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Skills Mutation

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Skills Mutation Empty Skills Mutation

Message  Joey 18.01.08 0:24

Big Hand (Mutation)
One of the player’s hands has grown monstrously large, yet remained
completely functional. The player ignores modifier(s) for enemy tackle
zones or Pouring Rain weather when he attempts to pick up the ball.

Claw / Claws (Mutation)
A player with this skill is blessed with a huge crab like claw or razor sharp
talons that make armour useless. When an opponent is Knocked Down
by this player during a block, any Armour roll of 8 or more after
modifications automatically breaks armour.

Disturbing Presence (Mutation)
This player's presence is very disturbing, whether it is caused by a
massive cloud of flies, sprays of soporific musk, an aura of random
chaos or intense cold, or a pheromone that causes fear and panic.
Regardless of the nature of this mutation, any player must subtract 1
from the D6 when they pass, intercept or catch for each opposing player
with Disturbing Presence that is within three squares of them, even if the
Disturbing Presence player is Prone or Stunned.

Extra Arms (Mutation)
A player with one or more extra arms may add 1 to any attempt to pick
up, catch or intercept.

Foul Appearance (Mutation)
The player’s appearance is so horrible that any opposing player that
wants to block the player (or use a special attack that takes the place of
a block) must first roll a D6 and score 2 or more. If the opposing player
rolls a 1 he is too revolted to make the block and it is wasted (though the
opposing team does not suffer a turnover).

Horns (Mutation)
A player with horns may use them to butt an opponent. This adds 1 to
the player’s Strength when he makes a block. However, the player may
only use this ability as part of a Blitz, and only if he has moved at least
one square before he makes the block (standing up at the start of your
Action does not count!). If the player has the Frenzy skill, then the Horns
bonus applies on the second block if it applied on the first.

Prehensile Tail (Mutation)
The player has a long, thick tail which he can use to trip up opposing
players. To represent this, opposing players must subtract 1 from the D6
roll if they attempt to dodge out of any of the player’s tackle zones.

Tentacles (Mutation)
The player may attempt to use this skill when an opposing player
attempts to dodge or leap out of any of his tackle zones. Each coach
rolls a D6 and adds their player’s ST value to the score. The opposing
player adds 1 to his result. If the result for the tentacled player is higher
than the final result of the moving player, then the moving player is held
firm, and his action ends immediately. If a player attempts to leave the
tackle zone of several players that have the Tentacles ability, then only
one of the opposing players may attempt to grab him with the tentacles.

Two Heads (Mutation)
Having two heads enables this player to watch where he is going and the
opponent trying to make sure he does not get there at the same time.
Add 1 to all Dodge rolls the player makes.

Very Long Legs (Mutation)
The player is allowed to add 1 to the D6 roll whenever he attempts to
intercept or uses the Leap skill. In addition, the Safe Throw skill may not
be used to affect any Interception rolls made by this player.
Joey
Joey
Admin
Admin

Messages : 247
Date d'inscription : 13/09/2007

http://wifq.myrealboard.com

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