Date: Thu, 29 Aug 1996 19:50:32 -0700
Message-Id: <199608300250.TAA22048@dfw-ix9.ix.netcom.com>
From: zombie66@ix.netcom.com (Jon Peletis)
Subject: Star Player Generation system v0.05
To: BBOWL-L@cs.utk.edu
Reply-To: bbowl-l@cs.utk.edu

STAR PLAYER GENERATION SYSTEM v0.05

A team may try to use the skills of a scientist to construct a possible 
great BB player.  The use of the scientist is free, (his payment is an 
attempt at making possibly the perfect player), but the loss his 
materials will cost some money.  You must have 50,000 in the treasury 
to attempt to create a player.  You will pay the scientist the 50,000.  
After the star is created, the coach may choose to purchase him, using 
JJ's cost formula, or just trash him.  If you wish to trash him the 
50,000 you paid is lost.  If you want to hire the player the 50,000 you 
paid goes toward the price of him.  If you can't afford him then the 
player will remain in the laboratory until you can afford his remaining 
salary...but you cannot generate another until this one is bought or 
discarded.

Here is the system:

1.  Choose position by race.  If player is from the basic race of the 
team it does not count against the player limits.  For example, on a 
human team you can generate a star blitzer and still have the basic 
four blitzers.  You can generate an allied star player but he still 
counts as an ally and a star player.

2.  Roll a D3 and a D4 and add the two scores up to find out the number 
of star player rolls.

        2   2 rolls
        3   3 rolls
        4   4 rolls
        5   5 rolls
        6   6 rolls
        7   7 rolls

	2a.	If Skaven or Chaos player, one SP roll may be used to buy  
             a random mutation.  Two SP rolls may be used to buy a      
              chosen mutation.

	2b.	One SP roll may be used to buy a secret weapon, chosen     
              from the table below.  Only one per player.  They will    
              also cost a monetary value when figuring cost.  The       
              points in parenthesis apply when figuring the costs.

	WEAPON				RACES
	Chainsaw (2 pts)		Goblin, Dwarf, Orc, Human, Chaos
	Blunderbuss (1 pts)		Dwarf, Chaos Dwarf
   	Poisened Dagger (0 pts)	Dark Elf, Skaven
	Bombs/Ball&Chain (1 pts)	Goblin, Dwarf
	Pogostick (0 pts) 		Goblin
	
	NOTE:	The Deathroller can still be bought as normal for 160,000  
        gps, only by dwarves and it is not considered a star player.	

	2c.	Two SP rolls may be used to purchase ONE stat increase.
		First choose a skill category available to that player.
		
		Roll a D6 and see table below:
		
		GENERAL	AGILITY	STRENGTH	PASSING
		 1  MA		 1  MA		  1  MA	 1  MA
		 2  MA		 2  MA		  2  AV	 2  MA
		 3  MA		 3  MA		  3  AV	 3  AG
		 4  AG		 4  AG		  4  ST	 4  AG
		 5  AV		 5  AG	  	  5  ST	 5  AV
		 6  ST		 6  AG		  6  ST  	 6  ST
 		
		Remember, a stat cannot be incresed more than two from its 
		starting value and no more than 10, if you roll a third    
              stat increase for the same one it will be wasted, or more 
              than will be wasted.

	2d.	Players can get rid of a skill by spending two SP rolls.

3.  Now roll 2D6 to see if its a new skill or stat increase.

        2-9 New skill
        10  +1 MA
        11  +1 AG
        12  +1 ST

4.  If its a new skill choose skill category accorinding to player
position.

5.  Roll a D6 to see if this skill is random or chosen.

        1-3 Random skill
        4-6 Chosen skill

6.  If random then consult the appropriate tables and roll a die, the
die can have more numbers on it than allowed, just reroll the numbers
that aren't used.  If chosen then the coach may choose the skill from
the list.  SKILLS THAT THE PLAYER ALREADY HAS, whether he came with
them or they were taken in this system ARE WASTED and cannot be
rerolled.  If there are more rolls to be done then go back to step 3.
If not proceed to step 7.

7.  After all rolls are completed, you must price the player according
to Jervis Johnson's cost formula.  Making Block and Dodge count 3
points each instead of 2.  And making the following skills cost 1 point 
instead of two:
	Kick -- Pass Block -- Shadowing -- Sidestep -- Diving Tackle
	Break Tackle -- Dump off

And making certain skill combos cost a +1 bonus too.

	Block and Dodge
	ST4 and Frenzy
	Accurate and Strongarm
	Sure feet and Sprint

8.  I would say a team can have no more than 2 of these players at one
time, but if someone dies you can generate a new one, but the original
is lost FOREVER!!!! and cannot be rebought, unless you happen to get
the same player (Yeah, right).

Jon Peletis