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+. Once/activation
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
Decay If a casualty is inflicted, he must add +1 to the roll on the dedicated table.
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
Drunkard -1 Penalty to GFI
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 Animosity (Dwarf/Halfling Team-mates)
Monstrous Mouth May re-roll failed Catch. Immune from Strip Ball
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
Pick-Me-Up At end of Oppo team turn, each Prone within 3 squares stands up on 5+
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 (Quick only) 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