Every thousand years, a worthy Wood Elf is
chosen to become the new Orion, earthly incarnation of
Kurnous, the Hunter God. The chosen one must then rule on
all Athel Loren with the Queen Ariel, earthly incarnation
of Isha, the Earth Mother. The time approaches, and all
sorts of competitions are declared in search of the most
worthy. The current Orion, being an appreciative fan of
the noble sport, proclaimed that the best Wood Elf Blood
Bowl teams would compete to find, maybe, the next
incarnation of Kurnous.
Special
competitions & prizes
Kurnous'
Chosen : The War Dancer collecting the most
SPP during the tournament (mvp's are not counted)
will be gifted with a magical Elven Chainmail.
The elegant armor adds +1AV to the player and can
be combined with a Magic Helmet. The War Dancer
will also receive special training from Orion
himself, and will be able to choose a bonus
strenght skill of his choosing. The player will
have to miss the first match of the season to
reflect the time spent learning the new skill.
Windwalker :
The Catcher earning the most TD during the
tournament will receive a choice: he can receive
special training and learn a bonus general or
agility skill, or he can decide to wait for his
next skill roll, automatically rolling a double
at this time. If he undertakes special training,
he will miss the first match of the season to
reflect the time spent learning the new skill.
Deepwood
Marksman : The Thrower making the most
completions during the tournament will receive
special training. He will miss the first game of
the season to reflect this, and once he comes
back, he will have gained a permanent bonus of +AG.
Durthu's
Favorite : The Treeman harvesting the most
casualties will receive a bonus normal skill (general
or strength) if he has already lost his negative
skill. If he has not, he will not gain a bonus
skill. Instead, he will automatically lose the
Take Root skill next time he gains a skill roll.
To help him obtain the next level, he will also
receive a bonus mvp. The winning Treeman, with
roots or without, will also gain a permanent +MA,
gift of Isha, the Earth Mother.
Dryad :
The team winning the Orion's Cup will be gifted
with the ultimate Wood Elf creation : a Dryad. It
is slightly different than other versions of it,
as some of his stats and skills actually change
with the seasons. The Dryad can be added to the B-team
for training if the winning team is in premier
division. The Dryad also starts with one of these
physical abilities. He can also select those
physical abilities if he rolls a double for skill
roll (in addition to any skill on a double, like
Chaos). The Dryad counts as an ally.
Thorns
:
|
The
natural equivalent of Horns.
|
Stone
barks :
|
The
natural equivalent of Spikes.
|
Tendrils
:
|
The
natural equivalent of Tentacles
|
| Position |
MA
|
ST
|
AG
|
AV
|
Skills |
Categories |
Cost |
| Dryad |
6
|
3
|
3
|
8
|
Thick Skull, Aspect |
Gn, St, Ph |
100K |
Aspect
: Every season (those are in real life season), some
of the stats and skills of the Dryad change. The stat
changes are cumulative with the ones the Dryad may
already possess due to normal progression, and are not
counted toward the maximum of 2 stat upgrades. You will
be informed by a commish when the season changes.
Aspect of
Spring : During this season, the Dryad gains
+2MA and Frenzy.
Aspect of
Summer : During this season, the Dryad gains
+1MA, +1AG and Jump Up.
Aspect of
Autumn : During this season, the Dryad gains
+1ST but -1MA.
Aspect of
Winter : During this season, the Dryad
gainst +1ST, +1AV but suffers -1MA and -1AG.
Special rules
Every game, each team is
given a Healing Scroll and This Will Hurt a Bit card in
addition to their other cards (i.e. these bonus cards should
be used in the event of fatalities and permanent injuries
occuring by way other than fouling). Special herborists
are also there to ensure that no player will miss the
next game (all mng's are cured between the games). Also,
KO recoveries are 3+ instead of 4+.
No need to roll on the
weather table during the tournament. The weather is
always nice.
Absolutely no winnings
are earned during the tournament. It is totally free to
watch the tournament games in Athel Loren, and the Wood
Elf teams don't play for money.
All the Treemen with the
Take Root negative skill can ignore it during the
tournament.
Fouling : This
degrading tactics is allowed in the tournament, but every
casualty caused by a foul will be downgraded to a KO by
the herborists (note that the spp's for the casualty are
still earned by the fouler). There is a referee taking
part in the games, but note that a player cannot be
ejected on a foul by getting a double. Bribe the Ref #1
is the only way to eject a fouler, and the card can only
take effect if a Dirty Player is fouling (Bribe the Ref #2
& #3 are considered #1 for the tournament). Since
a double doesn't mean anything on a foul in this
tournament, the coaches should roll "armX +Y +Z"
when fouling instead of "foulX +Y +Z. Orion
takes care of the penalties for fouling (see below)...
The king and queen will
be present for each game, and will sometimes interfere in
it. Orion is equipped with a longbow and a nice supply of
blunt arrows. A player hit with such an arrow is
immediately knocked down and suffers an injury roll (as
with a thrown rock). This causes a turn over. Note
that Treemen's solid barkskins cannot be affected by
Orion's arrows (re-roll if Orion randomly fires on a
Treeman). He will fire an arrow in the following
occasions:
A roll of 7 comes
up on a foul (the sum of the 2d6 unmodified is 7).
The arrow will hit the fouler. As a deduction
resulting from this, it is safe to foul with a
Treeman.
If a card in the
list below is used and causes a turn over (or a
successfull wizard downing the ball carrier), at
the turn's start of the team that used the card
or wizard, the victim of the turn over can roll 1d6.
On a result of 5 or 6, Orion will fire an arrow
on a randomly selected player from the moving
team on the field. Cards: Grasping Tentacles of
Altanson, Hawkfing's Curse, Labbatt's Flying
Fist, Lurve Potion, Magic Hand of Jack Longarm,
Unseen Shield, Assassin, Banana Skin,
Bribe the Ref #1, Custard Pie, Exploding Player,
I'll Get You, Mine, Referee!!!, Spy, Stink Bomb,
Take a Dive, Trampoline Trap, It Wasn't Me.
A Blitz! is rolled
on the special kickoff table. Just after the
bonus turn begins, Orion will fire randomly on
one player from the blitzing team to show his
distaste for this procedure if a 5 or 6 is rolled
on 1d6.
A number of special
events are available for teams suffering a handicap
during the tournament. For each bonus mvp they are
receiving, they get one of the following special events.
Any special event can only occur once every turn, and can
be used in either team's turn.
Orion's Great
Eagle : A giant eagle swoops down and
attacks a designated player. This is resolved the
same way as a Labbatt's Flying Fist, but the
Eagle has ST5, Block, Tackle, Claws. If a POW is
obtained on the eagle's block, he will get a hold
on the player and try to fly away with him. To do
so, the eagle must roll 2d6 and add his ST to the
roll. The grabbed player also rolls 2d6 and add
his own ST. If the eagle beats the roll of the
defender, he will fly away with him and drop the
poor victim at the feet of Orion, unharmed. The
player will remain out of the game until a TD is
scored or the half ends. If the player resists,
he will still get knocked down and suffer the
Claws. This will not create a turn over, even if
the victim was holding the ball. If it is holding
the ball and is taken away by the eagle, the ball
will scatter once from the spot where the victim
was. A player only pushed by the eagle can still
continue to move. The eagle will not attack War
Dancers or Treemen.
Isha's Tears :
Same effects as Scutt's Deluge of Despair, except
that this cannot affect Treemen.
Ariel's Wink :
A designated player on the field loses his TZ for
the turn. This can only be used on Wood Elves.
Special kickoff table
During the invitational, this table
will be used for each kickoff.
2d6
|
Result------------------------------------------------------------------------------------------------------------------ |
2
|
Isha's
Blessing : All the Wood Elves on the field
receive a bonus of +AG for the drive. |
3
|
Get the Ally!
: A xenophobic fan throws a sling stone to a
randomly selected ally on the field (not a
Treeman). Assign a number for EACH ally (of both
teams) and roll a die to determine the ally hit.
Roll an injury roll for him. No armor roll is
necessary. |
4
|
Perfect
Defense : Same effect as usual. |
5
|
Gift of Speed
: All the Wood Elves from the kicking team
get +MA for the drive. |
6
|
Bad Kick :
Same effect as usual. |
7
|
Sunshine :
The weather is Very Sunny for the drive. |
8
|
Quick Snap :
Same effect as usual. |
9
|
Gift of Speed
: All the Wood Elves from the receiving team
get +MA for the drive. |
10
|
Blitz! :
Same effect as usual. Do not forget Orion's arrow. |
11
|
Haste Treemen
: The Treemen on the field gain +2MA for the
drive, and can make two actions per turn (as with
a 6 on Magic Potion). |
12
|
Orion's Gift :
All the Wardancers on the field gain +1ST, and
the Mighty Blow skill if they don't have it
already. This lasts for the remainder of the half. |
|