Opinion needed
Posted: Sun Mar 21, 2010 6:30 am
I am working up our West Coast Quake '11 Kickoff Table
Please throw me some input (don't hold any punches)
Here is my entry for the 2011 Kick Off Table
d8
1) Tectonic Shift
An earthquake fault runs under the pitch. the 2 plates collide causing the very ground to shift. Move every player on the pitch 1 square to the left. (If the shift crowd surfs a player, roll the results as normal)
2) Pep Rally
A massive pep rally happened before the match. The Cheerleaders take advantage of the unity and brings the fans to a thunderous fever. Roll d6 add the number of Cheerleaders and the Fame, Highest roll get a Re-Roll. If there is a tie both teams get a Re-Roll.
3) New Teknilogy
A player on the Kicking team got himself a shinny new magic talkabox. He is so Distracted talking to his buddy that he did not noticed play has started. Pick a random player on the Kicking team. That player gains Really Stupid for the drive. Treat the player as suffering from Really Stupid at the start of the drive. Roll as normal each turn.
4) Weather Change
The Weather on the west can change at a moments notice. Roll a d6 (Consult the chart below).
5) Aid Arrives
After every earthquake Aid for the surrounding areas pours in to help the victims of the quake. Money is impossible to track and each coach gets hold of a little extra coin. Each team is awarded a bribe for the game.
6) Neutral Zone infraction
Members from both teams on the Line of Scrimmage are eager to get the action started. A random player from the kicking team jumps a little early smashing an offensive player. Randomly pick one player from the kicking team who is on the LOS and in an opposing players tackle zone. He must throw a block against said opponent (if there is more than one opponent in his tackle he may choose which to block)
7) Media Circus
The media storms the sidelines throwing questions at the coach and taking glamor shots of the players. Roll a d6 add the number of Coaches and the Fame, Highest roll get a Re-Roll. If there is a tie both teams get a Re-Roll.
Earthquake
The Big One is happening. The ground shakes with forces strong enough to take the entire stadium down. The Refs stop the clock but in the confusion the clocks gets damaged. Move the turn track back one spot. If either team was on turn eight before the reset, both teams gain a re-roll.
Please throw me some input (don't hold any punches)
Here is my entry for the 2011 Kick Off Table
d8
1) Tectonic Shift
An earthquake fault runs under the pitch. the 2 plates collide causing the very ground to shift. Move every player on the pitch 1 square to the left. (If the shift crowd surfs a player, roll the results as normal)
2) Pep Rally
A massive pep rally happened before the match. The Cheerleaders take advantage of the unity and brings the fans to a thunderous fever. Roll d6 add the number of Cheerleaders and the Fame, Highest roll get a Re-Roll. If there is a tie both teams get a Re-Roll.
3) New Teknilogy
A player on the Kicking team got himself a shinny new magic talkabox. He is so Distracted talking to his buddy that he did not noticed play has started. Pick a random player on the Kicking team. That player gains Really Stupid for the drive. Treat the player as suffering from Really Stupid at the start of the drive. Roll as normal each turn.
4) Weather Change
The Weather on the west can change at a moments notice. Roll a d6 (Consult the chart below).
- 1> Santa Anna Winds Gusting winds up to 80 miles per hour bring trees crashing down. The Strong wind makes it almost impossible to throw a pass. All passes suffer a -1 modifier (including HMP)
2> Aftershocks After a big Quake there are endless aftershocks making the ground quite unstable. Players using GFI fail on a 1-2
3> Bright Sun Shine The Sun is so bright one can hardly see outside the mesh of bodies with the sun bouncing of players armor. Each attempt to Dodge, Leap, Land, Shadow, and Tentacles suffer a -1.
4> Bone Dry Heat It is Hot and Dry. Players mouths are turning into cakes of dried dirt and sweat. The heat is draining the energy from everyone. Players are stunned on a 1-5, Put in the Reserves box on a 6-7, KOed and Injured as normal.
5> "Hanging 10 Dude" The perfect waves in the background are distracting the players. Randomly pick a player (on the field) for each team. Those 2 players gain animosity for the rest of the drive (as they would rather be surfing).
6> Light Rain In an area with such little rain when it does happen it makes every surface slick as can be. This is compounded by the fact that the ball boy polished the game balls all nice and shinny. All attempts to Catch, Intercept, and Pick Up the Ball are at a -1 modifier.
5) Aid Arrives
After every earthquake Aid for the surrounding areas pours in to help the victims of the quake. Money is impossible to track and each coach gets hold of a little extra coin. Each team is awarded a bribe for the game.
6) Neutral Zone infraction
Members from both teams on the Line of Scrimmage are eager to get the action started. A random player from the kicking team jumps a little early smashing an offensive player. Randomly pick one player from the kicking team who is on the LOS and in an opposing players tackle zone. He must throw a block against said opponent (if there is more than one opponent in his tackle he may choose which to block)
7) Media Circus
The media storms the sidelines throwing questions at the coach and taking glamor shots of the players. Roll a d6 add the number of Coaches and the Fame, Highest roll get a Re-Roll. If there is a tie both teams get a Re-Roll.

The Big One is happening. The ground shakes with forces strong enough to take the entire stadium down. The Refs stop the clock but in the confusion the clocks gets damaged. Move the turn track back one spot. If either team was on turn eight before the reset, both teams gain a re-roll.