I am not going to make up numbers - someone else could help me with that.
Field General - Basically an awareness VA, gives a bonus to throwing the ball to only where the WR can catch it, throwing the ball away, and throwing towards the outside receivers in clock situations. No actually throwing, strength, or catching bonuses.
Jump Ball - When in equal position for the ball the WR receives a temporary boost for Jumping, confidence, and catching.
Decoy - When covered by two defenders your player receives less of a moral hit for making bad plays, and your opponents take a bigger than usual if a big play occurs while in double coverage.
Stutter step - Corner becomes more likely to bite on improvised routes.
Fighter - This player does not always take moral hits. (Higher level, less likely to take moral hit)
QB Spy - This player is very adept at seeing pump fakes and knowing when a QB is taking off to run.
Intimidate - When a more famous linebacker or defensive back blitzes all less famous blockers take a confidence hit.
Ball Hawk - Tipped balls and fumbles are more likely to come this players direction when in the area.
Mauler - When this player pancakes a defender the entire offensive line, backs, and the QB gain a moral boost.
Timed hit - this defender is adept at timing a hit as the receiver catches the ball. Not for causing fumbles, but for causing drops. Disadvantaged (50% reduced confidence and catching) re roll for the catch. Each lever increases chance of happening by 2%.
Press Coverage - stronger defensive backs are able to throw off the timing of QB and WR. Each level increases chances of bump happening and the duration. Maxed Bump works 75% of the time for 2 seconds.
Shrug it off - when bumped receiver gets a boost to speed, agility, catching, and vision.
Trash talker - causes a moral hit after an offensive player fumbles or drops a pass, can stack with other teammates.
Film rat - defender has a chance to read to offensive play, when a player reads a play he gets a bonus to all attributes, should only happen 1% for each level.
Last edited Jan 2, 2009 22:57:08