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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.