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Old 09-15-2019, 07:07 PM   #2
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
Here are my options:


Necromantic –


Werewolf, 8 movement, 3 str, 3 agility, 8 body – Regeneration, claw, frenzy, general and agility access, 120k. The star. One of the best positions in the game, and generally considered the best after wardancers and gutter runners. It’s speedy nature is awesome, it begins with the ability to block, and then if the foe was only pushed back (or you both have block) you’ll follow and block again, giving you two chances to take folks out. You can easily push someone off the field and into the angry crowds (called crowd surfing), and your claw means that everyone you injure will roll as if they had a very low 7 body. Regen stops half of the bad injuries from happening. They are amazing. I like them more than wars and grs. I adore them


Flesh Golems – 110k, 4 moves, 4 str, 2 agi, 9 body, Regen, thick skull, stand firm, access to general and str. If they would be pushed back, you can choose to remain where you are. Thick skull, normally, on your injury roll, you toss 2d6. Up through 7 is kod, and starting at 8 is where the bad happens. With thick skull, an 8 on the roll is a ko too.


Undead:


Zombie: 40 k, 4, 3, 2, 8 – Regen – General Access

Skeleton: 40k, 5, 3, 2, 7 – Regen, Thick Skull – General Access


These are your generic linemen. I prefer Zombies to Skeletons, as they are more durable. If you have a Necromancer on y our club and you slay a non-Undead (or big guy), then you’ll raise that person as a Zombie for your club is you have space on your roster.


Ghoul – 70k, 7, 3, 3, 7 – Dodge, general and agility skills access. Ghouls are, ostenably, your ball movers. With that low 7 body and no regeneration or anything else, they won’t be long for this world if you over-invest in them, but they do have a decent agility.


Wight – 90k, 6, 3, 3, 8 – Block, Regen, general and strength. These are fine blitzers, attackers, and okay as emergency ballers. They are solid ball carriers in cages as their block can help keep them up.


Mummy – 120k, 3, 5, 1, 9 – Mighty Blow, Regen, strength access only. Mummies are slower than Fleshies, swap a strength for agility, and swap thick skull and stand firm for Mighty Blow, which is a solid swap and that gives them bonuses for their injury rolls. However, they only have access to strength skills normally, so a Flesh Golem can, for example, get block when it first levels up with needing to roll doubles.


Vampire:


Vampire – 6, 4, 4, 8 – 110k, general agility, and strength skills, Regen, Hypnotic Gaze, and Bloodlust. The Gaze is fun. When you move, at the end of your action, you can target an opposing character, and, if successful, they lose their tackle zones, won’t help others, can’t grab the ball or try and intercept a pass, and more. Great! But…if they go to make a move, you roll a d6. Got a 2 or higher? Okay, take your move as normal! Did you fail? Sorry! You have to finish your move next to a Thrall and then do an injury roll on your Thrall, as you bite them for a little mid-match refreshment. If you don’t, they’ll leave the pitch to feed on a person in the crowds and won’t return until after someone scores or after the half for the next kick-off.



Thrall – 40k, 6, 3, 3, 7 – general skill access. Fodder for Vampires.


Khemri:


Thro-Ra – 6, 3, 2, 7 – 70k, Pass, Regen, Sure Hands, general and passing skills. Want a passer with a horrible agility? Here you are! They are probably better as arunner in a cage. Pass means when you fail a pass roll, you’ll get one free reroll. Sure Hands means you can re-roll an attempt to pick up the ball and you are immune to the Strip Ball ability.


Blitz-Ra – 6, 3, 2, 8 – 90k, Block, Regen, general. Str access. Not as good as Wights. That loss of an agility is a bigt hit. And you ren’t getting anything (speed, body, more skill access) to make up for it. This is solely a face-puncher blitzer.


Tomb Guardian – 4, 5, 1, 9, 100k, Decay, Regeneration, str access. Decay means that when an injury roll is rolled against you, they roll twice, and you get both results. However, a successful regen roll stops both.
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