Skills
Mutations
Big Hand
Ignores tackle zone modifiers as well as the Weather Storm, when attempting to Pick up the ball.
Claws
When making an Armor roll against during a Block, any armor roll of 8+ (before modifier) automatically breaks the armor regardless of its level.
Disturbing Presence
-1 to Passes, Team-mate Throws, Bomb Throws, attempts to Catch or Interfere with a Pass for opponents within 3 squares of that player, even if he is "Knocked Down", "Stunned" or has lost his tackle zones.
Extra Arms
+1 for Catching, Interfering with a Pass or Picking up the ball.
Foul Appearance
When a Block is declared on this player (even during a Blitz) or to make a Special Attack (even if the player has lost his tackle zone), the opposing coach must pass a roll of 1D6>1.
Horns
+1 in ST on all blocks during a Blitz (before any other modifiers).
Iron Hard Skin
Opposing players cannot modify any armour rolls made against this player. In addition, the Claws skill cannot be used when making an Armour roll against this player.
Monstrous Mouth
The player may re-roll a failed attempt to catch the ball. The Strip Ball skill cannot be used against this player.
Prehensile Tail
-1 to the agility rolls of opponents who attempt to Dodge, Straddle, or Jump away from the square that the "Marker" player is marking. If more than one player with a Prehensile Tail marks the opposing player, only one of them can use the skill.
Tentacles
Allows the player to hold in place an opponent that the "Marker" player voluntarily moves out of his tackle zone. Roll (1D6+ST)-opponent's ST : if 6+ or natural 6, the player stays in place; if 5 or less, or natural 1, nothing happens. Can be used several times per turn (team or opponent). If several players with Tentacles mark the opponent, only one of them can use the skill.
Two Heads
+1 to AG rolls for dodging.
Very Long Legs
Reduces by 1 (min -1) negative modifiers to agility rolls for Straddle or Jump (if he has the skill). +2 to Interfere with a Pass. Ignores Cloud Drill.