New Skill Suggestion - Lycanthropy (Extraordinary)
Posted: Wed Nov 05, 2008 3:58 pm
So, on a whim, I was looking through a box of old minis this past weekend and came across a werewolf mini that I've always loved. No biggie, but since I was actually looking for BB minis at the time, my head linked the two a bit. :)
I've never really understood why the Werewolf in BB is a member of the Necromantic team list. They're not raised from the dead, don't feast upon the dead, and well, have nothing to do with the dead other than maybe creating them. I also think that they're a tad weak for a gen-u-ine werewolf. However, I don't think that it is reasonable to remove the werewolves from the Necros as they're kind of the team blitzers.
So, I thought it might be fun to create a skill that would allow others to have werewolves, but in a much more limited way...
Lycanthropy (Extraordinary)
This player has been bitten at one time or another by a werewolf, likely as part of a Bloodbowl match against a Necromantic team, and is now a werewolf himself. Players with Lycanthropy start the game as a normal player of their type (limited to non-big guy player types). Once per game the player may attempt to change into a werewolf. Roll 1D6 - on a result of 1 the player cringes in pain and loses his activation but does not cause a turnover. On a result of 2-6 the player immediately takes on the stats of a werewolf (see Necromantic team list) and will remain so for the duration of the drive. At the end of the drive the player is immediately removed to the Casualty box as if he were using a Secret Weapon as the stress of changing has exhausted him.
Might be fun to also introduce a special rule for the werewolves in general indicating that if they cause a CAS and the player is killed, the owner rolls 1D6. On a result of 1-5 the death stands (unless saved by apothocary, of course). On a result of 6 the player Misses the next game and gains the skill Lycanthropy (increases player cost as if he had gained a skill on doubles).
There. Now that that's out of my system, folks can kick it around, rip it to shreds, etc. But now it won't just sit around in my brain bugging me. :)
I've never really understood why the Werewolf in BB is a member of the Necromantic team list. They're not raised from the dead, don't feast upon the dead, and well, have nothing to do with the dead other than maybe creating them. I also think that they're a tad weak for a gen-u-ine werewolf. However, I don't think that it is reasonable to remove the werewolves from the Necros as they're kind of the team blitzers.
So, I thought it might be fun to create a skill that would allow others to have werewolves, but in a much more limited way...
Lycanthropy (Extraordinary)
This player has been bitten at one time or another by a werewolf, likely as part of a Bloodbowl match against a Necromantic team, and is now a werewolf himself. Players with Lycanthropy start the game as a normal player of their type (limited to non-big guy player types). Once per game the player may attempt to change into a werewolf. Roll 1D6 - on a result of 1 the player cringes in pain and loses his activation but does not cause a turnover. On a result of 2-6 the player immediately takes on the stats of a werewolf (see Necromantic team list) and will remain so for the duration of the drive. At the end of the drive the player is immediately removed to the Casualty box as if he were using a Secret Weapon as the stress of changing has exhausted him.
Might be fun to also introduce a special rule for the werewolves in general indicating that if they cause a CAS and the player is killed, the owner rolls 1D6. On a result of 1-5 the death stands (unless saved by apothocary, of course). On a result of 6 the player Misses the next game and gains the skill Lycanthropy (increases player cost as if he had gained a skill on doubles).
There. Now that that's out of my system, folks can kick it around, rip it to shreds, etc. But now it won't just sit around in my brain bugging me. :)