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Mutant Team

Posted: Wed Mar 03, 2004 9:40 am
by Uber
I was toying with this concept for a mutant team. The physical traits are fun, but they're hard to get. Even when you roll a double, there are just too many options and the physicals often tend to be forgotten in favor of more useful skills which you can't normally access. Well not anymore! Now you've got a team full of guys that can normally ONLY get physical traits. So here's what I propose.

Code: Select all

0-12 Mutant Lineman 6 3 3 8 {Phys} 50K
0-2 Mutant Thrower 6 3 3 7 Strong Arm, Big Hand {Phys, Pass} 90K
0-2 Mutant Catcher 7 3 3 7 Extra Arm, Extra Head {Phys, Ag}   90K
0-4 Mutant Blitzer 7 3 3 8 Horns, Thick Skull {Phys, Str} 90K

rr's 60k 

Special Rule:
Mutants may always choose a physical trait when gaining a new skill. This is counter-balanced by their lack of access to general skills.

Apothecary:
At the end of a game, the apothecary may perform an "operation" on a player if he was not used during the game. Choose the player to operate on and roll a D6. On a roll of 6, the operation succeeds and the player may gain a physical trait. On a roll of 1, the player dies. Nothing happens on a roll of 2-5.
Let the mutation begin!

Posted: Wed Mar 03, 2004 1:32 pm
by Joemanji
Check out the MBBL2 Border Princes team...

Posted: Wed Mar 03, 2004 1:55 pm
by Flumox Fleebiter
I'd suggest that there be a fee assocaited with the apoth upgrade. Skills should never be free, even if it's only on a roll of 6. Maybe make it a cost of 10k for the apoth to be able to make the roll?

Posted: Wed Mar 03, 2004 6:43 pm
by Uber
The fee is a good idea, I'd even say 20K. It's a gamble, but it sounds fun to play.

Posted: Thu Mar 04, 2004 9:21 pm
by Stu
Check out this previous thread for some more thought on the subject of mutant teams.

Mutant teams