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Lycanthropes by Milo Sharp
Allies: Vampire, Chaos Special Rules Weres can take
Regeneration on any doubles roll. Players with Powerful Blow can upgrade to
Mighty Blow INSTEAD of rolling the dice when they recieve a skill (i.e. no
chance for doubles or stat increases). Weres can also remove Feral Animal or
Slow Change on any doubles roll. A Were without Slow Change can transform
instantly between forms as a free action. Weres receive the benefit
of any General skills they take in any form. Strength skills taken by the
Werebear or Agility skills taken by the Werecheetah are only available in
their animal form. Any player a Were manages
to kill while in his Wereform can be inflicted with Lycanthropy. Once per
game, a Lycanthrope Coach can attempt to take a freshly deceased opposing
player into his team. Roll a d6. On a result of 1, the corpse managed to
resist the lycanthropic disease; on anything else, the Lycanthrope coach can
add a free player of whatever position managed to cause the death to his team
roster. This player starts with 0 SPPs and the basic stats of a new player of
his position, regardless of what skills he might have had prior to his
infection. Note that this ability can ONLY be used on players kill while in
direct combat with a Were -- players who are killed by the crowd, failed
go-for-its, or blundered dodges are immune, and only living humanoids can be
exploited this way (no were-halflings, were-mummies, or were-trolls). New Skills Powerful Blow: When knocking an opposing player
over, but BEFORE rolling any armor or injury dice, the Werewolf may choose to
add +1 to EITHER the armor or the injury roll. Feral Animal: Works as Wild Animal, except on a
result of 2 on 2d6, rather than 1 on 1d6. Slow Change: At the start of any player's
turn, you can place him prone on the field. This signifies that he is
metamorphosing into his were form. At the start of his next turn, the process
will be complete, and his stats will change to reflect those in parentheses
on the team list. He will also gain any skills also in parentheses. This does
not cause a turnover. While the player is prone, he is treated like any other
prone player, and must spend 3 points of movement to stand up. Players can
only change forms once per half, and revert to their human forms at the next
kick-off. Bear Hug: Instead of making a block, a
player with Bear Hug can choose to crush his opponent within his powerful
arms. Both coaches should roll a d6 and add their player's strength (counting
assists). If the attacking player rolls higher than his opponent, make an
armor and injury roll for the defending player as normal. This DOES NOT place
the defending player prone. Woof Woof: Skeletons destroyed by this
player may not regenerate. The player is placed in reserves box for the
remainder of the match. Star
Players
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