Player Quirks

Any player that has greater than 51 SPPs must roll on the Quirks table during the upkeep phase of the off-season. A player must make one roll for every skill level they have beyond 50 SPPs so 51 SPPs = 1 roll, 76 = 2 rolls etc.

D66

Quirk

D66 Quirk

11

Demonic Appetite

41

Superstitious

12

Wasted Talent

42

Defeatist

13

Despised

43

Contemplates Retirement

14

Contemplates Retirement

44

Gi' Me Muny

15

Gi' Me Muny

45

Gi' Me Muny

16

Gi' Me Muny

46

Rationalist

21

Argumentative

51

Loner

22

Punch Drunk

52

Bad Rep

23

Unlucky

53

Contemplates Retirement

24

Contemplates Retirement

54

Gi' Me Muny

25

Gi' Me Muny

55

Gi' Me Muny

26

Gi' Me Muny

56

Coach

31

Glory Hog

61

Disillusioned

32

Idle

62

Contemplates Retirement

33

Vindictive

63

Gi' Me Muny

34

Contemplates Retirement

64

Gi' Me Muny

35

Gi' Me Muny

65

Hatred

36

Gi' Me Muny

66

All Weather

 

All Weather - roll d6 for the player any time a negative weather modifier occurs on the weather table. 5+ = reduce the modifier by 1 for the player for the rest of the game.

Argumentative - The player cannot resist arguing all referee decisions. Any time a penalty is awarded against the player's team, the player argues the call in place of the head coach. On a d6 roll of a 6, the referee reverses the decision. On a roll of 2-5 nothing happens. On a roll of 1, the referee sends the Argumentative player off as well (note you can argue this call using the Head Coach).

Bad Rep - Whenever any player on the team might be sent off, the referee rolls d6 with 5+ indicating that the referee assumes the player with Bad Rep was guilty and sends that player off instead.

Coach - The player counts as an Assistant Coach for all purposes.

Contemplates Retirement - roll d6: 1-2 - the player retires immediately, add an Ex-Pro coach to your roster; 3-4 - after negotiation the player agrees not to retire if paid a bonus of D12*10l; 5-6 - the player does not retire.

Demonic Appetite - The player must be given d3x10k at the end of every match of your Fan Factor is reduced by 1 permanently. You don't want to ask why...

Defeatist - The player will only take the field on 4+ on a d6 if the team is behind.

Despised - All opposing players hate this player, every Kick Off table result that involves crowd intervention will automatically target this player. Determine any additional results as usual.

Disillusioned - The player demands d10+10x10k or leaves to enter Da Krush.

Gi' Me Muny - The player demands (d6+number of skill rolls)10k or they enter Da Krush.

Glory Hog - The player finds it difficult to give the ball away and must roll 4+ on any attempt to do so on a Pass or Handoff action otherwise the player retains possession of the ball and the action is concluded.

Hatred - The player hates one other team. Roll d6; 1 = a team from an opposite division, 2-3 = a team from the same division, 4-6 a team from the same Conference. Determine which team randomly. The player can never join that team. Whenever the player faces that side, the player has Mighty Blow. If the player does not block or blitz in a turn against the hated team, roll d6 with 1-3 meaning he is so full of rage that the player instead does nothing that turn.

Idle - If this player scores a touchdown, roll a d6. On a roll of 1 or 2, the player feels he has done enough for a while and will retreat to the dugout for the rest of the half.

Loner - The player must roll 4+ to use any team re-rolls.

Punch Drunk - Treat all results of Stunned as Knocked Out against this player.

Rationalist - The player can ignore the effect of any Magic Items on a 4+. Note this includes Magic Items played by the player's coach.

Superstitious - Due to bad ju-ju knocking about, the player must roll 2+ on a d6 to play in any drive.

Unlucky - Once per half, the opposing coach can force the player's. This is an exception to the rule that a dice can only be re-rolled once (eg the coach rolls the first time and succeeds; the opponent uses Unlucky to force a re-roll, which is a failure; the coach uses a Team Re-roll to roll yet again, this time succeeding).

Vindictive - The player loves to put the boot in. If the player begins the their turn standing next to a prone player, they must roll 2+ on a d6 or they must take a foul action that turn. This action must be taken immediately subsequent to the roll.

Wasted Talent - The player must roll 2+ to use any skill including passive skills.