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House

Rule New Teams 2012


New Skills Narrow Focus: When a player with the Narrow Focus skill reaches 6SPP, do not roll for a normal upgrade. Instead you must select Frenzy, Dauntless or Pile-On as his first skill. Random Mutation: For each player with the Random Mutation skill, the first time the player makes an improvement roll, roll a D8 on the Random Mutation Table and apply the mutation rolled to the player. The mutation rolled is in addition to the normal skill you would earn. This mutation does not increase the players value. If a player with Random Mutation ever opts to take a mutation as his improvement, he must roll on the random mutation table instead of choosing which mutation he would like to take. Re-roll duplicate mutations. Horror Split Personality: If a player with this skill is killed (i.e. a result of 61-68 on the Casualty table) or sustains a Serious Injury (41-58 on the Casualty table) the owning player may opt to have the player divide in to two Blue Horrors. Remove the player with this skill from your roster and add two new Blue Horror players. These new players start at 0 SPP and are, for all intents and purposes, new players. They do not retain the skills of the lost player. They may be used from the next game onwards. If there is no room on the roster for additional Horrors, any excess Horrors are lost.

Growing In: Each time a player with this skill is allowed to make an improvement roll, first roll a D6. On a roll of 1 or 2, the player foregoes his normal improvement roll and takes the skill Horns. If a player with this skill ever has Horns, remove the skill Growing In from his roster entry.

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