Mutant Team
Posted: Wed Mar 03, 2004 9:40 am
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.
Let the mutation begin!
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.