Reserves
Posted: Mon Sep 22, 2008 1:39 pm
These rules stem from a few root ideas. I was thinking about Adam Morgan's 'Desperate Measures' article, and the bottom of the barrel players in it. Also, I believe that attrition shouldn't be such a powerful weapon. Killing and injuring opposing players should lead to teams having to face weaker players from the bench, not no players at all. Secondly the idea that multi-million dollar BB teams wouldn't struggle for players. They'd be able to field someone, even if they weren't very good. I've started thinking of a player's Team Value as being representative of their wages. A rookie player earns 50,000 gold crowns a year. Surely there must be someone who'd play for something between that and nothing! Especially considering the society of the BB world - even one GC would probably feed a family for a month. There would be dozens of players queuing up to join a BB team.
So:
Reserves
Given the huge turnover of players seen on the BB pitch, most teams maintain a secondary setup, training new players in the fundamentals of the game before they make the step into the big leagues. These aspirants range from fresh faced youths to grizzled veterans straight from the army. It is quite common for such players to be drawn into the action proper before their training is complete. Treated as totally expendable, Reserves don't tend to last long against an experienced blitzer. In fact, they mean so little to both fans and teammates that their deaths are not even counted towards official NAF records.
A team may hire any number of Reserve team players. Each player is free to hire, but has a Team Value of 10,000 regardless of stats. A Reserve has the same stats as a team's 0-16 position, but he loses one point from his MA, ST, AG and AV and all his skills except those from the Extraordinary category.
SPPs
Most Reserves are so pathetic they pose no threat to a real player, who treat them with a contempt usually reserved for referees. There is nothing to be learnt from flattening yet another patsy, and as such a professional player does not earn SPPs for inflicting a Casualty on a Reserve. The casualty does not count for official game purposes, and does not go towards his team's total.
Reserves earn SPPs in the same way as normal players, although they can never be the MVP. The sponsors simply wouldn't allow a nonentity that sort of accolade! They even earn 2 SPPs if they inflict a casualty on a Reserve from the opposing team, although it still doesn't count towards the team's total. However, Reserves are totally green in comparison to even a rookie professional, and so develop along slighty different lines. They start on minus 24 SPPs and use the extended Star Player Points Table below:As a complete novice, a Reserve player has more of the basics to learn and so will develop faster than a professional player. There is no need to roll on a table, instead after each Improvement a Reserve can gain any skill normally allowed to him, with the exception of Block, Dodge or Guard. Alternatively the player may be given +1 MV, +1 AV or one of the new skills below: Strong, Tough, Cool or Agile. A player may not be given +1 MV or AV more than once, but unlike normal skills he may gain Strong, Tough, Cool or Agile up to four times. Each Improvement adds 10,000 to his Player Value.
Strong (Extraordinary)
The player counts as having an extra point of Strength when he throws a block. This skill has no effect when the player is the target of a block.
Tough (Extraordinary)
The player counts as having an extra point of Strength when he is blocked. This skill has no effect when the player throws a block himself.
Agile (Extraordinary)
The player counts as having an extra point of Agility when he makes any Agility roll that does not involve the ball (i.e. throwing, catching, intercepting or picking it up).
Cool (Extraordinary)
The player counts as having an extra point of Agility when he makes any Agility roll than involves the ball (i.e. throwing, catching, intercepting or picking it up).
When a Reserve reaches 0 SPPs he becomes a normal Rookie, and for all intents and purposes uses the standatd BB rules. For example, he counts for SPPs as a Casualty, can earn the MVP and can gain further Improvements in the conventional manner.
So:
Reserves
Given the huge turnover of players seen on the BB pitch, most teams maintain a secondary setup, training new players in the fundamentals of the game before they make the step into the big leagues. These aspirants range from fresh faced youths to grizzled veterans straight from the army. It is quite common for such players to be drawn into the action proper before their training is complete. Treated as totally expendable, Reserves don't tend to last long against an experienced blitzer. In fact, they mean so little to both fans and teammates that their deaths are not even counted towards official NAF records.
A team may hire any number of Reserve team players. Each player is free to hire, but has a Team Value of 10,000 regardless of stats. A Reserve has the same stats as a team's 0-16 position, but he loses one point from his MA, ST, AG and AV and all his skills except those from the Extraordinary category.
SPPs
Most Reserves are so pathetic they pose no threat to a real player, who treat them with a contempt usually reserved for referees. There is nothing to be learnt from flattening yet another patsy, and as such a professional player does not earn SPPs for inflicting a Casualty on a Reserve. The casualty does not count for official game purposes, and does not go towards his team's total.
Reserves earn SPPs in the same way as normal players, although they can never be the MVP. The sponsors simply wouldn't allow a nonentity that sort of accolade! They even earn 2 SPPs if they inflict a casualty on a Reserve from the opposing team, although it still doesn't count towards the team's total. However, Reserves are totally green in comparison to even a rookie professional, and so develop along slighty different lines. They start on minus 24 SPPs and use the extended Star Player Points Table below:
Code: Select all
Reserves SPP Table
SPPs Improvements
-24 to -22 None
-21 to -19 One
-18 to -15 Two
-14 to -11 Three
-10 to -6 Four
-5 to 0 Five
0 onwards RESETS
Strong (Extraordinary)
The player counts as having an extra point of Strength when he throws a block. This skill has no effect when the player is the target of a block.
Tough (Extraordinary)
The player counts as having an extra point of Strength when he is blocked. This skill has no effect when the player throws a block himself.
Agile (Extraordinary)
The player counts as having an extra point of Agility when he makes any Agility roll that does not involve the ball (i.e. throwing, catching, intercepting or picking it up).
Cool (Extraordinary)
The player counts as having an extra point of Agility when he makes any Agility roll than involves the ball (i.e. throwing, catching, intercepting or picking it up).
When a Reserve reaches 0 SPPs he becomes a normal Rookie, and for all intents and purposes uses the standatd BB rules. For example, he counts for SPPs as a Casualty, can earn the MVP and can gain further Improvements in the conventional manner.