Lycanthropes

by Milo Sharp

Qty

Title

Cost

MA

ST

AG

AV

Skills

Updates

0-12

Werewolf

60,000

6 (7)

3 (3)

3 (3)

7 (7)

Slow Change, (Feral Animal), (Powerful Blow), (Woof Woof)

General, Agility*, Regenerate*

0-4

Werebear

90,000

6 (4)

3 (4)

3 (2)

7 (8)

Slow Change, (Feral Animal), (Bear Hug)

General, Strength*, Regenerate*

0-2

Werecheetah

90,000

6 (8)

3 (2)

3 (3)

7 (7)

Slow Change, (Feral Animal), (Sprint)

General, Agility*, Regenerate*

Re-Rolls: 60,000 gp

Allies: Vampire, Chaos
Wizard: As Normal

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.
If a Treeman is on the pitch, roll D6 before taking an action with this player. On a 1, the player moves towards the Treeman. If the player is adjacent to a Treeman, roll a D6. On a 1, the player may take no further action that turn.

Star Players

Name

Title

Cost

MA

ST

AG

AV

Skills

Wilhelm Chaney

Werewolf Lord

100,000

7

4

3

8

Woof Woof, Frenzy, Razor Sharp Claws

Gargos Darkfur

Weregrizzly

120,000

4

5

2

9

Bear Hug, Block, Piling On, Mighty Blow