International Simulation Football League
(S34) PT 4 - Roll 20 - Printable Version

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+---- Thread: (S34) PT 4 - Roll 20 (/showthread.php?tid=38305)

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RE: (S34) PT 4 - Roll 20 - katarn22 - 04-03-2022

I think this is a question that a lot of us have fantasized about in some point our lives; if you could have, essentially, any super power, what would it be? For Albert Ruschmann, playing cornerback means he has to know what the quarterback is thinking and where they want to go with the ball. Except in this scenario, he could literally know what the quarterback was thinking. If Albert Ruschmann had the ability to read minds, he would simply be the greatest defender the game has ever seen. If there's one player who knows the play call each down, it's the quarterback. That would mean Albert would also know the play and could be in the best position possible. Alternatively, he could tell the entire defense and have them do the work. While other abilities would also be helpful like super strength or super speed, the ability to read minds is by far most valuable.


RE: (S34) PT 4 - Roll 20 - legion of slugs - 04-03-2022

The power I would give my player (Will Stern) is the ability to have super strength. This way I would be able to bulldoze the opposing offensive line every play and get a crazy amount of sacks. I’m only really focused on obtaining sacks as a defensive end, I wouldn’t want a power that would make me super fast, since I wouldn’t be able to defeat olinemen with strength as I could get knocked around. Also, if I had a transportation ability I feel like I’d be cheating if I teleported right behind the QB every play, I want to earn my sacks. Sure, having super strength may slightly be stretching the rules, but who would be able to tell. For all everyone else would know, I may have just been training super hard in the weight room. I would use my super strength ability to set the sacks record and at least get two sacks a game. I would make sure the QBs were scared and throwing the ball early as well so the DBs could jump some routes and get some interceptions.


RE: (S34) PT 4 - Roll 20 - thevoicelesscreator - 04-03-2022

PBE CW Affiliate


RE: (S34) PT 4 - Roll 20 - fever95 - 04-03-2022

PBE Affiliation


RE: (S34) PT 4 - Roll 20 - shoxwon - 04-03-2022

WSBL Affiliate


RE: (S34) PT 4 - Roll 20 - Tayjay - 04-03-2022

I think there are two super powers that I would want. One works for offense and the other works for defense. The first super power that I would want in the sim would be if I were a wide receiver. We all remember the movie The Little Giants or even the Replacements. They had unforgettable Stick Um scenes where the wide receiver had their hands covered in the gunk and could barely get their hands unstuck but it would be an amazing skill to have in the simulation. The opposite of that would be a greased hog skill. As a defensive end I love causing fumbles and basically hit sticking players to cause pandemonium on the field. If their was a skill that would coat the football in a substance to make it more slick that way it would get fumbled all of the time. Could you imagine the quarterback fumbling the snap and then fumbling the handoff and then fumbling the ball all the way to the end.


RE: (S34) PT 4 - Roll 20 - Bunny - 04-03-2022

Should Orlando Doom have a super power, it would have to be one that’s even MORE super than the powers that he already has- seeing as he’s a vampire and has quite a few. He can turn into a bat so it’s not like he needs flight, and he’s already invisible in photos and mirrors so it’s not like invisibility would do him any good, and he’s never gonna age considering he’s lowkey already dead. Orlando’s superpower would actually be something that makes him more human than “super:” the ability to eat garlic. The first of his kind to be able to ingest it, Orlando would just absolutely annihilate some italian food before a game. He’d have plates on plates of the most garlic-y pasta he could get his hands on and make his garlic breath so bad people would clear the way FOR him. Brute strength? Not needed. Skill? Nope. My man’s got garlic.


RE: (S34) PT 4 - Roll 20 - Philliesphan96 - 04-03-2022

If Joe smokes had a non-lethal superpower of his choice, his choice would be an easy choice of a non-lethal superpower. That choice of a non-lethal superpower would be the non-lethal ability to turn invisible. This ability would be incredibly helpful to his football career. QB's could never trust a wide open receiver again as you would never know if there is an invisible Joe Smokes just lurking in the shadows, waiting to pick them off. Smokes would finally be good and be able to lead the league in interceptions and help lead the Austin Copperheads to a ultimus victory for the first time since anyone relevant was on the team. Smokes has already been incredibly more successful than McGullager was and with the power to turn invisible, the would never be another doubt again if Smokes would live up to McGullager's incredibly low bar of being a good budget option. The only down side would be if Smoke's equipment didn't turn invisible with him.


RE: (S34) PT 4 - Roll 20 - JaytheGreat - 04-03-2022

As a Safety my job is to read the field and to react to whatever is going on. As such I think the best super power for me would be the ability to read people's minds, not only would it make it really easy to find out if the play is a run or a pass but I'll know what receiver he'll be looking to throw it to. The best part about this power is that since it's not flashy it will be very hard for opposing teams to pick up on. Plus I don't have to act on ever bit of information I receive, I can just use it to put me in could positions and then it's time for a big stop or turnover I'll be right there to change the game for my team. Although if my power did get discovered I'm sure there would ways to counter, plus it won't be so usefully if a QB is just making is decisions on instinct instead of thinking about it.


RE: (S34) PT 4 - Roll 20 - MobiausGrander - 04-03-2022

All of us have played RPGs or games with rpg elements and have wished to be able wield some of these abilities in our daily lives. As a defensive tackle in the DSFL, there are a few abilities that can help me dominate the competition in the DSFL. The one ability that I choose that can help me dominate even more in the ISFL is the ability known as Super Armor. In RPGs, Super Armor is a passive ability that despite it's name is not armor. The ability allows the user to not be staggered and to continue their attack or combo until it hits or is completed. It does have a mini cooldown per each passive use, but it is highly effective in battle. For the DSFL, this ability would be useful for when I am pass rushing and/or blitzing in general as I would be able to continue rushing despite any clipping attempts or blocking attempts as well which would be perfect for me!