Mutant Roster
Posted: Mon Nov 10, 2003 5:41 am
Deep in the sewers and hidden from view there are creatures sporting grotesque and foul mutations. Shunned by society, they band together and put their crippling misfortunes to work on the Blood Bowl pitch! Whilst not as skillful, naturally agile or strong as other teams, their mutations frequently give them the edge over more ‘ordinary’ players…
Mutant (Racial Characteristic): This player’s physiology is especially susceptible to mutation. Physical Traits are treated as if they are Physical Skills.
Slow Learner (Racial Characteristic): This Big Guy is a particularly slow learner (and that’s saying something!). Therefore, they do not have access to General or Strength skills, like other Big Guys. They may take them, however, on double Star Player Advancement roll as normal.
Notes on Design.
Physical Traits are pretty much the most underused skill table at the moment. I wanted a Mutant team which was forced to use them, and use a variety of them, to be successful. The standard Mutant is a human lineman with Physical access (and no General). The variety of traits in the Physical table means that they can develop into flair players (Extra Arms, Two Heads, VLL) or crunchers (Claw, RSC) – although without Block, this is more risky. Foul Mutants and Mutant Runners are the lineman with a single upgrade to give the starting team a bit of a boost. Foul Mutants are there primarily for fluff – of course Mutants are foul! However, they’re pretty useful ‘disruptive’ players with the addition of Prehensile Tail or Tentacles. Mutant Runners are the workhorses of the team – big hand is the equivalent of most teams starting with sure hands. Give them VLL and two heads and their pretty maneuverable. The strength comes from the Blockers: bigger, slower, tougher. They were made slower by losing a point of MA and AG, stronger and tougher with +1 ST, Spikes and Thick Skull. I decided to put spikes in their description to cap the teams AV at 9.
Mutant Ogre
This guy is a really stupid ogre with some less frequently seen mutations. He needed to be distinctive, but not over-powered – the two heads and extra arms add some great modeling possibilities (and perhaps and explanation for really stupid – the heads keep arguing with each other!), whilst making him quite different from the current big guys – more maneuverability and ball-handling ability. I dropped Mighty Blow and General/Strength access to preserve the theme of only Physical Abilities, which offsets the other advances.
All in all, I think the lack of standard skill access, and high price of TRRs, should reign in the destructiveness of Claw, RSC and so on, forcing a rather distinctive style of team development. It would be fairly risky to go for all out bashiness, since there’s no block or Strength skills. Therefore the coach goes for a slightly different ‘disruptive’ style of play, using skills like Prehensile Tail, Tentacles and Foul Appearance, complemented by some rough stuff from the players who have managed to pick up block.
Possible Player Development
Mutant
Claw, RSC, Foul Appearance (Doubles; Block, Guard)
Extra Arms, Two Heads, VLL (Doubles; Catch, Dodge)
Foul Mutant
Prehensile Tail, Horns (Doubles; Block, Pass Block)
Mutant Runner
Two Heads, VLL (Doubles; Pass, Block)
Mutant Blocker
Tentacles, Claw, RSC (Doubles; Block, Piling On)
Mutant Ogre
Claw, RSC (Doubles; Block, Pro)
Let me know what you think.
(Apologies for the length
)
gaijin
Code: Select all
0-12 Mutants 50k 6338 - Mutant; {Phys}
0-4 Foul Mutants 80k 6338 Foul Appearance; Mutant; {Phys}
0-2 Mutant Runners 80k 6338 Big Hand; Mutant; {Phys}
0-2 Mutant Blockers 100k 5429 Spikes, Thick Skull; Mutant; {Phys}
Re-rolls 70k, Apothecary: Yes
Big Guy:
Mutant Ogre 120k 5528 BIG GUY, TTM, Really Stupid, Mutant, {Phys}
Two Heads, Extra Arms, Thick Skull; Slow Learner;
Slow Learner (Racial Characteristic): This Big Guy is a particularly slow learner (and that’s saying something!). Therefore, they do not have access to General or Strength skills, like other Big Guys. They may take them, however, on double Star Player Advancement roll as normal.
Notes on Design.
Physical Traits are pretty much the most underused skill table at the moment. I wanted a Mutant team which was forced to use them, and use a variety of them, to be successful. The standard Mutant is a human lineman with Physical access (and no General). The variety of traits in the Physical table means that they can develop into flair players (Extra Arms, Two Heads, VLL) or crunchers (Claw, RSC) – although without Block, this is more risky. Foul Mutants and Mutant Runners are the lineman with a single upgrade to give the starting team a bit of a boost. Foul Mutants are there primarily for fluff – of course Mutants are foul! However, they’re pretty useful ‘disruptive’ players with the addition of Prehensile Tail or Tentacles. Mutant Runners are the workhorses of the team – big hand is the equivalent of most teams starting with sure hands. Give them VLL and two heads and their pretty maneuverable. The strength comes from the Blockers: bigger, slower, tougher. They were made slower by losing a point of MA and AG, stronger and tougher with +1 ST, Spikes and Thick Skull. I decided to put spikes in their description to cap the teams AV at 9.
Mutant Ogre
This guy is a really stupid ogre with some less frequently seen mutations. He needed to be distinctive, but not over-powered – the two heads and extra arms add some great modeling possibilities (and perhaps and explanation for really stupid – the heads keep arguing with each other!), whilst making him quite different from the current big guys – more maneuverability and ball-handling ability. I dropped Mighty Blow and General/Strength access to preserve the theme of only Physical Abilities, which offsets the other advances.
All in all, I think the lack of standard skill access, and high price of TRRs, should reign in the destructiveness of Claw, RSC and so on, forcing a rather distinctive style of team development. It would be fairly risky to go for all out bashiness, since there’s no block or Strength skills. Therefore the coach goes for a slightly different ‘disruptive’ style of play, using skills like Prehensile Tail, Tentacles and Foul Appearance, complemented by some rough stuff from the players who have managed to pick up block.
Possible Player Development
Mutant
Claw, RSC, Foul Appearance (Doubles; Block, Guard)
Extra Arms, Two Heads, VLL (Doubles; Catch, Dodge)
Foul Mutant
Prehensile Tail, Horns (Doubles; Block, Pass Block)
Mutant Runner
Two Heads, VLL (Doubles; Pass, Block)
Mutant Blocker
Tentacles, Claw, RSC (Doubles; Block, Piling On)
Mutant Ogre
Claw, RSC (Doubles; Block, Pro)
Let me know what you think.
(Apologies for the length

gaijin