From: baldwin@carina.unm.edu (Chris Baldwin)
Subject: Blood Bowl -- Vampires
Date: Sun, 15 Nov 92 15:52:21 GMT
Organization: Atheist for the Development of a Better God

	Here are the rules that were approved for our league for
vampires. Now that they have been released to the league, there
has been quite a stir from some people claiming they are too
powerful. Some suggested changes are to only give them Tough-
ness(L2) and to not allow self control as a star ability for
them, or if it was allowed make it so that it did not affect
thier animosity for other vampires. There was some concern that 
eventually enough of them would get self control to build a team 
with 4 or 5 vamps on it.

New Race: Vampires

Draft Cost: 5,000 GC base
Wages: 1,500GC

The vampires of the underworld have become a big Blood Bowl fans, 
since the beginnings of the game. The sight of all that blood, from so 
many different races, being splashed about gets them very excited. 
However, given the giant ego of a vampire and the very high salaries 
that they demand, the few attempts to put together a vampire team have 
failed. However, most vamps are willing to be hired as long as the 
team is willing to pay their exhorbitant price.

All non-undead races have dislike for Vampires, except Slann, elves 
and dwarves, who have Animosity. Vampires have dislike for all living 
creatures, and animosity for other Vampires. Vampires count as 2 
players on the field and have the following stats:

	MA: 4	SP:3	ST:5	AG:4	TS:0	CL:0	AV:8

All vampires have: Hypnotic Gaze (as the mutation), Mighty Blow(L1), 
and Toughness(L3). A vampire will have up to 4 other Star Player Abilities 
and is considered to be a blitzer for purposes of ability generation. 

However, the most feared power of the vampire is their ability to 
drain opposing players of thier life-force. If a vampire makes a 
successful attack (block or tackle) against an opponent, the following
turn, he may attempt to drain the opponent. When the vampire attacks 
in an attempt to drain, he also goes down, but does not need to make 
an armour check. A vampire cannot drain an opponent after making a 
heroic tackle (at least until he stands back up). A vampire may choose 
to attack an already downed player and may do so merely by moving to 
an adjacent space and going down. 

The turn after attacking to drain, any refs who can see the vampire 
must check to see whether they call a penalty on him (as he is 
attacking a downed player). They will continue to check every turn 
that the vampire is attacking the downed player.

Every turn after the tackle was made, at the time the player would 
normally roll over or stand up, the downed opponent makes a stregth 
check against the vampire. The vampire and his victim each roll 1d6 
and add their strengths. Any friendly players adjacent to the victim 
may choose to add their strength to the roll as their action for the 
turn. If the downed opponent wins, he rolls over or stands up normally 
and nothing else happens. On a tie, the victim does not get to roll 
over, but his stregth is not drained. If the vampire wins, he reduces 
one random stat of the victim by 1 and adds one to 1 stat of his 
choice. No stat may be reduced below 0 (choose another random stat) 
and the vampire may not raise any stat above the maximums listed 
below:

	MA:6	SP:5	ST:8	AG:5	TS:2	CL:2	AV:12

A victim will regain one lost point after ever TD. Also, the Vampire 
will loose one of the points gained after each TD. 

If playing in an outdoor stadium, a roll must be made on the sun 
table.  If it is sunny, he will not enter the pitch. If he has Sun 
Screen, he will enter the pitch, but all stats will be reduced by -2.


-- 
Chris Baldwin                | Anybody can fuck a pig; it takes a Marine 
baldwin@carina.unm.edu       | to fuck a pig to death.
                             |                          -Dan Hillman
"Is it just a coincidence that aliens always choose to abduct stupid people?" 
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