Wednesday, August 13, 2025

Midweek Musings: The Official D6 Anime Fantasy Football League Rulebook


Hello and welcome, fellow coaches and creative minds! I apologize for the lateness of this post, but as some of you know, it's been a long day of waiting on the front porch for a package from UPS. The good news is, all that time has allowed me to put the finishing touches on this week's musings. I hope you enjoy it, as it may be the only post I get to this week! In this post, we are thrilled to finally unveil the full rule set for the D6 Anime Fantasy Football League! This project was born out of a simple idea: to create a game that is fun, accessible, and limitless in its potential, without the need for expensive, limited-run products. Everything you need to play is right here, and it's built to be a living, breathing document that your league can grow and evolve with. So, gather your dice, rally your players, and prepare to enter a fantasy football league unlike any other.





Are you tired of fantasy football leagues that feel a bit… mundane? Have you ever wished your star running back could perform a "Gum-Gum Pistol" or your quarterback could unlock a "Super Saiyan" power-up on a game-winning drive? Well, your wishes have been answered.


We are thrilled to finally unveil the full rule set for the D6 Anime Fantasy Football League! This project was born out of a simple idea: to create a game that is fun, accessible, and limitless in its potential, without the need for expensive, limited-run products. Everything you need to play is right here, and it's built to be a living, breathing document that your league can grow and evolve with.



So, gather your football dice, rally your players, and prepare to enter a fantasy football league unlike any other.







Chapter 1: The Core D6 System



This league uses an adapted version of the Open D6 system to determine player actions and outcomes, adding a layer of chance and strategy beyond typical fantasy football.


Character Stats: Each player's statistics and abilities are abstracted into D6 attributes.


Power Level (STR): Raw physical power.


Speed/Agility (DEX): Agility, coordination, and quickness.


Endurance (CON): Endurance, resilience, and resistance to damage.


Focus (PER): Awareness and play recognition.


Technique (TEC): Skill in executing a specific play.


Aura/Presence (CHA): A player's "star power" or ability to perform under pressure.


The Wild Die: For any game-changing moment, one of your D6 dice is designated as the Wild Die.


A roll of 6 means a critical success. The point value is doubled, and you get to roll the Wild Die again, adding the new result to the total.


A roll of 1 means a critical failure. The point value is halved, and a negative consequence may occur, such as an injury to the player.


Chapter 2: Team Building & Player Progression



This is how you will manage your team over the course of the season, much like a hero's journey.


The Draft (The Grand Crossover)

Rookie Roll: All drafted players start as "Rookies." You will distribute a starting pool of 12D among their six core attributes.


The Nexus Collection: These are legendary free agents with pre-determined, high-level stats and unique abilities. Drafting one is a major investment.


Team Treasury

Your team's financial health is managed through the Team Treasury, which starts with 1,000 Credits (Cr).


Income: Earned weekly based on your team's total fantasy points and a bonus for winning or tying a game.


Expenses: Paid weekly as a salary to your players, with veterans costing more than rookies.


Star Player Points (SPP)

Players on your roster earn SPP for every impactful play they make.


Earning SPP:


Touchdown: 5 SPP


Passing TD: 2 SPP


Forced Turnover (Interception/Fumble): 3 SPP


Big Play (40+ yard play): 2 SPP


Sack: 1 SPP


Completed Pass: 1 SPP


Player Progression

When a player earns enough SPP, you can "level up" and get a new ability or a stat increase.


10 SPP: Increase a D6 attribute by +1 pip.


20 SPP: Increase a D6 attribute by +1D.


30 SPP: Choose a new Special Ability.


Injuries, Recovery, and the Doctor's Report

When a player gets a "Critical Failure" on a Wild Die roll or suffers a major real-life injury, you roll 1D6 on the Injury Table.


1-2: Minor Injury (misses next game).


3-4: Major Injury (misses 1-4 games).


5: Career-Threatening Injury (misses rest of season).


6: Dead/Retired (removed from your roster).


The Doctor's Report: You can spend Credits to reduce an injury's severity by rerolling the result or reducing the die roll.


Off-Season & Free Agency

The Fallen (Dead/Retired): You can sign players who were "Dead" or "Retired" from other teams. They return with a random D6 stat reduction for one season.


The Nexus Collection: Elite free agents who retain all of their skills, experience, and D6 stats.


Chapter 3: The Complete Roster & Team Profiles



The preseason is just a taste of what’s to come, and a true coach knows their opponents inside and out. We’ve received a number of requests to dive deeper into the 32 teams that make up our league. Now, we are ready to unveil the full, statted-out profiles for every single franchise.


From the chaotic energy of the Dragon Ball Z Fighters to the cold, strategic might of the Death Note Defenders, each team has a unique playstyle, home field, and special rules that can alter the outcome of any match. This is your playbook. Study it well, for the regular season is just around the corner.


AFC (Anime Football Conference)

AFC East: The Shonen Showdowns


1. Tokyo Ghoul Ghouls


Coach/Team Philosophy: A brutal, defense-first team that uses a relentless pass rush to force mistakes and feed off of their opponents' fear. They believe in strength through agony.


Key Player Archetype: Defensive linemen and linebackers with high Power Level (STR) and Endurance (CON).


D6 Stat Focus: Power Level and Endurance.


Home Arena: The "20th Ward Arena", a gritty, urban stadium known for its intimidating atmosphere.


Unique Team Rule: "The Kagune Rush". Once per game, you can grant your entire defensive line a +2D bonus to their Power Level rolls for one defensive drive.


2. Dragon Ball Z Fighters


Coach/Team Philosophy: An explosive, offense-first team that relies on a single star player to carry the offense and deliver game-changing moments. Their play style is all-out attack.


Key Player Archetype: Quarterbacks and wide receivers with maxed-out Aura/Presence (CHA) and Technique (TEC).


D6 Stat Focus: Technique and Aura/Presence.


Home Arena: The "Hyperbolic Time Stadium", a sprawling, otherworldly arena where the dimensions seem to bend.


Unique Team Rule: "The Fusion Dance". Twice per season, you can combine the Technique and Aura/Presence stats of two players on your roster for a single, game-winning play.


3. One Punch Man Punchers


Coach/Team Philosophy: An unusual team that is not built for sustained drives, but for short, decisive victories. They rely on their star player to end drives with a single, powerful play.


Key Player Archetype: A single star player with maxed-out Power Level (STR) and Technique (TEC).


D6 Stat Focus: Power Level and Technique.


Home Arena: The "City Z Disaster Zone", a desolate stadium that is rarely filled but often hosts shocking, one-sided games.


Unique Team Rule: "Single Blow". Once per season, you can automatically get a critical success on one player's offensive play, regardless of the Wild Die roll.


4. My Hero Academia Heroes


Coach/Team Philosophy: A versatile team that uses a wide variety of players with unique abilities, believing that a balanced approach is the key to victory.


Key Player Archetype: A roster full of players with balanced stats, but with a focus on their individual skills and unique D6 special abilities.


D6 Stat Focus: A balanced distribution of all six core stats.


Home Arena: The "U.A. Sports Festival Field", a massive, high-tech stadium where team unity is valued above all else.


Unique Team Rule: "Plus Ultra!". Once per game, you can grant every player on the field a +1D bonus to their rolls for a single drive.


AFC North: The Dark Dimensions


5. Death Note Defenders


Coach/Team Philosophy: A team of cunning, tactical masterminds who win through psychological warfare and a suffocating defense. They believe in the power of the mind over the body.


Key Player Archetype: Defensive backs and safeties with high Focus (PER) and Technique (TEC).


D6 Stat Focus: Focus and Technique.


Home Arena: The "Shinigami Realm Stadium", a shadowy, eerie arena where the lights are always dim and the crowd is silent.


Unique Team Rule: "The Shinigami Eye". Once per game, you can peek at your opponent's D6 rolls for a single defensive drive, allowing you to plan your counters.


6. Bleach Soul Reapers


Coach/Team Philosophy: A fast, precise team with supernatural offensive capabilities that use quick, surgical strikes to score. They are masters of speed and spirit energy.


Key Player Archetype: Wide receivers and cornerbacks with maxed-out Speed/Agility (DEX) and Technique (TEC).


D6 Stat Focus: Speed/Agility and Technique.


Home Arena: The "Seireitei Stadium", a colossal, white-stone fortress where the air crackles with spiritual energy.


Unique Team Rule: "Bankai Activation". Once per game, you can grant your best player a massive stat boost for a single drive, though it leaves them fatigued (at a -1D penalty) afterward.


7. Attack on Titans


Coach/Team Philosophy: A team of relentless, gigantic power and defense that seeks to smash through the opponent's line. They are an unstoppable force of raw, physical might.


Key Player Archetype: Linemen and linebackers with massive Power Level (STR) and Endurance (CON).


D6 Stat Focus: Power Level and Endurance.


Home Arena: The "Walled City Stadium", a massive arena surrounded by three towering walls, where all offensive players suffer a -1D penalty to their Speed/Agility rolls when playing there.


Unique Team Rule: "Titan Transformation". Once per half, you can grant a player a +3D bonus to their Power Level for a single defensive play, but they become Stunned for the next play.


8. Demon Slayer Destroyers


Coach/Team Philosophy: A team with a focused, brutal, and swift offense that believes in a quick, decisive victory. They are masters of the "Breathing Forms."


Key Player Archetype: Running backs and defensive ends with high Speed/Agility (DEX) and Technique (TEC).


D6 Stat Focus: Speed/Agility and Technique.


Home Arena: The "Infinity Fortress", a twisting, impossible-to-navigate stadium where the terrain itself is a defensive weapon.


Unique Team Rule: "Breathing Forms". Once per game, you can grant a player a +2D bonus to a specific stat (Power Level or Speed/Agility) for one play.


AFC South: The Mystic Mavericks


9. Cowboy Bebop Crushers


Coach/Team Philosophy: A team of space bounty hunters with a rough, improvisational style that often wins through luck and chaos.


Key Player Archetype: Players with high Aura/Presence (CHA) but average stats.


D6 Stat Focus: Aura/Presence and Speed/Agility.


Home Arena: The "Big Shot Arena", a neon-lit, gritty spaceport stadium where anything can happen.


Unique Team Rule: "Jazz Session". Their offensive plays get a random D6 bonus (1-6) each play for a full drive, reflecting their unpredictable style.


10. Fullmetal Alchemist Flyers


Coach/Team Philosophy: A tactical, well-drilled team that wins through science and precision. They believe that with perfect planning, victory is guaranteed.


Key Player Archetype: Quarterbacks and wide receivers with a high Technique (TEC) and Focus (PER).


D6 Stat Focus: Technique and Focus.


Home Arena: The "Alchemist's Circle", a perfectly symmetrical stadium where the field is a canvas for tactical genius.


Unique Team Rule: "Transmutation Circle". Once per game, you can use a high Focus (PER) roll to cancel out one of your opponent's D6 bonuses for a single play.


11. Fairy Tail Fireballs


Coach/Team Philosophy: A team of magical outcasts who start slow but build momentum, believing that the power of friendship can overcome any obstacle.


Key Player Archetype: Players with high Aura/Presence (CHA) and Endurance (CON).


D6 Stat Focus: Aura/Presence and Endurance.


Home Arena: The "Grand Magic Games Arena", a massive, open-air coliseum where the crowd's energy fuels the players.


Unique Team Rule: "Power of Friendship". If a player goes down with a critical injury, another player on the team can get a +2D bonus to all of their stats for the rest of the game.


12. Yu Yu Hakusho Hurricanes


Coach/Team Philosophy: A team of spirit detectives with balanced, otherworldly skills. They are a well-rounded team that excels at both offense and defense.


Key Player Archetype: Players with solid, all-around D6 stats and no obvious weaknesses.


D6 Stat Focus: A balanced distribution of all six core stats.


Home Arena: The "Spirit World Stadium", a mystical, ethereal arena where the rules of physics are often bent.


Unique Team Rule: "Spirit Gun". Once per game, you can grant your star quarterback a massive bonus to a single pass's range and power, making a long touchdown more likely.


AFC West: The Cybernetic Legions


13. Inuyasha Invaders


Coach/Team Philosophy: A team of feudal warriors with powerful, half-demon abilities. They win through a grinding, physical play style.


Key Player Archetype: Running backs and defensive ends with high Power Level (STR) and Endurance (CON).


D6 Stat Focus: Power Level and Endurance.


Home Arena: The "Sengoku Field", a dusty, ancient field surrounded by cherry blossom trees where the air hums with old magic.


Unique Team Rule: "Tessaiga". Once per game, you can give one player a +3D bonus to their Power Level for a single drive, allowing them to slash through the defense.


14. Neon Genesis Navigators


Coach/Team Philosophy: A team of pilots with highly advanced, but temperamental, technology. They are a high-risk, high-reward team.


Key Player Archetype: Quarterbacks and wide receivers with high Technique (TEC) and Speed/Agility (DEX).


D6 Stat Focus: Technique and Speed/Agility.


Home Arena: The "GeoFront Arena", a massive, underground stadium that is a marvel of technology.


Unique Team Rule: "Evangelion Sync". A specific quarterback-receiver combo can get a massive +4D bonus to a single play's stats.


15. Tokyo Ghoul Goalkeepers


Coach/Team Philosophy: A team focused entirely on defense and stopping the enemy. They win by shutting down their opponent's offense and forcing turnovers.


Key Player Archetype: Defensive linemen and linebackers with maxed-out Endurance (CON) and Power Level (STR).


D6 Stat Focus: Endurance and Power Level.


Home Arena: The "Root A Stadium", a brutal, concrete arena with no fans, only the sound of bone-crunching hits.


Unique Team Rule: "Kagune Wall". Once per game, you can grant your entire defense a +2D bonus to all rolls for a single play.


16. Code Geass Chargers


Coach/Team Philosophy: A team of brilliant tacticians with a charismatic leader. They win through outsmarting their opponent with tricky plays and unexpected formations.


Key Player Archetype: Quarterbacks and head coaches with high Focus (PER) and Aura/Presence (CHA).


D6 Stat Focus: Focus and Aura/Presence.


Home Arena: The "Pendragon Colosseum", a massive, technologically advanced stadium where strategy is broadcasted on a giant screen for all to see.


Unique Team Rule: "Geass Command". Once per game, you can force your opponent to reroll a single D6 die on their own player, potentially causing a fumble or an incomplete pass.


NFC (Nocturnis Football Conference)

NFC East: The Apocalyptic Champions


17. Steins;Gate Scorers


Coach/Team Philosophy: A team of genius scientists who manipulate time and space. They specialize in perfectly executed passing routes and strategic scoring.


Key Player Archetype: Quarterbacks and wide receivers with a high Technique (TEC) and Focus (PER).


D6 Stat Focus: Technique and Focus.


Home Arena: The "Future Gadget Lab Stadium", a high-tech, chaotic stadium where all plays are recorded and analyzed.


Unique Team Rule: "Time Leap". Once per game, you can force a re-do of a single player's dice roll.


18. Mob Psycho Marvels


Coach/Team Philosophy: A team of psychics with dormant, but explosive, abilities. They can suddenly explode with high Power Level and Aura/Presence during a "Wild Die" roll.


Key Player Archetype: Players with average stats but high potential for a "Wild Die" roll.


D6 Stat Focus: Aura/Presence and Power Level.


Home Arena: The "Salt Middle School Field", a simple, unassuming field where massive plays can happen at any moment.


Unique Team Rule: When a player gets a "Critical Success" on their Wild Die, they automatically get a bonus +2D to all of their stats for the rest of that drive.


19. JoJo's Bizarre Tacklers


Coach/Team Philosophy: A flamboyant, high-energy team of fighters with unique "Stand" abilities. Their players are known for flashy, impossible-looking plays.


Key Player Archetype: Players with high Aura/Presence (CHA) but average stats, who win through sheer bravado.


D6 Stat Focus: Aura/Presence and Endurance.


Home Arena: The "Stardust Coliseum", a grand, old-school arena with dramatic lighting and a rock music soundtrack.


Unique Team Rule: "Stand Power". Each player has a unique, random D6 bonus that you can activate once per game.


20. Re:Zero Rampage


Coach/Team Philosophy: A team of players that can "die" and reset, learning from their mistakes. They come back stronger after a loss.


Key Player Archetype: Players with high Endurance (CON) and a relentless will to win.


D6 Stat Focus: Endurance and Focus.


Home Arena: The "Lugnica Castle Field", a majestic stadium where the field is surrounded by an eternal winter.


Unique Team Rule: "Return by Death". You can choose to reset a single player's negative D6 roll once per game.


NFC North: The Grand Adventures


21. Hunter x Hunter Hurlers


Coach/Team Philosophy: A team of elite hunters with unique, specialized skills. They win by using a specific player's one exceptionally high stat to win the game.


Key Player Archetype: Players who are masters of a single stat (e.g., a kicker with maxed-out Technique).


D6 Stat Focus: A single, maxed-out stat for each key player.


Home Arena: The "Hunter Association Stadium", a massive, sprawling stadium with multiple zones and environments where a player can use their specialized skills.


Unique Team Rule: "Nen Affinity". You can choose a different stat to be a player's primary attribute for one game.


22. One Piece Buccaneers


Coach/Team Philosophy: A chaotic, free-spirited team of pirates who are always looking for a good time. Their play style is unpredictable and full of surprises.


Key Player Archetype: Players with high Aura/Presence (CHA) and a willingness to take risks.


D6 Stat Focus: Aura/Presence and Speed/Agility.


Home Arena: The "Thousand Sunny Field", a field that is literally a giant, moving ship.


Unique Team Rule: "Devil Fruit". One player can get a completely random, game-changing bonus for a single drive, though it comes with a possible "critical failure" penalty.


23. Sword Art Strikers


Coach/Team Philosophy: A team of video game avatars with high-speed, digital precision. They are a fast-paced, offensive team.


Key Player Archetype: Players with high Speed/Agility (DEX) and Technique (TEC).


D6 Stat Focus: Speed/Agility and Technique.


Home Arena: The "Aincrad Stadium", a colossal, floating fortress where the entire field is a computer simulation.


Unique Team Rule: "Dual Blades". You can choose two players on your roster to get a +1D bonus to their stats for a single drive.


24. Dr. Stone Smashers


Coach/Team Philosophy: A team of scientists who use their intelligence to win. They believe that with enough planning, any problem can be solved.


Key Player Archetype: Players with high Focus (PER) and Technique (TEC).


D6 Stat Focus: Focus and Technique.


Home Arena: The "Kingdom of Science Stadium", a brilliant stadium built from the raw materials of the earth.


Unique Team Rule: "The Kingdom of Science". You can use a high Focus (PER) roll to cancel out one of your opponent's D6 bonuses for a single play.


NFC South: The Supernatural Warriors


25. Black Clover Blazers


Coach/Team Philosophy: A team of magical knights who win through sheer, raw power. They believe that with enough magic, they can overcome any obstacle.


Key Player Archetype: Players with a massive Power Level (STR) and Aura/Presence (CHA).


D6 Stat Focus: Power Level and Aura/Presence.


Home Arena: The "Magic Knights Headquarters", a grand, old castle where the air crackles with magic.


Unique Team Rule: "Grimoire Activation". You can open a player's grimoire for one play, giving them a massive, randomized stat boost.


26. Haikyuu Hammers


Coach/Team Philosophy: A team of players who use teamwork and strategy to win. They are a high-flying, coordinated team.


Key Player Archetype: A team with balanced stats, but with a focus on Speed/Agility and Technique.


D6 Stat Focus: Speed/Agility and Technique.


Home Arena: The "Karasauno High School Gym", a small, unassuming field where teamwork is key.


Unique Team Rule: "Synchronized Attack". If your quarterback and receiver get a "Critical Success" on the same play, the point value is tripled.


27. Assassination Classroom Archers


Coach/Team Philosophy: A team of elite assassins who use stealth and cunning to win. They believe that with enough planning, they can beat anyone.


Key Player Archetype: Players with high Focus (PER) and Technique (TEC).


D6 Stat Focus: Focus and Technique.


Home Arena: The "End Class Stadium", an old, dilapidated stadium where the players must use the environment to their advantage.


Unique Team Rule: "Targeted Strike". You can target a single opposing player for a -2D penalty to their stats for one play.


28. Death Parade Dragons


Coach/Team Philosophy: A team of cold, calculating judges of the afterlife. They win through perfect execution and a cold, strategic mindset.


Key Player Archetype: Players with high Focus (PER) and Technique (TEC).


D6 Stat Focus: Focus and Technique.


Home Arena: The "Quindecim Stadium", an elegant, black-and-white stadium where the rules of the game are strictly enforced.


Unique Team Rule: "Judgement". You can use a high Focus (PER) roll to force an opponent to have a "Critical Failure" on one of their D6 rolls.


NFC West: The Legendary Legends


29. Fairy Tail Flash


Coach/Team Philosophy: A team that uses lightning-fast attacks to win. They are a fast-paced, offensive team.


Key Player Archetype: Players with high Speed/Agility (DEX) and Power Level (STR).


D6 Stat Focus: Speed/Agility and Power Level.


Home Arena: The "Tenrou Island Field", a tropical, beautiful field that is a perfect environment for a fast-paced team.


Unique Team Rule: "Lightning Dragon Roar". One offensive player gets a massive speed and power boost for a single drive.


30. Yu Yu Hakusho Yardsmen


Coach/Team Philosophy: A team that wins through consistent, powerful play. They are a grinding, physical team.


Key Player Archetype: Players with high Power Level (STR) and Endurance (CON).


D6 Stat Focus: Power Level and Endurance.


Home Arena: The "Human World Stadium", a normal stadium where the rules of the game are the only thing that matters.


Unique Team Rule: "Spirit Wave". A defensive player can make an overwhelming, all-or-nothing tackle to stop a key play.


31. Dragon Ball Blasters


Coach/Team Philosophy: A team with overwhelming offensive power. They win through long, high-scoring plays and pure, unadulterated strength.


Key Player Archetype: Players with maxed-out Power Level (STR) and Aura/Presence (CHA).


D6 Stat Focus: Power Level and Aura/Presence.


Home Arena: The "Other World Tournament Arena", a massive, open arena where the best of the best compete.


Unique Team Rule: "Spirit Bomb". A team-wide power-up where all players get a +1D bonus to their stats for a single, final play.


32. One Piece Brawlers


Coach/Team Philosophy: A team of powerful fighters with a focus on physical combat. They win through brute force and physical domination.


Key Player Archetype: Players with a high Power Level (STR) and Endurance (CON).


D6 Stat Focus: Power Level and Endurance.


Home Arena: The "Marineford Stadium", a war-torn, chaotic stadium where the players must fight for every inch.


Unique Team Rule: "Haki". This can be activated once per game to allow a player to overcome a defensive bonus on a single play.


Chapter 4: Game Day Mechanics



A true coach knows that victory is decided not just on the field, but also in the moments leading up to the battle.


The Power Card Deck

Before each game, both coaches draw 3 cards from a collective Power Card Deck.


Special Play Cards: Used on a single play to enhance a player's performance.


Dirty Tricks: Used to inflict a short-term debuff on an opponent.


Random Events: Unpredictable cards that affect the game environment or a player's stats for a drive or a game.


Magical Memorabilia: Items and artifacts that provide a permanent stat bonus to a player for the game.


The Random Encounters Table

Before each game, you and your opponent will roll 1D20 to determine a random encounter. The user has a separate table for a D6 roll and a card draw.


D20 Roll Encounter

1 Ball Clone

2 Enjoy Your Trip?

3 Chaos Harpies

4 The Heckler

5 Pot Hole

6 Public Inconvenience

7 Sprinkler Malfunction

8 Walk It Off

9 Dirty Block

10 Heavy Bias

11 Look, A Distraction!

12 Rune of Unwilling Flight

13 Slippery Shoes

14 Spot the Sneak

15 The Main 'Skull'-Prit

16 Tripping Hazard

17 Assassination Attempt

18 Ego Trip

19 Keep it Moving

20 Magic Sponge




Chapter 5: The Cards (The Complete Collection)



Special Play Cards

The Teleport Pass: Make a Technique (TEC) roll. Success auto-completes a pass; failure is a fumble.


The Shadow Clone Run: Make a Speed/Agility (DEX) roll. Success grants a +2D bonus to a run.


The Full Counter: Make a Power Level (STR) roll. Success grants a critical success on your next D6 roll; failure is a -1D penalty.


The Heroic Rally: Make an Aura/Presence (CHA) roll. Success grants a +1D bonus to all rolls for that drive.


Dirty Tricks

The Fan Heist: A coach can play this after an opponent's successful play. The coach makes an Aura/Presence (CHA) roll for their quarterback. A critical success means the fans steal the ball and your team gets it back.


The Fan Riot: Played by the winning coach on the losing coach after a match. The losing team must roll 1D6 x 1,000 Cr for damages.


Enjoy Your Trip?: Choose one opposing player marked by one of your players. That player is immediately Stunned.


Walk It Off: If a Foul causes a player to become Stunned, they gain the "Bone Head" trait for the rest of the drive (-2D to all rolls).


Dirty Block: A player becomes Stunned, and the opponent they are marking is immediately Placed Prone.


Heavy Bias: A fouling player gets a +1D bonus to their Power Level (STR) for the foul and cannot be ejected.


Look, A Distraction!: A stalling opponent must roll a D6 to activate a player for a full drive.


Rune of Unwilling Flight: Choose one opposing player with a Power Level (STR) of 4D or less. They are magically thrown.


Slippery Shoes: All players suffer a -2D penalty to their Speed/Agility (DEX) rolls when attempting to move an extra square.


Spot the Sneak: Roll a D6. On a 5-6, you can bring one player from your reserves box and place them on the field for one drive. They are ejected afterward.


The Main 'Skull'-Prit: A player gains a +1D bonus to all Cheating rolls for the entire game, but cannot use a Bribe to avoid ejection.


Tripping Hazard: Choose 1D3 opposing players. They are immediately Placed Prone.


Random Events

Ball Clone: A second magical ball appears. If a touchdown is scored with one of the balls, the scoring coach must roll a D6. On a roll of 1-3, the ball evaporates, and no touchdown is scored.


Chaos Harpies: Choose one opponent who is not in possession of the ball. That player loses their tackle bonus and cannot be activated during the opponent's next turn.


The Heckler: The stalling player must move 1D3+1 squares toward their own end zone.


Pot Hole: The active player must make a Speed/Agility (DEX) roll to move as if they are being marked.


Public Inconvenience: All players suffer a -1D penalty to their Speed/Agility (DEX) rolls.


Sprinkler Malfunction: For this drive, all players suffer a -1D penalty when attempting a Technique (TEC) roll for a pass, or a Speed/Agility (DEX) roll to catch or pick up the ball.


Assassination Attempt: The stalling player is attacked by an assassin. Roll a D6 to determine the outcome, which can range from nothing happening to a Knocked Down and injured result.


Ego Trip: Choose one opposing player. For the rest of the drive, that player must be activated first on their team's turn. If they are not, they cannot be activated.


Keep it Moving: When a player on your team Falls Over during your turn, a Turnover is not caused.


Magic Sponge: When a player on your team suffers a "DEAD" result, roll a D6. On a roll of 2+, the player immediately recovers for the rest of the game, but will still be considered "DEAD" at the end of the game.


Magical Memorabilia

Lemler Wood Armor: +1D to Endurance (CON) and +1 pip to Power Level (STR).


Padded, Leather, and Hide Armor: +1D to Endurance (CON) and +1 pip to Speed/Agility (DEX).


Mithril Armor: (+2D to a specific stat) for Elves and Dwarves.


Demonic Armor: (+2D to Power Level) for Demons.


Obsidian Armor: (+3D to Power Level) for Trolls.


Bob's Biffin' Helmet: A player gets a +2D bonus to their Power Level (STR) for their first Block action.


Enchanted Bucket: A knocked-out player immediately recovers and gains a +1D bonus to their Aura/Presence (CHA) for the rest of the game.


Gruk the Bear's Gauntlets: A player gains a +1D bonus to their Power Level (STR) for the first drive, but then suffers a -1D penalty for the rest of the game.


Helm of Many Eyes: A player gets a +1D bonus to their Speed/Agility (DEX) and Focus (PER) rolls for a drive, but must roll a D6 before they can be activated.


Oath Stone of the High Coach: You get a +1D bonus to any Cheating or Bribe roll for the entire game.


Skrot's Sticky Slop: A player gets a +2D bonus to all catching rolls, but cannot perform a pass or hand-off.


Spranley's Cup: A player cannot be targeted for a Foul, and all injury rolls against them cannot be modified.


Sweatband of Conquest: A random player on your team gains a +1D bonus to their Endurance (CON) for the entire game.


The Spirit Blade: Gives a +2D bonus to Technique (TEC) rolls for specific combat actions.


The Belt of Giant's Strength: Gives a +3D bonus to Power Level (STR) for a single play, and a +1D bonus for the rest of the game.


Chapter 6: The Anime Fantasy Football Philosophy



The most important rule in our league is that it's all about fun. This entire system was designed to be:


Accessible: All the rules are in a single, shareable document, so you can play without buying a single thing.


Future-Proof: We aren't reliant on limited print runs. The league is a living document, and you can add new teams, cards, and rules whenever you want.


Creative: This is an open system. We've laid the foundation, but the true spirit of the league comes from you, the coaches, and the legends you create.


So, in closing read through these rules, choose your favorite team, and get ready for a fantasy football season that is truly out of this world. May your Wild Die always roll high!

Me Captain Hedges Pictured below then in the 1990s I was 20 years old then in the Anime Fantasy Football League with the Knights of Hedges 


His Carrer stats of the 1990s


and his open d6 1990s football stats

Based on the statistical comparison of the top quarterbacks of the 1990s, I will synthesize a new D6 stat block for Sir Clinton Hedges II that solidifies his place as the most complete and dominant player of that era.


He was a quarterback who combined the best traits of his peers: the incredible longevity and touchdown prowess of Brett Favre, the unparalleled efficiency and accuracy of Steve Young, and the championship-winning leadership of Troy Aikman. The result is a player who was not only a statistical powerhouse but also a rare talent who could win consistently under pressure.


Earl of Hedges: Sir Clinton II (1990s Quarterback)

This profile reflects a quarterback who was a master of every aspect of the game, a true legend who combined intelligence with an unmatched ability to perform in the clutch.


Core Attributes:


Power Level (STR): 4D


Speed/Agility (DEX): 4D


Endurance (CON): 5D


Focus (PER): 6D


Technique (TEC): 5D


Aura/Presence (CHA): 6D


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Football Skills:


Passing (TEC): 7D. With the accuracy of Steve Young and the raw arm talent of Brett Favre, his passes were both precise and powerful.


Play Recognition (PER): 8D. His ability to read defenses was legendary, allowing him to exploit weaknesses with every play. This is a reflection of his elite passer rating and high completion percentage.


Command (CHA): 8D. A natural leader, he had the respect of his team and the charisma to inspire them to greatness, leading to multiple Super Bowl victories.


Scrambling (DEX): 5D. Though he was known for his pocket presence, he had the agility to escape the pass rush and extend plays when needed, much like a young John Elway.


Tackling (STR): 5D. His high Power Level and toughness made him more than capable of making a tackle on a turnover.


Durability (CON): 6D. Like Brett Favre, he was an iron man, rarely missing a snap and absorbing hits with ease.


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Special Abilities:


Noble Blood: As a scion of the Hedges family, he gains a +1D bonus to all rolls involving crowd reaction or when "Arguing the Call" with a referee.


Political Savvy: He gains a +1D bonus to Command (CHA) rolls during the final two minutes of a game, reflecting his masterful ability to handle pressure and lead his team to victory.


Phantom Hand: Sir Clinton's greatest asset was his ability to conceal his intentions. He gains a +1D bonus to any roll to hide a play-action pass or confuse a defensive read.


Tactical Acumen: He can add +1D to any skill roll once per drive by taking a moment to analyze the battlefield.

The Combined Career Stats of Sir Clinton Hedges II (1990-1999)

Here is a summary of his career over the decade;


Passing Yards: 33,508. He led the decade in passing, taking the best on and proving them wrong.


Passing Touchdowns: 235. He was a touchdown machine, during that time.


Completion Percentage: 66.3%. With the unparalleled accuracy, he was the most efficient passer of the era.


Passer Rating: 101.2. His rating was a testament to his precision and strategic decision-making, a number that stood alone at the top.


GIL MVP Awards: 3. He was the most decorated player of the decade, reflecting his consistent dominance.


Super Nocturnis Bowl Wins: 3. He was a clutch performer who led his team to multiple championships.

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Me Captain Hedges now in 2025 Trust me when I say My Anime Fantasy Foot Ball Knights of Hedges Quarter Back The Earl of Hedges Sir Clinton II, As  Captain of the Football Team Aka Captain Hedges Theme of my many lives of Earl C. Hedges jr.





A Legacy of Shadow and Silence: The Career of Sir Clinton Hedges II


The Blackout and a Silent Heir (1999-2009)


In 1999, the Hedges family was faced with a double tragedy that would forever change its course. The family patriarch, Sir George Clinton, passed away, and around the same time, his son, the older  Earl Clinton Hedges I, was diagnosed with a degenerative neurological condition. A decade later, in 2009, Sir Clinton II's father, Earl Clinton Hedges I, also passed away, leaving his son to inherit the vast, complex, and dangerous legacy.


Forced to retire from public affairs to manage both the Family Bossiness and his health, Sir Clinton II's public retreat was a strategic move, allowing him to take control of the family's business empire in relative seclusion. He was a brilliant mind trapped in a failing body, when he started having Heart attacks and strokes that landed him in a wheel chair for a while, and his high Knowledge and Focus D6 stats are a testament to his immense mental fortitude, though they are now a fragile, hard-won victory in his daily battle. This period of quiet, meticulous control of the family's legitimate businesses and covert ventures laid the groundwork for his future power.


A Past Contained: The Melissa Bibb Affair (2000s)


During this time, the young Earl briefly re-emerged into the urban landscape, leveraging a calculated venture with a madam known as "The Queen Bee." This affair was a test of his strategic mind—a way for him to prove his mettle and gather information without a direct public presence. The ruthlessness with which he cut ties and the impeccable use of cash to maintain his plausible deniability solidified his operational procedure. The subsequent raid on his city penthouse served as a stark reminder of his limitations, pushing him to retreat fully to the Hedges' ancestral stronghold in North Bank, where his direct influence would become absolute.

After Battling Back from his health issues he is now well enough again to play one more time on a last tour for the 2025 preseason games. 


Current Era: A Return to the Game (2025)


As of 2025, Sir Clinton Hedges II is 54 years old, and his Physical conditioning is a constant challenge. Yet, his will remains unbroken, and he has decided to make a limited return to the sport he loves. He will play only in preseason matches, using the remaining clarity of his mind and body to lead and mentor the next generation.


His focus is on training the new rookie class, a hand-picked group of talent for the Knights of Hedges:


Sir Arthur Hedges (Quarterback): A young, promising signal-caller, Quarter Back.


Lancelot Du Lake (Running End Receiver): A dynamic player known for his speed and hands.


Sir Gairas, Sir Grath, and Sir Gwaith (Offensive Linemen): A formidable trio of blockers tasked with protecting both the seasoned Earl and the young Sir Arthur.


Sir Clinton's return is a last-ditch effort to pass on his immense knowledge of the game to his young successors, a final, beautiful act of mentorship before his mind and body fades completely.



Beyond the football field, A Decade of Anarchy: 

A Retrospective on Slammiversary (2015-2025) and 

Earl Diamond and the Sunday Night Forge Storyline



For ten years, Slammiversary has stood as a cornerstone of the Nocturnis Wrestling League's Sunday Night Forge, a brutal and chaotic event that celebrates the promotion's very existence. As one of the "Big Four" PPV events—along with Hard To Kill, Rebellion, and Bound for Glory—Slammiversary is more than a show; it is an annual pilgrimage for fans and a proving ground for the promotion's most dedicated warriors.


The Founding and the July Shift


The inaugural Slammiversary took place on June 19, 2015, marking the official launch of the Sunday Night Forge. The event immediately established itself as a place for career-defining moments and was steeped in the promotion's rich, supernatural lore. For the next two years, it remained a June tradition, but a creative decision was made in 2017 to move the event to a July date. This strategic shift allowed the promotion to build more elaborate summer-long storylines, ensuring that the PPV was the climatic centerpiece of a heated season of feuds and rivalries.


The Ten-Year Anniversary: A Return to the Beginning


The 2025 Slammiversary was a monumental milestone, not just for the promotion, but for the entire multiversal wrestling scene. In a move that both honored its past and signaled its future, the Sunday Night Forge returned the event to its original date, holding it on June 19, 2025—ten years to the day after the very first show.


The anniversary event was a spectacle of history and prophecy. It saw legends return to the ring, old feuds ignite once more, and new champions rise to take their place among the pantheon of NWL greats. It was a celebration of every bone-crunching hit, every dramatic betrayal, and every unexpected triumph that has defined the past decade of the Sunday Night Forge. Slammiversary stands as a permanent tribute to the promotion's defiant spirit, its commitment to chaos, and the unforgettable characters that make the NWL a truly unique phenomenon.



Sir Clinton Hedges II's influence is felt in the Nocturnal Wrestling League (NWL). As his wrestling persona, Earl Diamond, he has spent the last decade from 2015 through 2025 as the head of the Sunday Night Forge, an elite training program. This program has produced a number of the league's top superstars, and his work here has been a quiet, successful way for him to nurture and control talent. This dual identity allowed him to remain in the public eye in a limited capacity, using his persona to forge a new generation of champions even as his health forced him away from the broader public.


Earl Diamond: Wrestling Stats

As the wrestling persona for Sir Clinton Hedges II, Earl Diamond is a master strategist and technical wizard in the ring.


Core Attributes:


Strength (STR): 3D


Dexterity (DEX): 3D


Constitution (CON): 4D


Knowledge (KNO): 6D


Perception (PER): 5D


Technical (TEC): 6D


Charisma (CHA): 5D


Tigermania: Signature Moves

These maneuvers reflect Earl Diamond's wrestling style as a technical powerhouse with a flair for high-impact offense.


Tiger Suplex: A technical takedown requiring a Strength (STR) + Grappling roll.


Double Underhook Maneuvers: Relies on a Technical (TEC) + Grappling roll, showcasing precision.


Space Flying Tiger Drop: A high-risk, high-reward move requiring a challenging Dexterity (DEX) + High-Flying roll.


The Diamond Cutter: A vicious neckbreaker requiring a Dexterity (DEX) + Brawling roll.


Diamond Dust: A high-flying variant of the Diamond Cutter requiring a Dexterity (DEX) + High-Flying roll.


Diving Hurricanrana: An acrobatic throw requiring a Dexterity (DEX) + High-Flying roll.


Superkick: A powerful, high-impact strike requiring a Dexterity (DEX) + Brawling roll.


Gutwrench Suplex: A technical, powerful suplex requiring a Strength (STR) + Grappling roll.


Backbreaker: A maneuver that places pressure on an opponent's back, requiring a Strength (STR) + Grappling roll.


Tiger Driver: A devastating powerbomb variation requiring a challenging Strength (STR) + Grappling roll.


Tiger Bomb: A powerful and explosive finishing move requiring a Strength (STR) + Grappling roll against a high Difficulty Level.


Earl Diamond: Championship Record

Nocturnis Wrestling League (NWL) / Sunday Night Forge:

Sunday Night Forge Champion: A testament to his dominance in the promotion he helped build.

See Above Photo


NWL World Tag Team Championship: Multiple-time champion with his partner, Pat Tanaka.



NWL Heavyweight Championship: A prestigious accomplishment, marking him as the top singles competitor.


NWL Southern Tag Team Championship: Also with his partner, Pat Tanaka, adding to their tag team legacy.




Other Promotions:


Central Wrestling Federation: Held tag team titles in this promotion, further establishing his dominance as a duo.


Continental Wrestling Association: Held tag team titles in this promotion, showcasing his reach beyond the NWL.


TASW (Texas All-Star Wrestling):


TASW Texas Tag Team Champion: A multiple-time champion in a fierce regional promotion.


TASW Six-Man Tag Team Champion: An additional accolade showcasing his versatility.


TWA (Texas Wrestling Alliance):


TWA Heavyweight Champion: A two-time champion under the persona of Venom.


OWL (Outlaw Wrestling League) (1990s): Tigermania Version!




OWL World Heavy Weight Championship: A major title from his prime, marking him as a top-tier singles competitor.




OWL Tag Team Championship: With his partner, Pat Tanaka, solidifying their status as a legendary tag team.



Extreme Death Match Hardcore Champion: A record ten-time champion, which earned him the fearsome moniker, "the King of Extreme."



See you all next time Yours for Now Captain Hedges





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