Skill Details Override Value     NB if additions go past 150, change present checker and formula on Skill Descriptions        
                   
+1 AG   40000              
+1 AV   10000              
+1 MA   20000              
+1 PA   20000              
+1 ST   80000              
Accurate +1 to Quick or Short pass                
Always Hungry On TTM, 2+ to throw, on 1 roll again: 1 Eaten and Dead, ball bounces, 2+ Escape, Throw fumbled                
Animal Savagery On Activation, 1-3 attact adjacent standing team-mate, knock down, then take action; 4+ normal. p81                
Animosity (All Team-mates) Roll 2+ to Pass or Hand Off to (x), end activation on fail                
Animosity (Big 'Un Blockers) Roll 2+ to Pass or Hand Off to (x), end activation on fail                
Animosity (Dwarf/Halfling Team-mates) Roll 2+ to Pass or Hand Off to (x), end activation on fail                
Animosity (Goblin Linemen) Roll 2+ to Pass or Hand Off to (x), end activation on fail                
Animosity (Orc Linemen) Roll 2+ to Pass or Hand Off to (x), end activation on fail                
Arm Bar If Marked oppo Falls on Dodge Jump or Leap                
Ball & Chain Moves random by Throwin Template. P82                
Big Hand May ignore Mark or Pouring penalties on Pickup                
Block Player may ignore Both Down result                
Bombardier May Throw Bomb. P83                
Bone-Head On Activation, 2+ for normal, on 1 stand still, lose TZ and waste any 1/turn action declared                
Brawler On Block (not Blitz) may re-roll single Both Down result                
Break Tackle When Dodging, may add +1 if St 4- or +2 if 5+                
Cannoneer +1 to Long Pass or Long Bomb                
Catch May re-roll failed Ag catching ball                
Chainsaw On 2+, hit target; 1 Kicks Back hits user. Armour roll +3. If this player Knocked or Falls Down, Armour Roll +3 p84                
Claws Armour roll on Oppo Knocked Down by Block from this player succeds on 8+ regardless                
Cloud Burster When you do a Long Pass or Bomb and it's Interfered, you may force a re-roll                
Dauntless On Block/Blitz, D6+player St; if more than target, player St = target. Multiple block eg Frenzy, roll for each                
Defensive During Oppo's Turn (not yours), players you Mark can't use Guard                
Dirty Player (+1) On Foul, may add (n) to either Armour or Injury roll                
Dirty Player (+2) On Foul, may add (n) to either Armour or Injury roll                
Disturbing Presence Any Pass or Throw x or Interfere or Catch within 3 squares takes -1 per DP                
Diving Catch May try and catch scatter/deviate that lands in Tackle Zone. +1 to catch Accurate                
Diving Tackle If player you Mark Dodges, declare skill, -2 from their result, you go Prone in the square they left                
Dodge May re-roll failed Dodge, may convert ! Block result to Push                
Dump-Off If targetted for Block or Special attack and carrying Ball, may Quick Pass first                
Extra Arms Pickup, Catch, Interfere at +1                
Fend May choose to disallow Pushing player to follow up. They may still move if Blitzing. Not vs chain, Ball, Juggernaut                
Foul Appearance Block, Blitz or targetted Special on player fails on 1                
Frenzy Must follow up, may Block a 2nd time, must follow up                
Fumblerooskie If Moving or Blitzing with ball, may leave it behind in a vacated square. Doesn't bounce                
Grab On Block/Blitz, prevents Side Step. If Block (not Blitz), may Push to any empty adjacent square                
Guard May offer Off and Def assists regardless of being Marked                
Hail Mary Pass On Pass or Throw Bomb, target can be any square. Roll, but never Accurate. Can't be Interfered. Not in Blizzard                
Horns On Blitz, add +1 to St for the Block                
Hypnotic Gaze Test Ag -1 per Mark to affect Marked player, who loses TZ until activated. May move before not after                
Iron Hard Skin Ignore Claws                
Juggernaut On Blitz may treat Both Down as Push. When Blitz, target may not Fend Stand Firm or Wrestle                
Jump Up Stand up for free. Jump & Block - Ag +1, Fail remain Prone                
Kick If nominated Kicker, may halve the D6 for Deviate, round down                
Kick Team-Mate Kick Standing adjacent player with Right Stuff, as TTM p52. On fumble, kickee is Injured, inc Mighty Blow                
Leader Gain a single Re-Roll while one Leader is on pitch. Immune to Master Chef. Not in Extra Time                
Leap May Leap over any 1 adj square. Jumping Prone is at -1                
Loner (3+) To use a team re-roll, roll (x), on failure RR is wasted                
Loner (4+) To use a team re-roll, roll (x), on failure RR is wasted                
Mighty Blow (+1) May modify Armour or Injury roll by (n). Not Stab or Chainsaw                
Mighty Blow (+2) May modify Armour or Injury roll by (n). Not Stab or Chainsaw                
Mighty Blow (+3) May modify Armour or Injury roll by (n). Not Stab or Chainsaw                
Monstrous Mouth May re-roll failed Catch. Immune from Strip Ball               Animosity (Dwarf/Halfling Team-mates)
Multiple Block Block not Blitz, may Block 2 players you Mark. St is -2 this Activation. Both happen even if TO. No Follow                
Nerves of Steel May ignore Marking when Pass Catch or Interfere                
No Hands May not pick up or catch the ball. If moved into Ball square, bounce and TO                
On the Ball Free 3 square move when Oppo declares Pass. Each Drive Start after Step 2, one OtB may move 3 squares                
Pass May re-roll failed Pass                
Pile Driver When Knock Down, may do free Foul if standing and adjacent. Placed Prone after.                
Plague Ridden 1/game, any DEAD player without Decay, Regen or Stunty add Rotter Lineman, may hire after. P85                
Pogo Stick May Leap over any 1 adj square. May ingore Mark penalties at From/to square                
Prehensile Tail Marked player Dodge Jump Leap from TZ, -1 to Ag                
Pro May re-roll one die on 3+. Not Armour Injury Casualty                
Projectile Vomit Instead of Block; 2+ puke on target, 1 hit self. Make Armour Roll and Injury if broken                
Really Stupid On Activation, 4+ for normal, on 1-3 stand still, lose TZ and waste any 1/turn action declared. +2 if adjacent to team mates without this trait                
Regeneration After taking a Casualty, 4+ to discard casualty and move to the Reserve box                
Right Stuff If ST is 3-, may be Thrown by a team-mate with Throw Team-Mate                
Running Pass May keep moving after Pass if MA remains                
Safe Pair of Hands If Knocked Down or Placed Prone (not Fall), may place ball adjacent                
Safe Pass If Fumbled Pass, ball not dropped, no bounce or TO, keep ball, activation ends                
Secret Weapon If on pitch at the end of a drive, will be Sent Off as p63                
Shadowing If Marked player moves out of TZ, D6+MA-Oppo MA. On 6+ or Nat 6, move into vacated square                
Sidestep If Pushed, may pick any empty adjacent square                
Sneaky Git Not sent off for Double on Foul, Activation continues                
Sprint May GFI 3x instead of 2x                
Stab Instead of Block/Blitz; roll Armour, and Injury if broken. May not move after if Blitzing                
Stand Firm May choose not to be Pushed or Chain Pushed. Frenzy still gets a second Block                
Strip Ball If Push Back Ball Carrier, ball bounces from target dest square                
Strong Arm May add +1 to Throw Team-Mate                
Stunty Ignore any -1 Mark penalties to Dodging unless has Bombadier, Swoop, Chainsaw. +1 to Intercept. Injure as Stunty                
Sure Feet May re-roll failed GFI once/turn                
Sure Hands Re-roll failed Pickup. Prevents Strip Ball.                
Swarming Between Kickoff Step 2 and 3, set up d3 extra players with this, not in Wide or on Scrim Line                
Swoop If Thrown, player does not Scatter, place ThrowIn as desired and move d3 squares as rolled                
Tackle Marked player dodging out of your TZ can't use Dodge. Blocked player can't use Dodge on ! Result                
Take Root On Activation, 2+ for normal, on 1 'rooted', can't move, can perform action if doesn't require move - otherwise, if 1/turn action, is wasted                
Tentacles If Marked player moves out of TZ, D6+MA-Oppo MA. On 6+ or Nat 6, player held, move ends                
Thick Skull Treat 8 as Stunned, only 9 is a KO; Stunty is Stn 7 KO 8                
Timmm-Ber! If MA 2-, add +1 to Stand Up roll p44 per Open Standing adjacent team-mate. Nat 1 always a fail                
Two Heads Add +1 to Ag when Dodging                
Unchannelled Fury On Activation, 4+ for normal, on 1-3 rage uselessly, waste any 1/turn action declared.  +2 if Block or Blitz                
Very Long Legs Jump or Leap penalties reduced by 1 to min -1; +2 to Interfere; ignore Cloud Burster                
Wrestle On Both Down, may place both Prone instead, no TO