From: spectre@wpi.WPI.EDU (Christopher Jachimowicz)
Newsgroups: rec.games.board
Subject: RE: Blood Bowl Secret Weapons
Date: 10 Nov 1992 19:01:56 GMT
Organization: Worcester Polytechnic Institute
NNTP-Posting-Host: wpi.wpi.edu


WARNING!  This is a somewhat longish piece featuring house rules for more
than just the Secret Weapons Workshop.  I felt it was justified to post it
all as I have seen numerous requests for more house rules.
------------------------------------------------------------------------------

I believe that the original "Secret Weapons Workshop" Rules are from my league,
the Dervish Football League (DFL), I have therefore re-posted them for use 
along with some of the other "Marketplace" rules.

The marketplace was created to allow veteran teams to spend season-to-season
money on something other than Dirty Tricks (although a cap on how much a team 
may spend on dirty tricks would work just as well).  It also creates a little 
more parity between the rookie and veteran teams at the start of a new season.
Money that is left in a team treasury from a previous season may only be spent
in the marketplace, thereby keeping veteran team's from obliterating the rookie
team with Tricks the first game of the season.

Don't misunderstand, however, the marketplace does provide distinct advantages
to the teams that can afford to pay the price.  You'll need to decide if using
the marketplace will greatly upset any balance you may have in your league.

Good Luck and Enjoy!

spectre.
-------------------------------------------------------------------------------
		DFL MARKETPLACE RULES

I.	Wizards
		General Rules
  A.  Wizards affect a coach's roll on the spell chart at the beginning of the
      game.  Having a wizard allows for greater selectivity among spells, and
      the opportunity for a coach to create his own spells.
  B.  Wizards cost 50,000GC at the first level and 20,000GC for each additional
      level of skill.  Wizards may only aspire to skill level three.
  C.  Each wizard has a spell chart modifier equal to his current skill level.
      the modifier may be used to move up or down the spell chart from the 
      location of the spell originally rolled.  The 'shift' is applied in the
      spell column, NOT in the die roll column.

	Example:  A coach with a level three wizard rolls a 22 on the spell 
	chart, giving him the spell of 'Grabbit'.  Invoking the wizard's 
	modifier of 3, the coach has the option of taking the original spell,
	or either of the two spells located three spaces above or below Grabbit

  D.  The entire spell chart modifier must be applied to the 'shift'.

		Research
  A.  A coach may choose to have his wizard do research in order to develop new
      and more powerful spells.
  B.  Wizards are limited in the strength of attack spells they can create by
      their skill level: Level One: STR 1; Level Two: up to STR 2; Level Three:
      up to STR 4.
  C.  The details of the spell must be presented in writing to the League 
      Commissioner for ratification by the coaches.  Spells similar to 
      previously patented spells will not be considered for ratifiaction.
  D.  Most spells will require a majority vote by the coaches to be ratified.
      Spells deemed overpowering or deadly by the League Commissioner will
      require a unanimous vote.
  E.  If a spell is ratified, the coach rolls on the table below to determine
      how long the wizard will take to divine the new spell:

		Wizard level One	1d4 games
		Wizard Level Two	1d3 games
		Wizard Level Three	the next game
  F.  During the divining of the spell, the wizard is not available for
      adjustments to the spell chart roll.
  G.  Once the spell is completed, it is placed in the wizard's spellbook.  
  H.  Spells in the spellbook may be used anytime a result of 'one wizard
      spell' is rolled on the spell chart (we have modified charts).
  
		Apprenticeships
  A.  A spellcaster may opt to serve as an apprentice to a team wizard in order
      to gain a level of skill.
  B.  A wizard requires 20,000GC and 1d4 games to raise a spellcaster's level 
      by one.
  C.  A spellcaster may never achieve a level of skill higher than that of the
      mentoring wizard.
  D.  During the apprenticeship, neither the wizard nor the spellcaster are
      available for participation in games.

II.	Bodyguards
  A.  Bodyguards cost 15,000GC each.
  B.  A bodyguard absorbs one SUCCESSFUL assassination attempt by a Ninja 
      assassin or two SUCCESSFUL assassination attempts by a regular assassin.
      A bodyguard also absorbs up to two SUCCESSFUL poisoning attempts.
  C.  Each bodyguard must be assigned to a specific team member.  Bodyguards
      will stay with their assigned player until killed.
  D.  There is no limit to the number of bodyguards a player may have.

III.	Secret Weapons Workshop
  	
		General Rules
  A.  A secret weapons workshop gives a coach a 20% discount when purchasing
      any secret weapon.
  B.  Once constructed, the workshop remains with the team for the life of the
      team.
  C.  A secret weapons workshop costs 50,000GC.

		Secret Weapons Development
  A.  To develop a secret weapon, a coach must conduct research.  A coach does
      this by first submitting details of the new secret weapon to the League
      Commissioner.
  B.  Upon approval by the LC, the weapon is subject to ratification by the
      coaches.  Weapons deemed to be excessively deadly must be approved by a
      unanimous vote.
  C.  Once approved, the weapon may be developed in the workshop.  The coach
      rolls 1d4 to determine the length of time in games that the weapon is
      under development.
  D.  Once developed, the new weapon may be purchased for use (at the 20%
      discount) in the normal fashion by the designing team.

		Extra Shifts
  A.  A coach may place shop workers on 'extra shifts' in order to speed up
      the development of a secret weapon.
  B.  Each extra shift applied to development reduces time needed by one game.
  C.  Each extra shift costs 1,000 GC.

IV.	Life Insurance
  A.  Life insurance may be purchased for a specific player at the cost of
      500GC per game.
  B.  The player must be identified on the life insurance certificate by
      name, number, position, team, race and rank.  Certificates are available
      from the LC.
  C.  If a player covered under na insurance policy is killed in the course of
      a game, the 'Grim & Mouldy' (tm) Insurance Company will pay the coach
      8,000GC immediately following the game.
  D.  The policy is null and void in cases where it is determined that the 
      player committed suicide, or that the coach conspired to kill the player.
  E.  Insurance money may be used to purchase a rookie of any allowable race
      with 1d6 points of Star Player Potential.
  F.  If the policy is held without a claim for 16 games, its value doubles
      to 16,000GC.

V.	Personal Trainers
  A.  A coach may hire a personal trainer to work with his team's veteran
      players in improving their playing abilities.
  B.  A trainer is capable of teaching EACH veteran player ONE star player
      skill.
  C.  A trainer costs 10,000GC to bring to camp and an additional 500GC times
      the number of veteran players per week to keep on staff.
  D.  Only the following skills may be learned:
   	Block		Catch		Dirty Tackle
	Dodge		Distract	Mighty Blow
	Intercept	Kick		Safe Throw
	Tackle		Strip Ball	Sure Hands
  E.  Players may only learn a skill available to their position.
  F.  Players must spend training points (TP's) in order to learn new skills.
      It costs 20TP's to obtain a skill at level one.  Each additional level
      costs an additional 15TP's.
  G.  A trainer will leave a team immediately if the coach is unable to pay 
      him.  Another trainer will not be available until the next season.
-- 
Christopher S. Jachimowicz             |  "If there is no room for the sky in
Assistant Dean for Student Activities  |   a man's soul, how can he understand
Worcester Polytechnic Institute        |   what a pigeon is?"
spectre@wpi.wpi.edu                    |                  -White Reveries-