I imagined it working something like this. Change the Casualty Table to:
11 = Badly Hurt and roll on the Minor Injury Table
12-38 = Badly Hurt
41 = Groin Strain ... etc
The Minor Injury Table would represent either a small niggle, or else a personality quirk that comes to the fore after the player's latest brush with death.
Code: Select all
D6 Result
1 Punch Drunk. The player just cannot take a blow to the head like he used to. If the player is ever stunned, then for the remainder of that half he counts as having the Bonehead skill.
2 Lazy. If the player ever scores a touchdown, roll a D6. On a 1 the player decides he has contributed quite enough for the time being, and retires to the dugout to put this feet up. He misses the next drive.
3 Arrogant. If the player's team is winning then he must roll a D6 before handing off or passing the ball. On a 1, the player refuses.
4 Cruel. If this player starts his action next to a prone opponent, roll a D6. On a 1 the player just cannot resist and must Foul him. This counts as the player's action for the turn, even if your team has already made a foul this turn. He cannot be sent off unless he breaks Armour during such a compulsory foul.
5 Old Hamstring Injury. If the player ever falls over on a GFI roll he automatically fails the Armour roll.
6 Honourable. The player will never foul or assist a foul.
Any more ideas? You could even expand the table to include positive traits.