Negate Those Negative Skills!

Everybody has seen those Big Guy rules, right. Well you have noticed you have to waste an SPP double roll to get rid of a negative skill. Instead, I've come up with an option for anyone with a big guy that's just too stupid for his own good or has some habit/addiction he can't break by himself.

Hypnotist

First is the Hypnotist. He sits down with the player before every game and tells him not to go to the forest/suck blood out of the fans/ or eat or attack his own players. His fee is a mere 60K gps. He counts as an Assistant Coach for "Brilliant Coaching"

The hypnotist cocentrates on one skill and player (Minotaurs can either negate "Always Hungry" or "Wild Animal"). You need one hypnotist for each player you want to negate a skill for .

The hypnotist can treat: Always Hungry, Off for a Bite, Take Root, Wild Animal, and the adverse effects of Frenzy.

For "Frenzy," make a roll as normal. If he succeeds, the frenzied person has the choice whether to continue blocking or stop.

Before the kick off, roll 2D6
RollEffect
2Hypnotist messes up; player acts like a chicken and can't play.
3NSs unaffected; plays normally
4-11Good job; negative skill negated
12Extraordinary! Same as 4-11, but permanent
If you roll a 12 the skill is negated permanently. However, before each game, roll 2D6. On a 2, the negative skill comes back, but only for that match. The hypnotist cannot be used to counter that because its rather spontaneous.

If the Hypnotist rolls a 2, he may try again at half time only.


Nerve Tonic Maker

The Nerve Tonic Maker is much the same as the Hypnotist, except in what he can treat,cost, and effect. He still counts as an Assistant Coach. He costs 50K gps, but the tonic is 10K gps.

He can treat: Bone Head and Really Stupid.

For "Really Stupid" to become regular he must have double dosage(at double cost), but that heightens the danger (see below). For one dose they become a "Bone Head."

Well, there's a catch to everything:
(-1 for double dosage)
RollEffect
2Giganticism! The tonic caused the player's head to expand. Take a roll on the Giganticism chart.
3-4Tonic just dosen't work. Play normally
5-10Miracle of archaic technology. Skill negated
11-12Permanent. Same rules as hypnotist
If you get a 2 roll on the Giganticism chart below (same modifier for double dose applies). If the player can play his negative skill is cancelled. Roll twice for double dose, taking the lowest roll.
RollEffect
2-9Just to Gigantic: can't play
10He can play! However movement is reduced by one and player gaines "Foul Appearence."
11He can play! Same as above, but ganes "Very Long Legs" instead.
12Same as above, but ganes "Big Hand" instead.
Note: All Physical skills wear off by the end of the game.


If this sounded familiar to anyone who watches the Simpsons, you're right. It did come fromt the Soft-Ball episode