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Calculate the difference between the two team ratings. That difference is the underdog’s Handicap Points. They may spend the points on any of the following tables at the start of the match. These rules replace the handicap system of the LRB. Re-roll any duplicate results. You can chose the order of effects after you have rolled all results.
Good Karma (Each roll on this table costs 10 points of Handicap)
D12 Result
1 BRIBE THE REF: You may set up 12 players on the field once during the match. If you have only 11 or fewer players at the start of the match you may re-roll this result.
2 EXTRA TRAINING: Your team has worked long and hard all week for this opponent. You may take an extra Team Re-roll to use for this match only
3 INTENSIVE TRAINING: One player is really psyched for this week’s match, and has been working very hard preparing for it. Pick a player on your team. He may take one extra skill to use for this match only, just as if he had rolled a New Skill result on the Star Player Table.
4 BRIBE THE ANNOUNCERS: You receive your MVP award before the match. If the additional SPPs are enough to give the player a new skill then generate it immediately. You don’t get a second MVP at the end of the match.
5 SPONSORSHIP DEAL: Your team is sponsored by Bloodweiser and receives an extra D3x10,000 gps after the match!
6 PALMED COIN: You automatically win the coin toss to start the game. If there should be a penalty shoot-out at the end of the match, you may add +1 to your dice roll.
7 SCUTT’S SCROLL OF WEATHER MAGIC: You have tricked a gullible Wizard into parting with a useful scroll. Once per game, after the Kick-Off result has been resolved, you can select a weather result – the weather will immediately change to that result and remain there until a Weather Change kickoff roll is made.
8 TEAM ANTHEM: Increase your FF by D3+1 or to the amount of your opponent’s FF (whichever is less). This increase is for this match only.
9 GREASED SHOES: Pick a player on the opposing team. You’ve paid someone to grease the bottom of their shoes and their agility is reduced to 1 until a touch down is scored or the half ends.
10 EGGHEAD CONVENTION: A local inventor’s guild is sponsoring a convention in the city today. Several of the attendees are big fans of your team, and are willing to assist your team in today’s match. With their aid, your team will automatically win any Brilliant Coaching results on the Kick-off Table.
11 KNUCKLEDUSTERS: A player of your choice in your team counts as having Mighty Blow for this match only.
12 THAT BABE’S GOT TALENT! Your team visits the local tavern the night before the game. One of the exotic dancers displays her, umm, ‘talents,’ and your players leave her a generous tip. She and a few friends decide to hang out with your team for the day. You automatically win any Cheering Fans results on the Kick-off Table.
Dirty Tricks & Random Events (Each roll on this table costs 25 points of Handicap)
D12 Result
1 BAD PRESS: Libelous stories you have spread cut the opposing team’s Fan Factor in half (rounding up) or reduce it to your FF-1 (whatever is less) The FF loss applies for this match only.
2 BAD HABITS: The opposing team loses half of its TRRs rounded down for this match only. That team keeps at least 1 re-roll.
3 BIASED REFEREE: The opposing team count as being under the eyes of the referee for the whole match (ie, all fouls will be spotted on a 4+). Your team can still be under the eyes of the referee as well.
4 THAT BOY’S GOT TALENT In your last match you spotted a talented fan in the stands, and he agrees to play for your team. Add one player at any position to your roster for this match only. The player leaves the roster when the match ends. Note that you may add a 17th player to a match in this fashion.
5 SMELLING SALTS: You make all rolls to move a player from the Knocked Out box to the Reserves box on a roll of 2 or better for this match.
6 NEWS FEATURE: The big cabalvision networks produce a special news feature about your team of plucky underdogs and their chances in the upcoming match. The extra revenue this generates will allow you to roll 2D6 at the end of the game for your match winnings. Add +1 on your FF roll after the match.
7 IS THERE A DOCTOR IN THE HOUSE?: Your team has secured the service of an extra apothecary for this match only.
8 DUH, WHERE AM I?: One player (your choice) on the opposing team has been out all night on a bender, and isn’t really ready for the game. He may not use any TRRs and suffers from the Bonehead rule for this match only.
9 IRON MAN: One player on your team (your choice) is determined to play hard for the whole game, no matter what the cost – in fact, he refuses to get injured! If an opposing player beats his Armour roll, he is only Stunned.
10 FAMILY EMERGENCY: Choose an opposing player. That player misses the match. For this match only he is replaced by a blank player of his position.
11 ILLEGAL DRUGS: Declare this special play immediately (now!). You may choose one player in your team and increase any one of his stats by +1 for this match only.
12 BUZZING! One of your players (your choice) has gone heavy on the coffee in anticipation of today’s game. For this match only he gains the Jump Up and Frenzy traits, but will automatically fail any attempt to pick up or catch the ball.
Desperate Measures (Each roll on this table costs 45 points of Handicap)
D12 Result
1 APPEARANCE FEE: The player on the opposing team with the most Star Player points has decided that he needs to be paid money to take the field against ‘those bums.’ Roll 2D6 and multiply the result by 5,000. The result is the number of gold pieces the player must receive before he will take the field. If he isn’t paid, he’ll return home and misses the match. The opposing coach has to choose to pay the appearance fee at the start of the match.
2 DEADLY TACTICS: Any injury roll you make which results in a 7 (after modifications) results in a KO.
3 UNDER SCRUTINY: The opposing team may not Foul or use players equipped with Secret Weapons for this match. Additionally they may not use any kind of Wizard (including Halfling Master Chef and Dwarf Runesmith) or revive/rot any dead opposing player this match. The money they paid any wizard is wasted. Additionally that team will automatically lose the „Get the Ref“ Kick off result. Once during the match, before the start of the opposing team’s turn you may announce to get their coach checked by NAF security inspectors. For that turn the opposing team may not use any TRR.
4 RUNNING LATE: Agents in your employ manage to delay D3+1 randomly selected players on the opposing team for this inconvenient match. The players must miss the first half.
5 MORLEY’S REVENGE: The opposing team’s drinks have been spiked with a powerful laxative. D3 randomly selected opposing players have drunk the spiked drink, and must roll a D6 before every kick-off. On a roll of 1-3 they are otherwise engaged and may not take part in this drive. On a roll of 4-6 they may be set up normally.
6 DOOM & GLOOM: Due to some cunningly planted rumors and smear campaigns, the opposing team comes into the game with some serious morale issues. Roll a D6 for each re-roll the opposing team has; for each result other than 6, the opposing team loses a re-roll for the match. Regardless of the roll that team keeps at least 1 re-roll.
7 IT WASN’T ME! One player of your choice of the opposing team has been getting a little rowdy in anticipation of today’s ‘cakewalk,’ and he’s been arrested! He must miss the match. The quarrels following in the locker room reduces their TRRs by 2 for this match (keeping at least 1).
8 I AM THE GREATEST: The three players with the most SPPs on the opposing team refuse to be on the pitch at the same time for this match only. Only one may be set up on the field at the start of each drive. This can result in the opposing team setting up less than 11 players at a kick-off.
9 VIRUS: A mysterious illness breaks out among the opposing team, knocking out the unhealthiest members of the bunch. Any opposing player with a niggling injury fails their niggling injury checks on a 1-4 instead of just 1. The apothecary can’t be used to bring those players back. Repeat the niggling rolls at the start of the second half. If no players are affected, pick one player of your choice. He must miss the match. Additionally the opposing team’s players require a roll of 5+ to recover from KO instead of the normal 4+.
10 MICKEY FINN: An agent in your employ has spiked the pre-game punch the opposing coaching staff shares. That team can’t use any apothecary, will automatically lose the Cheering Fans & Brilliant Coaching Kick-off results, lose half of his TRRs (rounded down, keeping at least one) and can’t revive dead players during this match. Additionally you may force the opposing coach to re-roll his kick-off table roll once in the match. The second result has to be taken.
11 IN THE BAG! The opposing team is feeling cocky about their chances of winning this match. They can only field the 11 worst available players on their team from their reserves box, based on SPPs. This restriction ends after the first half of the match.
12 YOUR CHOICE: You may select any 45 points of handicap rolls from any of the tables.