send 
it to you, Jervis?)

	If you have any suggestions, please correspond with me on them.  
As I am planning to submit this to CJ, I'd appreciate it if no one posts 
this anywhere else yet or tries to come up with their own version -- if 
you think this is unbalanced, let me know.  We're starting another stunty 
leeg here soon, and I'm hoping to have these included for some testing.

	Also, note that these are not following Jervis' latest allies 
revisions, and are still expecting re-roll and FF penalties for allies.  
To keep things sane in a Stunty Leeg, I'd advise both allowing Big Guy 
Allies at the start of the season and doubling the cost of any 
non-Goblin, non-Halfling, non-Big Guy allies.  (One or two Orcs and Wood 
Elves may make an appearance, but they should be few and far between...)

Milo
(waiting for his Undead team to finish priming so he can start work...)

---cut-here---

Under the new Goblin rules, each Goblin team must choose between one of 
the following team lists & sets of special rules.  Goblins may not ally 
between team lists.

GOBLINS
-------

Wizard:	     Normal
Apothecary:  Normal
Stars:	     Pogo, Bommer, Nobbla
Allies:	     Trolls, Orcs (all positions)
Re-rolls:    60,000

Team List
---------
0-16 Goblin		MA 5	ST 2	AG 3	AV 7	Dodge, Stunty, R. Stuff
									$40k

NIGHT GOBLINS
-------------

Wizard:      Shaman (see below)
Apothecary:  Brewmeister (see below)
Stars:       Fanatics, Goblin Net Teams, Squigs, Squig Hoppers
Allies:      Trolls, Black Orcs
Re-rolls:    70,000 (too much Fungus Beer during practice!)

Goblin Net Teams				Penalty Roll: 9+ (each)
----------------
Netter	MA 5	ST 2	AG 3	AV 7	Dodge, Stunty, Accurate, Net	$80k
Thumper	MA 5	ST 2	AG 3	AV 7	Dodge, Stunty, Big Stik		$60k

	Goblin Net Teams must always be fielded in pairs, one netter and 
one thumper apiece.  Each player must make a penalty roll as normal 
separate of his partner, and failure for either one will keep the Team 
off the field for the rest of the game.  Despite having separate prices, 
Teams must be hired at one time -- separate prices are only included in 
case you need to replace half the Team.

Net:  Goblins armed with nets can fling them at the opposition once per 
drive.  Nets may only be thrown at Quick and Short pass distances, and 
can not be intercepted or caught.  Any player with Dodge or Sidestep can 
attempt to avoid the incoming net by succeeding on an Agility roll at 
-2.  Once hit (and pinned) by the net, a player must make an unmodified 
strength roll every turn before moving.  Failure halves the pinned 
player's movement for that turn.  Pinned players can block and be blocked 
as normal.

Big Stik:  Instead of taking a normal action (Pass, Foul, Block), a 
goblin armed with a Big Stik can attempt to bean an adjacent player.  
Roll against the opponent's armor at +1.  If the roll is successful, 
place the opposing player prone and make an injury roll at +1.  Goblins 
wielding Big Stiks are considered to have Mighty Blow for any block they 
make (although it's unlikely they will, as it's usually easier just to 
aim for the head and swing!)

Brewmeister
-----------

	At the start of the game, roll a d6 for the Brewmeister.  This 
represents the number of pints of Fungus Beer he's managed to brew up for 
this game.  At any time during the game, the Brewmeister can administer a 
pint of his home brew to any ailing goblin on your team, restoring their 
vim, vigor, and virility.  One draught of his potent brew will put any 
goblin back on the pitch -- but at what cost?

	Dead goblins, naturally, cannot be dosed by the Brewmeister 
(although some have tried!)  Make note of any serious injuries inflicted 
on goblin players, as the effects of these are still suffered at the end 
of the game (after the Fungus Beer has worn off).  Boozed up goblins 
suffer an additional -1 modifier to any ball handling rolls (catching, 
throwing, picking up, intercepting).

	Additionally, a coach can sell off any remaining pints to the 
crowd (at the end of the game) for 1,000 gold crowns apiece.
	
FOREST GOBLINS
--------------

Wizard:      Shaman (still in the works)
Apothecary:  Normal
Stars:       Spider Riders, Gigantic Spider Riders, Wolf Riders
Allies:	     Trolls, Orcs (except Black Orcs)
Re-rolls:    60,000

Team List
---------
0-2  Spider Rider	MA 6	ST 3	AG 3	AV 7	Dodge, Leap, Sure Feet, 
							Woah Nelly!	$80k
0-1  Gigantic Spider	MA 5	ST 4	AG 3	AV 8	Mult. Block, Sure Feet,
       Rider						Woah Nelly!	$110k
0-2  Wolf Rider		MA 7	ST 3	AG 3	AV 7	Dodge, Sprint, Sure Feet
									$80k
0-16 Goblin		MA 6	ST 2	AG 3	AV 7	Dodge, Stunty, R. Stuff
									$40k

Note: The Goblin Riders are actual player positions, and hence have no 
penalty roll and can accumulate skills as normal.  The Gigantic Spider 
Rider should gain skills as per Jervis' Rookie Big Guy rules.

Woah Nelly!:	Spiders, even the large, generally tame spiders the 
Forest Goblins ride, don't care for sharp, sudden movements.  Hence, the 
Spider Rider's job is a especially dangerous one -- not only to you have 
to keep the location of the ball, the location of the most nastiest of 
the opposing players, and the location of the proper end zone in mind, 
you also have to worry about the poor beast beneath you charging straight 
into the crowd!
	To represent this, roll a die each turn before the Spider Rider 
moves.  On a 1, the Goblin has dropped the reins, and the Spider will 
move randomly (according to the d8 scatter chart) d6 squares.  Prone 
players will automatically roll out of the frightened spider's path, and 
standing players will be blocked by the Spider Rider.  (Blocks in this 
manner end the Spider Rider's turn, and do not count as a Blitz for the 
moving team.)
	Furthermore, whenever a player within 3 squares fails an armor 
check, roll a d8 and consult the following table:

	d8		Result
	1		Yee-haw!  The spider, frightened by the sudden 
			movement, goes into a frenzy.  Make an agility roll
			for the goblin.  A failed result indicates the spider
			has successfully bucked it's rider, and runs off into
			the crowd.  Make armor and injury rolls for the 
			Goblin as normal.  For the rest of the drive, the 
			goblin has the same stats as a normal goblin lineman.
	2		Uh-oh!	The goblin hangs on, but uses both hands 
			to do it, foolishly dropping the reins.  There's no
			need to make a check on the next turn -- the spider
			rider will move randomly as mentioned above AT THE
			BEGINNING OF THE NEXT TURN.
	3-8		Whew!	The Goblin manages to hold on, and can move
			normally during the next turn. 
		
The Shaman (available to both Night and Forest Goblin teams)
----------

	Goblin Magic is, well, a lot like goblins themselves: 
unpredictable, frequently amusing, and often simply ineffectual.  On the 
other hand, even a goblin can occasionally get his hands on a potent 
scroll or three, so one shouldn't discount them totally.  

	Once per game, a goblin shaman can call upon the gods, the winds, 
demons, or even his own toe lice to come to his team's aid.  Nominate up 
to two target players on either of the two teams (all targetted players 
must be on the same team).  Roll a d12 and consult the following table to 
discover the effects.

Die Roll	Result
--------	------	
   1		THE COLORS!  The targeted player suffers a bad acid flashback,
		and must be placed prone on the pitch.  Until the next drive,
		give the targetted players the skill "Dazed & Confused".
   2		TEMPORAL INSTABILITY.  The targetted player disappears in 
		a flash of improbability.  The player will return to the 
		field 1-3 (1d6/2) team turns later.  Use a counter to mark his 
		original position.  If this position is occupied on his return,
		scatter him d6 squares in a random direction.  Continue
		scattering until the player arrives in an unoccupied square
		or winds up in the crowd.
   3		NOXIOUS FUMES.  The targetted player comes down with a severe
		case of flatulence.  Until the next drive, the player is 
		considered to have the same effects as a player with Foul
		Appearance.
   4		KABOOM!  The targetted player spontaneously combusts.  Roll
		a d6.  On 1-3, place the player in the Badly Hurt box, 4-5
		in the Seriously Injured Box, and 6 in the Dead box.  If the
		player was carrying the ball, it too burns and must be kicked
		off again.
   5		ZZAP!  Works the same as the standard ZAP! spell.
   6		FOUL APPEARANCE PART 2.  The targetted player is covered in
		bright orange and purple spots.  This effect is permanent
		and should be represented in the mini, if possible.  It has
		no other effect in game terms.
   7		FIREBALL.  Same as standard FIREBALL spell.
   8		TREEMAN'S CURSE.  The targetted player finds himself rooted
		to the ground.  Although immune to being knocked over by 
		opposing blocks (armor and injury rolls should still be
		taken as normal), the effected player cannot move.  This 
		effect will end at the start of the next drive, when the 
		coaches can get someone with an axe out onto the pitch.
   9 		LIGHTNING BOLT.  Same as standard LIGHTNING BOLT spell.
  10		PORTENTS OF POWER.  The shaman divines the nature of things
		to come.  The shaman's coach gets to look at one of the 
		targetted players' coach's Special Event cards (picked
		randomly).
  11		PENNIES FROM HEAVEN.  The targetted players' coach gets an
		extra +1 on their die roll for winnings at the end of the
		game.
  12		STRENGTH OF THE GODS!  The targetted player gains +1 to 
		their ST until the start of the next drive.
  
---

Milo (Michael) Sharp
milo@somunix.uafsom.alaska.edu
http://icecube.acf-lab.alaska.edu/~fxmcs/
"Eagles may soar, but weasels don't get sucked into jet engines."