Well, it occured to me the other week that I could mess around with the rules a bit and try to come up with something a little similar, however warped. I know people have often complained that several skills never get picked (particularly among the Physical Abilities), so I gave the matter some thought and came up with the "Mongrelmen."
Please note that there is nothing official about this; furthermore, these rules haven't even been playtested. Anyone who wishes to do so is encouraged to, and I'd be more than interested in hearing the results. A number of "potential/possible" benefits and penalties for the race were toyed with, and I have decided to include all of them. Whether this makes for a playable race or not - I don't know. That's what you people (who I know love new races, Star Players, etc., etc., etc.) are going to tell me!
Any section marked with an asterisk (*) indicates an optional rule that needs serious playtesting to see how it affects the race as a whole. I'm not sure the whole thing is completely balanced, but I'd caution against throwing out all the penalties to test the race.
Anyway, without further ado - here they are...
All, that is, except for the strange race now known as the Mongrelmen. By some strange twist of fate, these humans were not completely corrupted by the Invasion of Chaos.
However, a mark was left upon the people who survived "intact." Strange mutations began to develop with alarming frequency. Children were often born with strange abnormalities - dog-faced, lobster- clawed, even rat-tailed.
The people survived, however, and have since devoted their lives to battling Chaos and all its forces (they've also developed a lot of even stranger mutations!).
QTY | 0-16 |
---|---|
Title | Mongrelman |
Cost | 70,000 |
MA | 6 |
ST | 3 |
AG | 3 |
AV | 8 |
Skills | Special |
Rerolls | 60,000 GP |
Mongrelmen often develop strange mutations, as has been noted. However, due to their (ironically) chaotic metabolism, such mutations are exceedingly random.
To represent these two facts, any Mongrelman who rolls doubles for a skill is allowed to roll on the Mutations Table below.
1 | Big Hand |
---|---|
2 | Claw |
3 | Extra Arms |
4 | Foul Appearance |
5 | Horns |
6 | Hypnotic Gaze |
7 | Prehensile Tail |
8 | Razor Sharp Fangs |
9 | Regeneration |
10 | Spikes |
11 | Stunty |
12 | Tentacles |
13 | Thick Skull |
14 | Two Heads |
15 | Very Long Legs |
16 | Choose |
1-3 | May choose a Skill from any category |
---|---|
4-6 | Must roll a Mutation |
Mongrelmen may hire a Warper at any time during team creation or the season, and he costs 150,000 gold crowns. A Mongrelman team with a Warper on it is allowed to choose 1 extra Magic Item card per game to reflect the Warper's control of the Taint of Chaos.
Choose the team's Special Play cards normally, and then set aside the Warper's Magic Item card (note, then, that Mongrel teams with a Warper are allowed to circumvent the usual limit of 1 Magic Item card per game). If the Warper is injured in any way or otherwise made unavailable for the game (a "Better Offer" card, for example), the Magic Item card is returned to the deck if it has not been used already (thus, it is very important to set aside the Warper's card - preferably, under the Warper's model).
Last Updates | |
---|---|
21 June 1996 | reorganized |
22 April 1996 | reformatted |
22 May 1995 | first published |
Original text by Chet Zeshonski (v073pzuy@ubvms.cc.buffalo.edu) | |
Converted to HTML format by FastJack (fastjack@mi.net) | |
Comments or corrections? |